[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= 0
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2
facep2=1


[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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



[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 9  ;fv = 10
value =0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 6
channel=0
[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =1003
ID =1001
pos = 45,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =1004
ID =1001
pos = 45,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Helper]
type = Helper
trigger1 = animelem  = 7
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos =45,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=8 
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 


[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------
[Statedef 1005]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= 0
velset = 0,0
anim = 1005
ctrl = 0
sprpriority = 2
facep2=1

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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




[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 9  ;fv = 10
value =1
[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 6
channel=0
[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =1003
ID =1001
pos = 45,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = animelem  = 7
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos =45,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=8 
movetype = I  
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------
[Statedef 1006]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= -1000
velset = 0,0
anim = 1006
ctrl = 0
sprpriority = 2
facep2=1

[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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





[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 9  ;fv = 10
value= 2
[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 6
channel=0
[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =1003
ID =1001
pos = 45,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = animelem  = 7
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos =45,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=8 
movetype = I  
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Light Kung Fu Upper
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= 0
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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







;[State 0, VarSet]
;type = VarSet
;triggerall = var(59) = 0
;trigger1 = time=0
;v = 4  ;fv = 10
;value = ifelse(command = "kaix",1,2);ifelse(command = "QCF_y",2,3))

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 9
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = anim =1103 && animelem=2
value = 200, 10
channel=0


[State 200, 1]
type = PlaySnd
trigger1 = time=35&& anim!=1103
value = 200, 12
channel=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1103
trigger1 = time=46
value = 1101

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1103
trigger1 = time=68
value = 1102

[State 0, ChangeAnim]
type = ChangeAnim
triggerall =AIlevel=0
triggerall = anim!=1103
triggerall= time>33
trigger1 = time=84 || (command!="holdx")
value = 1103


[State 0, ChangeAnim]
type = ChangeAnim
triggerall =AIlevel>0
triggerall = anim!=1103
triggerall= time>33
trigger1 = time>=84 || (p2bodydist x <120||enemy,numproj>0)
value = 1103



[State 0, VarSet]
type = VarSet
trigger1 =anim=1100
v = 35    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =anim=1101
v = 35    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
triggerall= numhelper(1101)<1
trigger1 =time>=83
v = 35    ;fv = 10
value = 2
[State 0, Width]
type = Width
trigger1 =anim=1103 
edge = 95,0

[State 0, Helper]
type = Helper
trigger1 = time=18
helpertype = normal ;player
name ="Haoh-ken"
ID = 1103
stateno = 1103
pos =83,-67
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5


[State 0, Helper]
type = Helper
trigger1 = animelem  = 2 && anim=1103
helpertype = normal ;player
name ="Haoh-ken"
ID = 1101
stateno = 1101
pos =83,-67
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=3 && anim=1103 
movetype = I  
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1103
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Upper
[Statedef 1015]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= 0
velset = 0,0
anim = 1110
ctrl = 0
sprpriority = 1
facep2=1

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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




;[State 0, VarSet]
;type = VarSet
;triggerall = var(59) = 0
;trigger1 = time=0
;v = 4  ;fv = 10
;value = ifelse(command = "kaix",1,2);ifelse(command = "QCF_y",2,3))

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 9
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = Time =39 && anim!=1103
value = 200, 12
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = anim =1103 && animelem=2
value = 200, 10
channel=0


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1103
trigger1 = time=46
value = 1101

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1103
trigger1 = time=68
value = 1102

[State 0, ChangeAnim]
type = ChangeAnim
triggerall =AIlevel=0
triggerall = anim!=1103
triggerall= time>35
trigger1 = time>=84 || (command!="holdy")
value = 1103



[State 0, ChangeAnim]
type = ChangeAnim
triggerall =AIlevel>0
triggerall = anim!=1103
triggerall= time>35
trigger1 = time>=84 || (p2bodydist x <120||enemy,numproj>0)
value = 1103



[State 0, VarSet]
type = VarSet
trigger1 =anim=1110
v = 35    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =anim=1101
v = 35    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
triggerall= numhelper(1101)<1
trigger1 =time>=84
v = 35    ;fv = 10
value = 2
[State 0, Width]
type = Width
trigger1 =anim=1103 
edge = 95,0

[State 0, Helper]
type = Helper
trigger1 = time=21
helpertype = normal ;player
name ="Haoh-ken"
ID = 1103
stateno = 1103
pos =83,-67
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5


[State 0, Helper]
type = Helper
trigger1 = animelem  = 2 && anim=1103
helpertype = normal ;player
name ="Haoh-ken"
ID = 1101
stateno = 1101
pos =83,-67
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=3 && anim=1103 
movetype = I  
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1103
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Upper
[Statedef 1016]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= -1000
velset = 0,0
anim = 1111
ctrl = 0
sprpriority = 1
facep2=1

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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





;[State 0, VarSet]
;type = VarSet
;triggerall = var(59) = 0
;trigger1 = time=0
;v = 4  ;fv = 10
;value = ifelse(command = "kaix",1,2);ifelse(command = "QCF_y",2,3))

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200, 9
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = anim =1111 && animelem=16
value = 200, 10
channel=0



[State 0, VarSet]
type = VarSet
trigger1 =anim=1111
v = 35    ;fv = 10
value = 1
[State 0, Helper]
type = Helper
trigger1 = time=21
helpertype = normal ;player
name ="Haoh-ken"
ID = 1103
stateno = 1103
pos =83,-67
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5


[State 0, Helper]
type = Helper
trigger1 = animelem  = 16 && anim=1111
helpertype = normal ;player
name ="Haoh-ken"
ID = 1101
stateno = 1101
pos =83,-67
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=17&& anim=1111 
movetype = I  
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Upper
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= 0
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 1


[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall= var(14)=0
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= var(14)=0
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 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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


[State 0, HitBy]
type = HitBy
trigger1 = numhelper(1023)=1
value = SCA,NA,SA,HA,NT,ST,HT
;value2 = S,NA
time = 1
ignorehitpause =1 
;persistent = 

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 17
channel=0

;[State 0, VarSet]
;type = VarSet
;triggerall = var(59) = 0
;trigger1 = time=0
;v = 4  ;fv = 10
;value = ifelse(command = "kaix",1,2);ifelse(command = "QCF_y",2,3))

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 300, 6
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = anim =1015 && animelem=2
value = 200, 18
channel=0



[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AIlevel=0
triggerall = anim!=1015
triggerall = time>30
trigger1 =time=84 || (command!="holdx")
value = 1015


[State 0, ChangeAnim]
type = ChangeAnim
triggerall =AIlevel>0
triggerall = anim!=1015
triggerall = time>30
trigger1 = time>=84 || (p2bodydist x <80 && p2statetype!=A||enemy,numproj=0&& p2movetype!=H||(p2statetype=A&& enemy,vel y >-2))
value = 1015
[State 1050, 4]
type = HitDef
trigger1= !movecontact 
attr = S, SA
animtype  =up
damage    = 75, 4
priority  = 5
guardflag = MA
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-70
hitsound   = S400,16
guardsound = S2,1
getpower=60,60
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-8
guard.velocity = -7
air.velocity = -3,-8
fall = 1
fall.recover=0
yaccel=.55
id=1020
nochainid=1020
palfx.time=20
palfx.add = 100,100,100
palfx.mul = 256,256,256
palfx.sinadd = 0,0,100,5
[State 1000, 1]
type = PlaySnd
trigger1 = movecontact=1
value = S300,9
channel=4

