

;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that KFM uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; var(1)  - Used in kfm.cmd for combo condition (updated every tick)
; var(2)  - Used in Kung Fu Throw (state 800) to remember if fwd was being
;           held (remembered from state 800 through state 810).


;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 1 && var(0)=0
value = 181+(random%3)
[State 180, 1]
type = ChangeState
trigger1 = Time = 1 && var(0)=1
value = 185
;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(4)=14
value = S180,0
channel = 0

;ignorehitpause = 
;persistent = 

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 190, 1]
Type = Explod
Trigger1 = animelem=1
Anim = 184
id = 185
Postype = p1
Pos = 0,0
SprPriority = 2
bindtime = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=8
value = S180,1
channel = 0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 183]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 0, Helper]
type = Helper
trigger1 = time=0
helpertype = normal ;player
name = "MY BITCHES"
ID = 186
stateno = 186
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=3
value = S200,13
channel = 0
[State 0, Helper]
type = Helper
trigger1 = time=0
helpertype = normal ;player
name = "MY BITCHES"
ID = 187
stateno = 187
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 185]
type = S
ctrl = 0
anim = 180
velset = 0,0
[State 190, 1]
Type = Explod
Trigger1 = time=15
Anim = 192
id = 192
Postype = p1
scale=.5,.5
Pos =13,0
removetime=-1
SprPriority = 2
bindtime = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S200,16
channel = 0
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 184]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic


[State 190, 1]
Type = Explod
Trigger1 = time = 0&&palno<7
Anim = 191
id = 191
Postype = p1
Pos = 0,0
SprPriority = 2
bindtime = -1
[State 190, 1]
Type = Explod
Trigger1 = time = 1&&var(0)=1
Anim = 193
id = 191
Postype = p1
Pos = 0,0
scale=1,1
SprPriority = 2
bindtime = -1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time = 1&&var(0)=1 
value = 194
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2&&var(0)=0
value = S190,3
channel = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=45&&var(0)=1
value = S190,1
channel = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=1&&var(0)=1
value = S300,8
channel = 1
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 192]
type = S
ctrl = 0
anim = 196
velset = 0,0

physics = S
sprpriority = 2
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S180,0
channel = 0
[State 0, Helper]
type = Helper
trigger1 = animelem=8
helpertype = normal ;player
name = "MY BITCHES"
ID = 1910
stateno = 1901
pos =73,-53
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5
[State 0, AllPalFX]
type = AllPalFX
trigger1 =animelem=15 
time = 15
add = 256,256,256
mul = 256,256,256
sinadd = -256,-256,-256,60
invertall = 0
color = 256
[State 200, 1]
type = PlaySnd
trigger1 = animelem=6
value = 200, 11
channel = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=14
value = S5000,2
channel = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=18
value = S190,2
channel = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=13
value = S5000,2
channel = 0
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 193]
type = S
ctrl = 0
anim = 197
velset = 0,0

physics = S
sprpriority = 2


[State 0, Helper]
type = Helper
trigger1 = animelem=8
helpertype = normal ;player
name = "MY BITCHES"
ID = 1910
stateno = 1902
pos =9,-82
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 200, 1]
type = PlaySnd
trigger1 = animelem=4
value = S200, 17
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=30
value = S200,20
channel = 0

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195+(var(0)*3)
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S200,11
channel = 0



[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------------------------
; Stand Light Punch

;---------------------------------------------------------------------------
;?????
[Statedef 300]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 300
sprpriority = 3
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 700,]
type = Poweradd
triggerall = time = 0 && !var(10)
trigger1 =(prevstateno = 150||prevstateno=152) 
value = -1000

[State 700,]
type = varadd
triggerall = time = 0 && var(10) 
trigger1 =(prevstateno = 150||prevstateno=152) 
v=12
value = -1000
[State 300,]
type = NotHitBy
trigger1 = prevstateno = [150,153]
trigger1 = 1
value = SCA

[state 300,]
type = Posset
trigger1 = time = 0
y = 0

[State 300,]
type = palfx
trigger1 = prevstateno = [150,153]
trigger1 = time = 0
time = 5
add = 230,230,230