[State 0, Helper]
type = Helper
trigger1 = animelem=3&& anim=1010
helpertype = normal ;player
name ="Haoh-ken"
ID = 1023
stateno = 1023
pos =9,-82
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1


[State 0, Helper]
type = Helper
trigger1 = animelem  = 2 && anim=1015
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1021
pos =20,-80
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=3 && anim=1015
movetype = I  
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1015
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Light Kung Fu Upper
[Statedef 1025]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= 0
velset = 0,0
anim = 1016
ctrl = 0
sprpriority = 1

[State 0, HitBy]
type = HitBy
trigger1 = numhelper(1023)=1
value = SCA,NA,SA,HA,NT,ST,HT
;value2 = S,NA
time = 1
ignorehitpause =1
[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall= var(14)=0
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= var(14)=0
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 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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



[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 17
channel=0

;[State 0, VarSet]
;type = VarSet
;triggerall = var(59) = 0
;trigger1 = time=0
;v = 4  ;fv = 10
;value = ifelse(command = "kaix",1,2);ifelse(command = "QCF_y",2,3))

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 300, 6
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = anim =1015 && animelem=2
value = 200, 18
channel=0




[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AIlevel=0
triggerall = anim!=1015
triggerall = time>36
trigger1 =time=92 || (command!="holdy")
value = 1015


[State 0, ChangeAnim]
type = ChangeAnim
triggerall =AIlevel>0
triggerall = anim!=1015
triggerall = time>36
trigger1 = time>=92 || (p2bodydist x <80 && p2statetype!=A||enemy,numproj=0&& p2movetype!=H||(p2statetype=A&& enemy,vel y >-2))
value = 1015

[State 1050, 4]
type = HitDef
trigger1 =animelem=5
trigger2= !movecontact 
attr = S, SA
animtype  =up
damage    = 105, 4
priority  = 5
guardflag = MA
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-70
hitsound   = S400,16
guardsound = S2,1
getpower=60,60
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-8
guard.velocity = -7
air.velocity = -3,-8
fall = 1
fall.recover=0
yaccel=.55
id=1020
nochainid=1020
palfx.time=20
palfx.add = 100,100,100
palfx.mul = 256,256,256
palfx.sinadd = 0,0,100,5
[State 1000, 1]
type = PlaySnd
trigger1 = movecontact=1
value = S300,9
channel=4
[State 0, Helper]
type = Helper
trigger1 = animelem=3&& anim=1016
helpertype = normal ;player
name ="Haoh-ken"
ID = 1023
stateno = 1023
pos =9,-82
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1


[State 0, Helper]
type = Helper
trigger1 = animelem  = 2 && anim=1015
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1021
pos =20,-80
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=3 && anim=1015
movetype = I  
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1015
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Upper
[Statedef 1026]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= -1000
velset = 0,0
anim = 1016
ctrl = 0
sprpriority = 1
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65
[State 0, HitBy]
type = HitBy
trigger1 = numhelper(1023)=1
value = SCA,NA,SA,HA,NT,ST,HT
;value2 = S,NA
time = 1
ignorehitpause =1
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall= var(14)=0
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= var(14)=0
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 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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



[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 17
channel=0

;[State 0, VarSet]
;type = VarSet
;triggerall = var(59) = 0
;trigger1 = time=0
;v = 4  ;fv = 10
;value = ifelse(command = "kaix",1,2);ifelse(command = "QCF_y",2,3))

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 300, 6
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = anim =1015 && animelem=2
value = 200, 18
channel=0



[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1015
trigger1 =time=40 
value = 1015

[State 1050, 4]
type = HitDef
trigger1= hitcount<5 && time%3=0
attr = S, SA
animtype  =medium
air.animtype=up
damage    = 15, 4
priority  = 5
guardflag = MA
pausetime = 5,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-70
hitsound   = S400,16
guardsound = S2,1
getpower=0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -ifelse(hitcount<4,0,3),-ifelse(hitcount<4,0,8)
guard.velocity = -7
air.velocity = -ifelse(hitcount<4,1,3),-ifelse(hitcount<4,1.5,8)
fall = ifelse(hitcount<4,0,1)
fall.recover=0
yaccel=.55
palfx.time=20
palfx.add = 100,100,100
palfx.mul = 256,256,256
palfx.sinadd = 0,0,100,5
[State 1000, 1]
type = PlaySnd
trigger1 = movecontact=1
value = S300,9
channel=4
[State 0, Helper]
type = Helper
trigger1 = animelem=3&& anim!=1015
helpertype = normal ;player
name ="Haoh-ken"
ID = 1023
stateno = 1023
pos =9,-82
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1


[State 0, Helper]
type = Helper
trigger1 = animelem  = 2 && anim=1015
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1021
pos =20,-80
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=3 && anim=1015
movetype = I  
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1015
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Upper
[Statedef 1030]
type    = A
movetype= A
physics = N
juggle  =0; 4
poweradd= 0
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 1


[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =
[State 0, HitBy]
type = HitBy
trigger1 = numhelper(1023)=1
value = SCA,NA,SA,HA,NT,ST,HT
;value2 = S,NA
time = 1
ignorehitpause =1
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall= var(14)=0
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= var(14)=0
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 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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





[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 17
channel=0

;[State 0, VarSet]
;type = VarSet
;triggerall = var(59) = 0
;trigger1 = time=0
;v = 4  ;fv = 10
;value = ifelse(command = "kaix",1,2);ifelse(command = "QCF_y",2,3))

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 300, 6
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = anim =1025 && animelem=2
value = 200, 18
channel=0




[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AIlevel=0
triggerall = anim!=1025
triggerall = anim!=1026
triggerall = time>20
trigger1 =time=84 || (command!="holdx")
value = 1025


[State 0, ChangeAnim]
type = ChangeAnim
triggerall =AIlevel>0
triggerall = anim!=1025
triggerall = anim!=1026
triggerall = time>20
trigger1 = time>=84 || ((((p2bodydist x  / p2bodydist y) > -1.4 && (p2bodydist x  /p2bodydist y) <= 1.85) && p2bodydist x  > 0||enemy,numproj=0&& p2movetype!=H)||p2stateno=5120)
value = 1025
[State 1050, 4]
type = HitDef
trigger1= !movecontact 
attr = A, SA
animtype  =up
damage    = 55, 4
priority  = 5
guardflag = MA
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-70
hitsound   = S400,16
guardsound = S2,1
getpower=60,60
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-8
guard.velocity = -7
air.velocity = -3,-8
fall = 1
fall.recover=0
yaccel=.55
id=1020
nochainid=1020
palfx.time=20
palfx.add = 100,100,100
palfx.mul = 256,256,256
palfx.sinadd = 0,0,100,5
[State 1000, 1]
type = PlaySnd
trigger1 = movecontact=1
value = S300,9
channel=4

[State 0, Helper]
type = Helper
trigger1 = animelem=3&& anim=1020
helpertype = normal ;player
name ="Haoh-ken"
ID = 1023
stateno = 1023
pos =-6,-96
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1


[State 0, Helper]
type = Helper
trigger1 = animelem  = 4 && anim=1025
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1021
pos =20,-80
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5
[State 0, Gravity]
type = Gravity
trigger1 = animelemtime(6)>=0&& anim=1025
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=5 && anim=1025
movetype = I  

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1026
trigger1 = pos y>=0  && time>8
value = 1026

[State 0, VelSet]
type = VelSet
trigger1 = anim=1026
x = 0
y = 0


[State 0, PosSet]
type = PosSet
trigger1 =anim=1026
y = 0
;ignorehitpause =
;persistent =



[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, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I  
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1026
movetype = I
statetype=S 

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1026
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Upper
[Statedef 1035]
type    = A
movetype= A
physics = N
juggle  =0; 4
poweradd= 0
velset = 0,0
anim = 1021
ctrl = 0
sprpriority = 1

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =
[State 0, HitBy]
type = HitBy
trigger1 = numhelper(1023)=1
value = SCA,NA,SA,HA,NT,ST,HT
;value2 = S,NA
time = 1
ignorehitpause =1
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall= var(14)=0
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= var(14)=0
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 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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




[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 17
channel=0

;[State 0, VarSet]
;type = VarSet
;triggerall = var(59) = 0
;trigger1 = time=0
;v = 4  ;fv = 10
;value = ifelse(command = "kaix",1,2);ifelse(command = "QCF_y",2,3))

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 300, 6
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = anim =1025 && animelem=2
value = 200, 18
channel=0


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = AIlevel=0
triggerall = anim!=1025
triggerall = anim!=1026
triggerall = time>20
trigger1 =time=84 || (command!="holdy")
value = 1025

[State 0, ChangeAnim]
type = ChangeAnim
triggerall =AIlevel>0
triggerall = anim!=1025
triggerall = anim!=1026
triggerall = time>20
trigger1 = time>=84 ||((((p2bodydist x  / p2bodydist y) > -1.5 && (p2bodydist x  /p2bodydist y) <= 2.15) && p2bodydist x  > 0||enemy,numproj=0&& p2movetype!=H)||p2stateno=5120)
value = 1025

[State 1050, 4]
type = HitDef
trigger1= !movecontact 
attr = A, SA
animtype  =up
damage    = 55, 4
priority  = 5
guardflag = MA
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-70
hitsound   = S400,16
guardsound = S2,1
getpower=60,60
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-8
guard.velocity = -7
air.velocity = -3,-8
fall = 1
fall.recover=0
yaccel=.55
id=1020
nochainid=1020
palfx.time=20
palfx.add = 100,100,100
palfx.mul = 256,256,256
palfx.sinadd = 0,0,100,5
[State 1000, 1]
type = PlaySnd
trigger1 = movecontact=1
value = S300,9
channel=4
[State 0, Helper]
type = Helper
trigger1 = animelem=3&& anim=1021
helpertype = normal ;player
name ="Haoh-ken"
ID = 1023
stateno = 1023
pos =-6,-96
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
[State 0, Gravity]
type = Gravity
trigger1 = animelemtime(6)>=0&& anim=1025

[State 0, Helper]
type = Helper
trigger1 = animelem  = 4 && anim=1025
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1021
pos =20,-80
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=5 && anim=1025
movetype = I  

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1026
trigger1 = pos y>=0  && time>8
value = 1026

[State 0, VelSet]
type = VelSet
trigger1 = anim=1026
x = 0
y = 0


[State 0, PosSet]
type = PosSet
trigger1 =anim=1026
y = 0
;ignorehitpause =
;persistent =



[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, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I  
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1026
movetype = I
statetype=S 

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1026
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Upper
[Statedef 1036]
type    = A
movetype= A
physics = N
juggle  =0; 4
poweradd= -1000
velset = 0,0
anim = 1022
ctrl = 0
sprpriority = 1
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 0, HitBy]
type = HitBy
trigger1 = numhelper(1023)=1
value = SCA,NA,SA,HA,NT,ST,HT
;value2 = S,NA
time = 1
ignorehitpause =1
[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall= var(14)=0
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= var(14)=0
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 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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




[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 17
channel=0

;[State 0, VarSet]
;type = VarSet
;triggerall = var(59) = 0
;trigger1 = time=0
;v = 4  ;fv = 10
;value = ifelse(command = "kaix",1,2);ifelse(command = "QCF_y",2,3))

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 300, 6
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = anim =1025 && animelem=2
value = 200, 18
channel=0



[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1025
triggerall = anim!=1026
trigger1 =time=12
value = 1025



[State 0, Helper]
type = Helper
trigger1 = animelem=3&& anim=1022
helpertype = normal ;player
name ="Haoh-ken"
ID = 1023
stateno = 1023
pos =-6,-96
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
[State 0, Gravity]
type = Gravity
trigger1 = animelemtime(6)>=0&& anim=1025

[State 0, Helper]
type = Helper
trigger1 = animelem  = 4 && anim=1025
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1021
pos =35,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=5 && anim=1025
movetype = I  

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1026
trigger1 = pos y>=0  && time>8
value = 1026

[State 0, VelSet]
type = VelSet
trigger1 = anim=1026
x = 0
y = 0


[State 0, PosSet]
type = PosSet
trigger1 =anim=1026
y = 0
;ignorehitpause =
;persistent =



[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, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7&& anim=1022
movetype = I  
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1026
movetype = I
statetype=S 

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1026
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Kung Fu Knee
[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  =0; 0
poweradd=50
velset=0,0
anim = 1050+(var(0)*10)
ctrl = 0
sprpriority = 2
facep2=1

[State 0, ChangeState]
type = ChangeState
Triggerall = var(0)=0
triggerall = AILevel=0
triggerall=movehit || movecontact&&var(10)=1
triggerall = var(57)>=500 || (var(10)=1&&var(57)>0)
trigger1 = command="a" && time=[5,7]
value =1150
ctrl = 0
[State 0, ChangeState]
type = ChangeState
Triggerall = var(0)=0
triggerall = AILevel=0
triggerall=movehit || movecontact&&var(10)=1
triggerall = var(57)>=500 || (var(10)=1&&var(57)>0)
trigger1 = command="a"&&command="b" && time=[5,7]
value =1161
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall= var(14)=0
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= var(14)=0
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 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 
[State 0, Width]
type = Width
trigger1 =animelem=4
edge = 40,0


[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1&&var(57)<1000
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time=0
value = SCA
time = 3

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 7
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = Time = 40 && !movecontact
trigger2= time=25 && movecontact
value = 200, 8
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4 && anim!=1061
trigger2= animelem=9 && anim!=1061 &&var(0)=1
value = 300, 0
channel=2
[State 0, VelSet]
type = VelSet
trigger1 =  animelem=5
x = .15
y = -6.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(5)>=0
statetype = A    ;S,A,C,L       ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(5)>=0
y = .47

 
[State 0, PosAdd]
type = PosAdd
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem=1
x = 21
[State 0, PosAdd]
type = PosAdd
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem=2
trigger2 = animelem=3
x = 8

[State 0, PosAdd]
type = PosAdd
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem=4
x = -13
[State 0, PosAdd]
type = PosAdd
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem=5
x = -15
[State 0, PosAdd]
type = PosAdd
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem=7
x = 2
[State 0, PosAdd]
type = PosAdd
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem=8 && var(0)=0
x = 4
[State 0, Explod]
type = Explod
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem = 4
anim =1052
ID =1052
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem = 4
anim =1053
ID =1052
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Explod]
type = Explod
triggerall = var(0)=1
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem = 9
anim =2026
ID =1052
pos = -8,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
triggerall = var(0)=1
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem = 9
anim =2028
ID =1052
pos = -8,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel=1