[State 300, ??????]
type = ChangeAnim
trigger1 = prevstateno = [150,153]
trigger1 = time = 0
value = 305

[State 300, ?????]
type = HitDef
trigger1 = prevstateno = [150,153]
trigger1 = time = 0
attr = S, NA
animtype  = Diagup
damage    = 10
pausetime = 16,18
sparkno = s4010
sparkxy = -30,-70
hitsound   = s400,6
getpower=0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -5.5,-6.5
guard.velocity=-14
air.velocity = -5.5,-6.5
fall = 1
fall.recover=0
yaccel=.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 300 , 1]
type = HitDef
trigger1 = prevstateno != [150,153]
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 13,14
sparkno = s4010
guard.sparkno = s4110
sparkxy = -30,-70
hitsound = s400,6
hitflag = MAF
getpower=90
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5.5,-6.5
guard.velocity=-14
air.velocity = -5.5,-6.5
air.animtype = Back
fall = 1
fall.recover=0
yaccel=.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,15)
ignorehitpause=1
persistent=0
[State 300, ?????]
type = PlaySnd
trigger1 =  time=0
value = s0,4
channel=1
[State 300, ?????]
type = PlaySnd
trigger1 = time=0
value = s200,0
channel=0

[State 300, ??????]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;???????
[Statedef 650]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 650
sprpriority = 3
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall =prevstateno!=[120,155]
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall = prevstateno!=[120,155]
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 240 , 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 11,12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -22,-50
hitsound =s400,6
getpower=90
hitflag = MAF
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.ctrltime=14
ground.velocity = -5.5,-6.5
guard.velocity=-14
air.velocity = -5.5,-6.5
air.animtype = Back
fall = 1
fall.recover=0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 300, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s200,0
channel=0
[State 200, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,4
channel=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
trigger2 = prevstateno=[120,155]
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
trigger2 = prevstateno=[120,155]
v = 5   ;fv = 10
value = 1
ignorehitpause =0 

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,15)
ignorehitpause=1
persistent=0

;---------------------------------------------------------------------------
;?????

[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
velset   = 0,0
sprpriority = -2

[State 700,]
type = Poweradd
triggerall = time = 0 && !var(10)
trigger1 =(prevstateno = 150||prevstateno=152) 
value = -1000

[State 700,]
type = varadd
triggerall = time = 0 && var(10) 
trigger1 =(prevstateno = 150||prevstateno=152) 
v=12
value = -1000

[State 200, ?????]
type = PlaySnd
trigger1 =(prevstateno != 150&&prevstateno!=152) 
trigger1 = AnimElem = 2
value = s200,0
channel = 0

[State 0, Pause]
type = Pause
trigger1 =(prevstateno = 150||prevstateno=152) 
trigger1=time=0 
time = 5

[State 200, ?????]
type = PlaySnd
trigger1 = (prevstateno = 150||prevstateno=152) 
trigger1=time=0 
value=s2,3
channel = 1

[State 2100, ???] ;?????????????
type = HitBy
triggerall= prevstateno != [150,151]
trigger1 = AnimElemtime(6)<0
value = SC, NT, ST, HT 


[State 2100, ???] ;?????????????
type = notHitBy
triggerall= prevstateno = [150,151]
trigger1 = 1
value = SCA 


[State 2100, ???]
type = VelSet
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) < 0
x = 4.9*ifelse((prevstateno=[100,102]),1.3,1)

[State 2100, ????]
type = VelSet
trigger1 = AnimElem =6
x = 0

[State 2100, ?????????]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2100, ??]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ?????????????
[Statedef 900]
type = S
ctrl = 0
anim = ifelse((prevstateno=[200,450]),102,103)
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = 0
sprpriority=0
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6210
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6220
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6211
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6221
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5

[State 0, CtrlSet]
type = CtrlSet
trigger1 =time>2 && anim=102 &&AILEvel=0
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 =AILEvel>0 && p2bodydist x <5 && time>4 && anim=102
value =210

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

;---------------------[???]
[State 00];
type = PlaySnd
trigger1 = animelem = 1
value = S3000,1
[State 00];
type = PlaySnd
trigger1 = animelem = 1 && anim=103
value = S190,2
channel=0
[State 0, VelSet]
type = VelSet
trigger1 = time=0 && anim=102
x = 7

[State 0, VelMul]
type = VelMul
trigger1 = time>10 
x = .75

;ignorehitpause = 
;persistent = 

;---------------------[??]


;---------------------[??]


[State 1020, 4]
type = EnvShake
trigger1 = animelem = 3 && anim=103
time = 10
ampl = -5
freq = 95
phase = 95

;---------------------[??????]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ?????????????
[Statedef 901]
type = U
ctrl = 0
movetype = I
physics = N
sprpriority = 1
poweradd = 0
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6200
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6205
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6201
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6206
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

;---------------------[???]
[State 00];
type = PlaySnd
trigger1 = time=0
value = S3000,1



;---------------------[??????]
[State 195, 2]
type = ChangeState
trigger1 = time=1
value = prevstateno
ctrl = 1

;---------------------------------------------------------------------------
;?????

[Statedef 710]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
velset   = 0,0
sprpriority = -2
[State 0, Turn]
type = Turn
trigger1 = time=0
;ignorehitpause = 
;persistent = 

[State 700,]
type = Poweradd
triggerall = time = 0 && !var(10)
trigger1 =(prevstateno = 150||prevstateno=152) 
value = -1000

[State 700,]
type = varadd
triggerall = time = 0 && var(10) 
trigger1 =(prevstateno = 150||prevstateno=152) 
v=12
value = -1000

[State 200, ?????]
type = PlaySnd
trigger1 =(prevstateno != 150&&prevstateno!=152) 
trigger1 = AnimElem = 2
value = s200,0
channel = 0

[State 0, Pause]
type = Pause
trigger1 =(prevstateno = 150||prevstateno=152) 
trigger1=time=0 
time = 5

[State 200, ?????]
type = PlaySnd
trigger1 = (prevstateno = 150||prevstateno=152) 
trigger1=time=0 
value=s2,3
channel = 1
[State 2100, ???] ;?????????????
type = HitBy
triggerall= prevstateno != [150,151]
trigger1 = AnimElemtime(6)<0
value = SC, NT, ST, HT 


[State 2100, ???] ;?????????????
type = notHitBy
triggerall= prevstateno = [150,151]
trigger1 = 1
value = SCA 


[State 2110, ???]
type = VelSet
trigger1 =  AnimElemTime(3) >= 0 && AnimElemTime(5) < 0
x = 4.9*ifelse((prevstateno=[100,102]),1.3,1)

[State 2110, ????]
type = VelSet
trigger1 = AnimElem =6
x = 0

[State 2110, ???????????]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2110, ??]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;??

[Statedef 52000]
type     = L
movetype = I
physics  = S
velset   = 0,0
anim     = 52000
ctrl     = 0
sprpriority = 2

[State 5200]
type = Posset
trigger1 = time = 0
y = 0

[State 200, ?????]
type = PlaySnd
trigger1 = AnimElem = 1
value = s200,0
channel = 4

[State 2110, ??]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
;ignorehitpause = 
;persistent = 


[State 2110, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
var(6) = 1

[State 2110, ]
type = Varset
trigger1 = Animtime = 0
var(6) = 0

[State 2110, ???]
type = VelSet
triggerall = var(6) = 0
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(6) < 0
x = -4.6

[state 300,]
type = null;Veladd
triggerall = var(6) = 0
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(6) < 0
x = .021

[State 2110, ???]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(8) <= 0
x = 5

[State 2110, ]
type = ChangeAnim
triggerall = var(6) = 1
trigger1 = time = 0
value = 700

[State 2110, ????]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElem = 8
x = 0

[State 2110, ????]
type = VelSet
triggerall = var(6) = 0
trigger1 = AnimElem = 6
x = 0

[State 2110, ???????????]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2110, ??]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kung Fu Palm

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------