[State 1050, 4]
type = HitDef
trigger1 =animelem=4&&var(0)=0
attr = A, SA
animtype  = Medium
damage    =55, 4
priority  = 5
guardflag = M
pausetime = 12,12
sparkxy = -10,-70
sparkno = s4060
guard.sparkno = s4120
hitsound   = S400,16
guardsound = S2,1
getpower=30,30
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
guard.velocity = -7
air.velocity = -2,-7
fall.recover=0
yaccel=.49
[State 1050, 4]
type = HitDef
trigger1 =animelem=5
trigger2= (!movecontact&&var(0)=0) && animelem=6
attr = A, SA
animtype  = Medium
damage    = 26, 4
priority  = 5
guardflag = M
pausetime = 10,10
sparkno = s4060
guard.sparkno = s4120
sparkxy = -10,-70
hitsound   = S400,16
guardsound = S2,1
getpower=30,30
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -ifelse(var(0),0,3),-ifelse(var(0),3,6)
guard.velocity = -7
air.velocity = -ifelse(var(0),0,3),-ifelse(var(0),3,6)
fall = 1
fall.recover=0
yaccel=.45

[State 1050, 4]
type = HitDef
trigger1 =animelem=6&&var(0)
attr = A, SA
animtype  = Medium
damage    = 30, 4
priority  = 5
guardflag = MA
pausetime = 10,10
sparkno = s4060
guard.sparkno = s4120
sparkxy = -10,-80
hitsound   = S400,16
guardsound = S2,1
getpower=30,30
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -ifelse(var(0),0,3),-6
guard.velocity = -7
air.velocity = -ifelse(var(0),0,3),-6
fall = 1
fall.recover=0
yaccel=.5
[State 1050, 4]
type = HitDef
trigger1 =animelem=10&&var(0)
attr = A, SA
animtype  = Medium
damage    = 28, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s4060
guard.sparkno = s4120
sparkxy = -10,-80
hitsound   = S400,17
guardsound = S2,1
getpower=30,30
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1.5,-7
guard.velocity = -7
air.velocity = -1.5,-7
fall = 1
fall.recover=0
yaccel=.5
[State 0, Width]
type = Width
trigger1 =1
edge = 30,0



[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1051+(var(0)*10)
trigger1 = pos y>=0  && time>8
value = 1051+(var(0)*10)

[State 0, VelSet]
type = VelSet
trigger1 = anim=1051+(var(0)*10)
x = 0
y = 0


[State 0, PosSet]
type = PosSet
trigger1 =anim=1051+(var(0)*10)
y = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=0
 

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
[State 0, PosAdd]
type = PosAdd
trigger1= animelem=3&&anim=1051
x =-7
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7 && var(0)=0
trigger2 = animelem=11 && var(0)=1
movetype = I  
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1051+(var(0)*10)
trigger2 = anim=1050 && animelem=8
trigger3 = anim=1060 && animelem=12
movetype = I
statetype=S 
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1051+(var(0)*10)
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Kung Fu Knee
[Statedef 1051]
type    = S
movetype= A
physics = N
juggle  =0; 7
poweradd=90
velset=0,0
anim = 1055+(var(0)*10)
ctrl = 0
sprpriority = 2
facep2=1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=1
x = -5

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall= var(14)=0
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= var(14)=0
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 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1&&var(57)<1000
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time=0
value = SCA
time = 5+(var(0)*4)

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 7
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = Time = 40 && !movecontact
trigger2= time=25 && movecontact
value = 200, 8
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4 && anim!=1061
trigger2= animelem=9 && anim!=1061 &&var(0)=1
value = 300, 0
channel=2





[State 0, VelSet]
type = VelSet
trigger1 =  animelem=5
x =0
y = -ifelse(var(0)=1,9.5,8.5)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(5)>=0
statetype = A    ;S,A,C,L       ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(5)>=0
y = .5

 
[State 0, PosAdd]
type = PosAdd
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem=1
x = 21
[State 0, PosAdd]
type = PosAdd
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem=2
trigger2 = animelem=3
x = 8

[State 0, PosAdd]
type = PosAdd
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem=4
x = -13
[State 0, PosAdd]
type = PosAdd
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem=5
x = -15
[State 0, PosAdd]
type = PosAdd
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem=7
x = 2
[State 0, PosAdd]
type = PosAdd
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem=8 && var(0)=0
x = 4

[State 0, Explod]
type = Explod
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem = 4
anim =1052
ID =1052
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem = 4
anim =1053
ID =1052
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Explod]
type = Explod
triggerall = var(0)=1
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem = 9
anim =2026
ID =1052
pos = -8,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
triggerall = var(0)=1
triggerall = anim!=1051+(var(0)*10)
trigger1 = animelem = 9
anim =2028
ID =1052
pos = -8,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1


[State 1050, 4]
type = HitDef
trigger1 =animelem=5
attr = A, SA
animtype  = Medium
damage    =ifelse(var(0)=1,65,75), 4
priority  = 5
guardflag = M
pausetime = 8,8
sparkxy = -10,-70
sparkno = s4060
guard.sparkno = s4120
hitsound   = S400,16
guardsound = S2,1
getpower=30,30
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -7
air.velocity = -1,-2
fall.recover=0
fall=1
yaccel=.5
[State 1050, 4]
type = HitDef
trigger1 =animelem=6
attr = A, SA
animtype  = Medium
damage    = 32, 4
priority  = 5
guardflag = M
pausetime = 10,10
sparkno = s4060
guard.sparkno = s4120
sparkxy = -10,-80
hitsound   = S400,16
guardsound = S2,1
getpower=30,30
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -ifelse(var(0),0,3),-8
guard.velocity = -7
air.velocity = -ifelse(var(0),0,3),-8
fall = 1
fall.recover=0
yaccel=.5
[State 1050, 4]
type = HitDef
trigger1 =animelem=10&&var(0)
attr = A, SA
animtype  = Medium
damage    = 28, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s4060
guard.sparkno = s4120
sparkxy = -10,-80
hitsound   = S400,17
guardsound = S2,1
getpower=30,30
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1.5,-8
guard.velocity = -7
air.velocity = -1.5,-8
fall = 1
fall.recover=0
yaccel=.6
[State 0, Width]
type = Width
trigger1 =1
edge = 30,0



[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1051+(var(0)*10)
trigger1 = pos y>=0  && time>8
value = 1051+(var(0)*10)

[State 0, VelSet]
type = VelSet
trigger1 = anim=1051+(var(0)*10)
x = 0
y = 0


[State 0, PosSet]
type = PosSet
trigger1 =anim=1051+(var(0)*10)
y = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=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, PosAdd]
type = PosAdd
trigger1= animelem=3&&anim=1051
x =-7
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7 && var(0)=0
trigger2 = animelem=11 && var(0)=1
movetype = I  
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1051+(var(0)*10)
trigger2 = anim=1055 && animelem=8
trigger3 = anim=1065 && animelem=12
movetype = I
statetype=S 
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1051+(var(0)*10)
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Kung Fu Knee
[Statedef 1052]
type    = S
movetype= A
physics = N
juggle  =0; 7
poweradd=-1000
velset=0,0
anim = 1056+(var(0)*10)
ctrl = 0
sprpriority = 2
facep2=1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=1
x = -5
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=3
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall= var(14)=0
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= var(14)=0
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 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1&&var(57)<1000
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time=0
value = SCA
time = 10+(var(0)*4)

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 7
channel=0
[State 200, 1]
type = PlaySnd
trigger1 =time=30 && var(0)=0
trigger2= animelem=11&& var(0)=1
value = 200, 8
channel=0
[State 200, 1]
type = PlaySnd
trigger1= animelem=20
value = 200, 11
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger2= animelem=9 && anim!=1061 &&var(0)=1
trigger3 = animelem = 22&&var(0)=1
value = 300, 0
channel=2





[State 0, VelSet]
type = VelSet
trigger1 =  animelem=5
x = ifelse(var(0)=0,3.5,0)
y = -ifelse(var(0)=0,5.5,9.5)
[State 0, VelSet]
type = VelSet
trigger1 =  animelem=21&& var(0)=1
x = -2
y = -3.5
[State 0, VelSet]
type = VelSet
trigger1 =  animelem=13 && var(0)=1
x = 0
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(5)>=0
statetype = A    ;S,A,C,L       ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(5)>=0&&var(0)=0
trigger2=animelemtime(5)>=0&&animelemtime(12)<0&& var(0)=1
trigger3= animelemtime(21)>=0&& var(0)=1
y = ifelse(var(0)=0,.4,.5)

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4
x = 8

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=8&& var(0)=0
x = 6
[State 0, PosAdd]
type = PosAdd
trigger1= animelem=9&& var(0)=0
x = 22
[State 0, PosAdd]
type = PosAdd
trigger1= animelem=10&& var(0)=0
x =14


[State 0, Explod]
type = Explod
triggerall = anim!=1054+(var(0)*10)
trigger1 = animelem = 4
anim =1052
ID =1052
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
triggerall = anim!=1054+(var(0)*10)
trigger1 = animelem = 4
anim =1053
ID =1052
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Explod]
type = Explod
triggerall = var(0)=1
triggerall = anim!=1054+(var(0)*10)
trigger1 = animelem = 9
anim =2026
ID =1052
pos = -8,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
triggerall = var(0)=1
triggerall = anim!=1054+(var(0)*10)
trigger1 = animelem = 9
anim =2028
ID =1052
pos = -8,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, Explod]
type = Explod
triggerall = var(0)=1
triggerall = anim!=1054+(var(0)*10)
trigger1 = animelem = 21
anim =1052
ID =1052
pos = 24,-139
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = -1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel=1

[State 1050, 4]
type = HitDef
triggerall = var(0)=0
trigger1 =animelem=7
attr = A, SA
animtype  = Medium
damage    = 80, 4
priority  = 5
guardflag = M
pausetime = 10,10
sparkno = s4060
guard.sparkno = s4120
sparkxy = -10,-80
hitsound   = S400,16
guardsound = S2,1
ground.type = Low
getpower=0
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-7.5
guard.velocity = -7
air.velocity = -3,-7.5
fall = 1
fall.recover=0
yaccel=.4

[State 1050, 4]
type = HitDef
trigger1 =animelem=5&&var(0)
attr = A, SA
animtype  = Medium
damage    =65, 4
priority  = 5
guardflag = M
pausetime = 8,8
sparkxy = -10,-70
sparkno = s4060
guard.sparkno = s4120
hitsound   = S400,16
guardsound = S2,1
getpower=30,30
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -7
air.velocity = -1,-2
fall.recover=0
fall=1
yaccel=.5
[State 1050, 4]
type = HitDef
trigger1 =animelem=6&&var(0)
attr = A, SA
animtype  = Medium
damage    = 32, 4
priority  = 5
guardflag = MA
pausetime = 10,10
sparkno = s4060
guard.sparkno = s4120
sparkxy = -10,-80
hitsound   = S400,16
guardsound = S2,1
getpower=30,30
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-8
guard.velocity = -7
air.velocity = 0,-8
fall = 1
fall.recover=0
yaccel=.5
[State 1050, 4]
type = HitDef
trigger1 =animelem=10&&var(0)
attr = A, SA
animtype  = Medium
damage    = 28, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s4060
guard.sparkno = s4120
sparkxy = -10,-80
hitsound   = S400,17
guardsound = S2,1
getpower=30,30
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0,-8
guard.velocity = -7
air.velocity = -0,-8
fall = 1
fall.recover=0
yaccel=.6
[State 1050, 4]
type = HitDef
trigger1 =animelem=22&&var(0)
attr = A, SA
animtype  = Medium
damage    = 46, 4
priority  = 5
guardflag = MA
pausetime = 3,3
sparkno = s4060
guard.sparkno = s4120
sparkxy = -10,-80
hitsound   = S400,18
guardsound = S2,1
getpower=30,30
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0,-8
guard.velocity = -7
air.velocity = -0,-8
fall = 1
fall.recover=0
yaccel=.6
id=1360
[State 0, TargetState]
type = TargetState
trigger1 = movehit && p2stateno!=[1360,1362]
value =1360
ID =1360
ignorehitpause =1 
;persistent = 

[State 0, Width]
type = Width
trigger1 =1
edge = 30,0



[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1054+(var(0)*10)
trigger1 = pos y>=0  && animelemtime(5)>0
value = 1054+(var(0)*10)

[State 0, VelSet]
type = VelSet
trigger1 = anim=1054+(var(0)*10)
x = 0
y = 0


[State 0, PosSet]
type = PosSet
trigger1 =anim=1054+(var(0)*10)
y = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=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, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=8&&var(0)=0
trigger2 = animelem=23&&var(0)=1
movetype = I  
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1054+(var(0)*10)
movetype = I
statetype=S 
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1054+(var(0)*10)
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Upper
[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= 20
velset = 0,0
anim = 1150
ctrl = 0
sprpriority = 1
facep2=1

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =
[State 0, Width]
type = Width
trigger1 =time=0
edge = 60,0

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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



[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 9  ;fv = 10
value =0



[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 11

;[State 0, VarSet]
;type = VarSet
;triggerall = var(59) = 0
;trigger1 = time=0
;v = 6  ;fv = 10
;value = ifelse(command = "ahaha",1,2)

[State 0, Helper]
type = Helper
trigger1 = animelem  = 4
helpertype = normal ;player
name ="Haoh-ken"
ID = 1151
stateno = 1151
pos =73,-53
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=12
movetype = I        ;I,A,H



[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Upper
[Statedef 1160]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= 20
velset = 0,0
anim = 1151
ctrl = 0
sprpriority = 1
facep2=1

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =
[State 0, Width]
type = Width
trigger1 =time=0
edge = 60,0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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



[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 9  ;fv = 10
value =0



[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 11

;[State 0, VarSet]
;type = VarSet
;triggerall = var(59) = 0
;trigger1 = time=0
;v = 6  ;fv = 10
;value = ifelse(command = "ahaha",1,2)

[State 0, Helper]
type = Helper
trigger1 = animelem  = 4
helpertype = normal ;player
name ="Haoh-ken"
ID = 1151
stateno = 1151
pos =73,-53
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=19
movetype = I        ;I,A,H



[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Upper
[Statedef 1161]
type    = S
movetype= A
physics = S
juggle  =0; 4
poweradd= -1000
velset = 0,0
anim = 1160
ctrl = 0
sprpriority = 1
facep2=1
[State 0, Width]
type = Width
trigger1 =time=0
edge = 60,0
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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



[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 9  ;fv = 10
value =0



[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 11

;[State 0, VarSet]
;type = VarSet
;triggerall = var(59) = 0
;trigger1 = time=0
;v = 6  ;fv = 10
;value = ifelse(command = "ahaha",1,2)

[State 0, Helper]
type = Helper
trigger1 = animelem  = 4
helpertype = normal ;player
name ="Haoh-ken"
ID = 1151
stateno = 1151
pos =73,-53
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=16
movetype = I        ;I,A,H



[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Blow
; CNS difficulty: easy
; Notes: This uses the EnvShake controller to shake the screen. It makes the
;        move look stronger.
[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  =0; 4
poweradd= 50
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 6
facep2=1

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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




[State 200, 1]
type = PlaySnd
trigger1 = time=28&& anim=1200
value = 200, 4

[State 1100, 1]
type = PlaySnd
trigger1 = time= 28 && anim=1200
value = 0, 0

[State 0, VelSet]
type = VelSet
triggerall = anim=1200 || anim=1203
trigger1 = animelemtime(5) >= 0
x = 7

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1204 || anim=1206 || (anim=1202 && animelem =6)||  (anim=1201 && animelemtime(1)=10)
x = 0

[State 0, VelSet]
type = VelSet
trigger1 =anim= 1205&& animelemtime(1)=1
x = -4
y = -3

[State 0, PosSet]
type = PosSet
trigger1 =anim=1206
y = 0
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1205
y = .45

[State 0, VelSet]
type = VelSet
trigger1 = (anim = 1202&&animelem=1)||(anim=1201 && animelemtime(1)=1)
x = 2.5

[State 0, VelMul]
type = VelMul
trigger1 =anim=1202||anim=1201
x = .9


[State 1060, 4]
type = HitDef
trigger1 = !movecontact
attr = S, ST
animtype  = Medium
damage    = 0, 4
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = s4000              ;??????? (?????:[Data]????????????????) ?3
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = S1,1
guardsound = S2, 1
ground.type = Low
getpower=50,50
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
p2stateno=1201
fall=1
fall.recover=0


[State 0, Width]
type = Width
trigger1 = anim=1202
player = 27,0

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999]) && anim!=1202
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=0
 
[State 1060, 4]
type = HitDef
trigger1 = anim=1202&&animelem=2
attr = S, SA
animtype  = Medium
damage    = 0, 12
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = S7005+(random%4)
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = S1,1
guardsound = S2, 1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
fall=1
fall.recover=0




[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (time= 30)&& anim !=[1201,1204]
trigger2= anim=1200 && frontedgebodydist<30 && animelemtime(6)>0
value = 1201

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = movehit
trigger1 =anim != [1203,1206]
value = 1203

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0 && anim=1204
trigger1 = anim != [1205,1209]
value = 1205

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = pos y>0 && anim=1205 && animelemtime(1)>1
trigger1 = anim != [1206,1209]
value = 1206


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = moveguarded
trigger1 = time >= 13 && anim != 1202
value = 1202
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1202 &&animelem=3
trigger1 = anim=1205 
movetype = I        ;I,A,H


[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1203
value = -1

[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1204
value = 2

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = frontedgedist < 50 && anim=1203
trigger1 = anim != [1204,1209]
value = 1204
[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1204 && animelemtime(1)=0
x = -50

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
triggerall = movehit && p2stateno=1201
trigger1 = animelemtime(1) >= 0 && anim = 1203
pos = -7, -66
ignorehitpause=1
[State 810, Bind 5]
type = TargetBind
trigger1 = animelemtime(1)>=0&&animelemtime(2)<0&& anim = 1204
pos = 69, -64

[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(2)>=0&&animelemtime(3)<0&& anim = 1204
pos = 106, -75

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2&& anim = 1204
time = 13
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2&& anim = 1204
anim =4010
ID =4010
pos = 100,-74
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1204
value = S400, 10
[State 820, 1]
type = EnvShake
trigger1 = animelem=2 && anim=1204
time = 12
ampl = 6
freq = 80
[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = animelem=2 && anim=1204
value = -ceil(95*fvar(2))
kill = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =animelem=2 && anim=1204
v = 57    ;v = 570
value =65

[State 0, PowerAdd]
type = PowerAdd
triggerall = var(10)=0&&prevstateno!=1451
trigger1 =animelem=2 && anim=1204
value = 70
[State 0, TargetState]
type = TargetState
trigger1 = animelem=3&&anim=1204 &&p2stateno=1201
value =1202

[State 1100, 5]
type = ChangeState
trigger1 =(animtime = 0 && (anim =1202 || anim = 1201|| anim=1206))
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw

[Statedef 1201]
type    = A
movetype= H
physics = N
sprpriority = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 =1
value =0


[State 0, VelSet]
type = VelSet
trigger1 =  enemy,anim !=1102
x = 0
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,HT
;value2 = S,NA
time = 1
[State 0, SelfState]
type = SelfState
trigger1 = p2stateno !=[1200,1211]
value = 5050

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1207
;---------------------------------------------------------------------------

[Statedef 1202]
type    = A
movetype= H
physics = N
velset = ifelse(p2stateno=1211,2.5,0),-ifelse(p2stateno=1211,8.55,2)
ctrl = 0
sprpriority = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
y =20

[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .45

[State 0, ScreenBound]
type = ScreenBound
trigger1 =1
value =1
movecamera=1,0

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && selfanimexist(5060) && p2stateno!=1211
value = 5060

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0 && !selfanimexist(5060)&& p2stateno!=1211
value = 1208






[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0&& p2stateno=1211
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0&& p2stateno=1211
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050&& p2stateno=1211
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052&& p2stateno=1211
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062
[State 1028, Turn]
type = Turn
triggerall = anim!=5052&& p2stateno=1211
trigger1 = (Time = 0) && (BackEdgeDist < 30)
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && selfanimexist(5061)&& p2stateno=1211
value = 5061
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0 && !selfanimexist(5061)&& p2stateno=1211
value = 5061


[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100
;---------------------------------------------------------------------------
; Light Kung Fu Blow
; CNS difficulty: easy
; Notes: This uses the EnvShake controller to shake the screen. It makes the
;        move look stronger.
[Statedef 1210]
type    = S
movetype= A
physics = N
juggle  =0; 4
poweradd= 90
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 6
facep2=1

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =p2statetype=A 
flag = unguardable
;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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




[State 200, 1]
type = PlaySnd
trigger1 = time=28&& anim=1200
value = 200, 4

[State 1100, 1]
type = PlaySnd
trigger1 = time= 28 && anim=1200
value = 0, 0

[State 0, VelSet]
type = VelSet
triggerall = anim=1200 || anim=1203
trigger1 = animelemtime(5) >= 0
x = 7.25

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1204 || anim=1206 || (anim=1212 && animelem =6)||  (anim=1201 && animelemtime(1)=10)
x = 0

[State 0, VelSet]
type = VelSet
trigger1 =anim= 1205&& animelemtime(1)=1
x = -4
y = -3

[State 0, PosSet]
type = PosSet
trigger1 =anim=1206
y = 0
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1205
y = .45

[State 0, VelSet]
type = VelSet
trigger1 = (anim = 1212&&animelem=1)||(anim=1201 && animelemtime(1)=1)
x = 2.5

[State 0, VelMul]
type = VelMul
trigger1 =anim=1212||anim=1201
x = .9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =p2statetype=A 
flag = unguardable

[State 1060, 4]
type = HitDef
trigger1 = !movecontact
attr = S, ST
animtype  = Medium
damage    = 0, 4
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = s4000              ;??????? (?????:[Data]????????????????) ?3
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = S1,1
guardsound = S2, 1
getpower=0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
id=1200
p2stateno=1201
fall=1
fall.recover=0

[State 0, Width]
type = Width
trigger1 = anim=1212
player = 27,0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999]) && anim!=1202
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=0
 

[State 1060, 4]
type = HitDef
trigger1 = anim=1212&&animelem=2
attr = S, SA
animtype  = Medium
damage    = 0, 12
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=2,2
sparkno = S7005+(random%4)
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = S1,1
guardsound = S2, 1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1

;ignorehitpause = 



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (time= 45)&& anim !=[1201,1212]
trigger2= anim=1200 && frontedgebodydist<30 && animelemtime(6)>0
value = 1201

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = movehit
trigger1 =anim != [1203,1212]
value = 1203

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0 && anim=1204
trigger1 = anim != [1205,1212]
value = 1205

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = pos y>0 && anim=1205 && animelemtime(1)>1
trigger1 = anim != [1206,1209]
value = 1206



[State 0, ChangeAnim]
type = ChangeAnim
triggerall = moveguarded
trigger1 = time >= 13 && anim != 1212
value = 1212
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1212 &&animelem=3
trigger2 = anim=1205 
movetype = I        ;I,A,H


[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1203
value = -1

[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1204
value = 2


[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0
edge = 60,0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = frontedgedist < 50 && anim=1203
trigger1 = anim != [1204,1212]
value = 1204
[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1204 && animelemtime(1)=0
x = -50

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
triggerall = movehit && p2stateno=1201
trigger1 = animelemtime(1) >= 0 && anim = 1203
pos = -7, -66
ignorehitpause=1
[State 810, Bind 5]
type = TargetBind
trigger1 = animelemtime(1)>=0&&animelemtime(2)<0&& anim = 1204
pos = 69, -64

[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(2)>=0&&animelemtime(3)<0&& anim = 1204
pos = 106, -75
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2&& anim = 1204
time = 13
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2&& anim = 1204
anim =4010
ID =4010
pos = 100,-74
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1204
value = S400, 10
[State 820, 1]
type = EnvShake
trigger1 = animelem=2 && anim=1204
time = 12
ampl = 6
freq = 80
[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = animelem=2 && anim=1204
value = -ceil(115*fvar(2))
kill = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =animelem=2 && anim=1204
v = 57    ;v = 570
value =65

[State 0, PowerAdd]
type = PowerAdd
triggerall = var(10)=0&&prevstateno!=1451
trigger1 =animelem=2 && anim=1204
value = 70
[State 0, TargetState]
type = TargetState
trigger1 = animelem=3&&anim=1204
value =1202

[State 1100, 5]
type = ChangeState
trigger1 =(animtime = 0 && (anim =1212 || anim = 1201|| anim=1206))
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Blow
; CNS difficulty: easy
; Notes: This uses the EnvShake controller to shake the screen. It makes the
;        move look stronger.
[Statedef 1211]
type    = S
movetype= A
physics = N
juggle  =0; 4
poweradd= -1000
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 4
facep2=1

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =p2statetype=A 
flag = unguardable
;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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




[State 200, 1]
type = PlaySnd
trigger1 = time=28&& anim=1200
value = 200, 4

[State 1100, 1]
type = PlaySnd
trigger1 = time= 28 && anim=1200
value = 0, 0

[State 0, VelSet]
type = VelSet
triggerall = anim=1200 || anim=1203
trigger1 = animelemtime(5) >= 0
x = 8.5

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1204 || anim=1206 || (anim=1202 && animelem =6)||  (anim=1201 && animelemtime(1)=10)
x = 0

[State 0, VelSet]
type = VelSet
trigger1 =anim= 1205&& animelemtime(1)=1
x = -5
y = -3

[State 0, PosSet]
type = PosSet
trigger1 =anim=1206
y = 0
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1205
y = .45

[State 0, VelSet]
type = VelSet
trigger1 = (anim = 1202&&animelem=1)||(anim=1201 && animelemtime(1)=1)
x = 2.5

[State 0, VelMul]
type = VelMul
trigger1 =anim=1202||anim=1201
x = .9


[State 1060, 4]
type = HitDef
triggerall = anim=1200
trigger1 = !movecontact
attr = S, ST
animtype  = Medium
damage    = 0, 4
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = s4000              ;??????? (?????:[Data]????????????????) ?3
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = S1,1
guardsound = S2, 2
getpower=0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
id=1200
p2stateno=1201
fall=1
fall.recover=0
[State 0, Width]
type = Width
trigger1 = anim=1202
player = 27,0

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999]) && anim!=1202
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=0
 
[State 1060, 4]
type = HitDef
trigger1 = anim=1202&&animelem=2
attr = S, SA
animtype  = Medium
damage    = 0, 12
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = s4000              ;??????? (?????:[Data]????????????????) ?3
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = S1,1
guardsound = S2, 2
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
fall=1
fall.recover=0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (time= 56)&& anim !=[1201,1210]
trigger2= anim=1200 && frontedgebodydist<30 && animelemtime(6)>0
value = 1201

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = movehit&&statetype=S
trigger1 =anim != [1203,1210]
value = 1203
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2stateno=1201
triggerall = frontedgedist < 50 && anim=1203&& anim!=[1200,1202]
trigger1 = anim != [1204,1210]
value = 1204
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0 && anim=1204
trigger1 = anim != [1205,1209]
value = 1205

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = pos y>0 && anim=1205 && animelemtime(1)>1
trigger1 = anim != [1206,1209]
value = 1206



[State 0, ChangeAnim]
type = ChangeAnim
triggerall = moveguarded
trigger1 = time >= 13 && anim != 1202
value = 1202
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1202 &&animelem=3 
movetype = I        ;I,A,H
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1205 
movetype = I  
statetype=A      


[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1203
value = -1

[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1204
value = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1204 && animelemtime(1)=0
x = -50

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
triggerall = movehit && p2stateno=1201
trigger1 = animelemtime(1) >= 0 && anim = 1203
pos = -7, -66
ignorehitpause=1
[State 810, Bind 5]
type = TargetBind
trigger1 = animelemtime(1)>=0&&animelemtime(2)<0&& anim = 1204
pos = 69, -64

[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(2)>=0&&animelemtime(3)<0&& anim = 1204
pos = 106, -75

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2&& anim = 1204
time = 13
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =
[State 0, Explod]
type = Explod
trigger1 = animelem = 2&& anim = 1204
anim =1209
ID =1210
pos = 90,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1204
value = S300,3
channel = 3

;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
trigger1 = animelem = 2&& anim = 1204
anim =1210
ID =1210
pos = 90,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
trigger1 = animelem = 2&& anim = 1204
anim =4010
ID =4010
pos = 100,-74
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1204
value = S400, 10
[State 820, 1]
type = EnvShake
trigger1 = animelem=2 && anim=1204
time = 12
ampl = 6
freq = 80
[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = animelem=2 && anim=1204
value = -ceil(145*fvar(2))
kill = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =animelem=2 && anim=1204
v = 57    ;v = 570
value =75


[State 0, TargetState]
type = TargetState
trigger1 = animelem=3&&anim=1204
value =1202

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1206 
movetype = I  
statetype=S
[State 1100, 5]
type = ChangeState
trigger1 =(animtime = 0 && (anim =1202 || anim = 1201|| anim=1206))
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Blow
; CNS difficulty: easy
; Notes: This uses the EnvShake controller to shake the screen. It makes the
;        move look stronger.
[Statedef 1220]
type    = S
movetype= A
physics = N
juggle  =0; 4
poweradd= 50
velset = 0,0
anim = 1300
ctrl = 0
sprpriority = 6
facep2=1

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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




[State 200, 1]
type = PlaySnd
trigger1 = time=0&& anim=1300
value = 300,5
channel=1
[State 1100, 1]
type = PlaySnd
trigger1 = time= 28 && anim=1200
value = 0, 0

[State 0, VelSet]
type = VelSet
triggerall = anim=1300
trigger1 = animelemtime(9) >= 0
x = 4
[State 0, PosAdd]
type = PosAdd
trigger1 =animelemtime(1)=1&&anim=1305 
x = 210
;ignorehitpause = 
;persistent = 
[State 0, PlayerPush]
type = PlayerPush
trigger1 = animelemtime(5)>0&&anim=1300
trigger2= animelemtime(5)<0 && anim=1305
value = 0
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1305
x = 0


[State 1060, 4]
type = HitDef
trigger1 = !movecontact
attr = S, SA
animtype  = Medium
damage    = 0, 0
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=2,2
numhits=0
sparkno = S7005+(random%4)
guard.sparkno = -1
sparkxy = -10,-50
hitsound   = S1,1
guardsound = -1
ground.type = Low
getpower=0,0
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1


[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999]) && anim!=1202
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=0
 [State 0, Helper]
type = Helper
trigger1 = moveguarded && numhelper(1238)=0 && movetype=A
helpertype = normal ;player
name = "NOBLOCKING"
ID = 1238
stateno = 1238
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 4
pausemovetime =4
persistent=0

[State 0, TargetState]
type = TargetState
trigger1 =movehit 
triggerall = p2stateno!=[1301,1303]
value =1301
ignorehitpause=1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =(animtime=0)&& anim !=1305
value = 1305

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1305 && animelem=2
movetype = I        ;I,A,H


[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0
edge =10,0



[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2&& anim = 1204
time = 13
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall =  p2stateno=1301
trigger1= enemy,animelemtime(1)=1
trigger2= enemy,animelem=2
trigger3= enemy,animelem=3
trigger4= enemy,animelem=4
trigger5= enemy,animelem=5
trigger6= enemy,animelem=6
anim =4010
ID =4010
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 15,60
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 200, 1]
type = PlaySnd
triggerall = p2stateno=1301
trigger1= enemy,animelemtime(1)=1
trigger2= enemy,animelem=2
trigger3= enemy,animelem=3
trigger4= enemy,animelem=4
trigger5= enemy,animelem=5
value = S400, 5
channel=3
[State 200, 1]
type = PlaySnd
triggerall = p2stateno=1301
trigger1= enemy,animelem=6
value = S400, 7
channel=3
[State 0, LifeAdd]
type = targetLifeAdd
triggerall =p2stateno=1301
trigger1= enemy,animelemtime(1)=1
trigger2= enemy,animelem=2
trigger3= enemy,animelem=3
trigger4= enemy,animelem=4
trigger5= enemy,animelem=5
value=-ceil(15*(fvar(2)+.05))
kill = 0
[State 0, LifeAdd]
type = targetLifeAdd
triggerall =  p2stateno=1301
trigger1= enemy,animelem=6
value=-ceil(15*(fvar(2)+.05))
kill = 1
[State 0, HitAdd]
type = HitAdd
triggerall = p2stateno=1301
trigger1= enemy,animelemtime(1)=1
trigger2= enemy,animelem=2
trigger3= enemy,animelem=3
trigger4= enemy,animelem=4
trigger5= enemy,animelem=5
trigger6= enemy,animelem=6
value = 1
;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = targetState
trigger1 = enemy,time=24&&p2stateno=1301&&p2stateno!=1151
value =1302
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact
v = 57    ;v = 570
value =ifelse(movehit,65,15)
persistent=0

[State 0, PowerAdd]
type = PowerAdd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact
value = 70
persistent=0

[State 1100, 5]
type = ChangeState
trigger1 =animtime = 0 && anim =1305 
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw

[Statedef 1301]
type    = A
movetype= H
physics = N
sprpriority = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 =1
value =0


[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y=0

[State 0, PosSet]
type = PosSet
trigger1 = pos y >0 
y = 0
;ignorehitpause = 
;persistent = 
[State 0, SelfState]
type = SelfState
trigger1 =p2movetype=H
value =5050
;anim =
;ctrl =
;ignorehitpause = 0
;persistent = 1
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = ifelse(p2stateno=1231,1304,1303)

;anim =
;ignorehitpause = 
;persistent = 

;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 1302]
type    = A
movetype= H
physics = N
juggle  =0; 2
poweradd= 5
ctrl = 0
sprpriority =0
velset=-8,6
poweradd= 59
ctrl = 0
sprpriority = -2
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1306

;persistent = 


;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 =( anim!=612 && anim!=614)
y = .67

[State 0, NotHitBy]
type = NotHitBy
trigger1 = p2stateno=2115
value = SCA
;value2 = S,NA
time = 99
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall = anim!=614 && anim!=612 && anim!=613
trigger1 =pos y>=0 && time>3
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614 && animtime=0
value = 613

[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(1)=2 && anim=613
y = -5
x=-3
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=614
statetype = L      ;S,A,C,L



[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 &&  anim=613&& animelemtime(1)>5
value = 612

[State 0, PosSet]
type = PosSet
trigger1 =anim=612 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 =  anim=612||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 =animtime=0 && anim=612
value =ifelse(alive,5110,5150)
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw

[Statedef 1303]
type    = A
movetype= H
physics = N
sprpriority = 0
velset=-4.5,-10
[State 0, ScreenBound]
type = ScreenBound
trigger1 =1
value =1
movecamera=1,0





[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0
value = 5051
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=0 && !selfanimexist(5051)
value = 5051
;elem = 1
;ignorehitpause = 
;persistent = 


[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .5


;anim =
;ignorehitpause = 
;persistent = 
[State 0, SelfState]
type = SelfState
trigger1 =pos y>=0&&time>10
value =5100
;---------------------------------------------------------------------------
; Light Kung Fu Blow
; CNS difficulty: easy
; Notes: This uses the EnvShake controller to shake the screen. It makes the
;        move look stronger.
[Statedef 1230]
type    = S
movetype= A
physics = N
juggle  =0; 4
poweradd= 50
velset = 0,0
anim = 1301
ctrl = 0
sprpriority = 6
facep2=1

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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




[State 200, 1]
type = PlaySnd
trigger1 = time=0&& anim=1301
value = 300,5
channel=1


[State 0, VelSet]
type = VelSet
triggerall = anim=1300
trigger1 = animelemtime(9) >= 0
x = 4
[State 0, PosAdd]
type = PosAdd
trigger1 =(animtime=0)&& anim !=1305
x = 230
;ignorehitpause = 
;persistent = 
[State 0, PlayerPush]
type = PlayerPush
trigger1 = animelemtime(5)>0&&anim=1300
trigger2= animelemtime(5)<0 && anim=1305
value = 0
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1305
x = 0


[State 1060, 4]
type = HitDef
triggerall = var(7)!=1230
trigger1 = !movecontact
attr = S, SA
animtype  = Medium
damage    = 0, 0
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=2,2
numhits=0
sparkno = S7005+(random%4)
guard.sparkno = -1
sparkxy = -10,-50
hitsound   = S1,1
guardsound = -1
ground.type = Low
getpower=0,0
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999]) && anim!=1202
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=0
  [State 0, Helper]
type = Helper
trigger1 = moveguarded && numhelper(1238)=0 && movetype=A
helpertype = normal ;player
name = "NOBLOCKING"
ID = 1238
stateno = 1238
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 4
pausemovetime =4
persistent=0

[State 0, TargetState]
type = TargetState
trigger1 =movehit 
triggerall = p2stateno!=[1301,1303]
value =1301
ignorehitpause=1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (animtime=0)&& anim !=1305
value = 1305

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1305 &&animelemtime(2)>0
movetype = I        ;I,A,H


[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0
edge =10,0




;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall =  p2stateno=1301
trigger1= enemy,animelemtime(1)=1
trigger2= enemy,animelem=2
trigger3= enemy,animelem=3
trigger4= enemy,animelem=4
trigger5= enemy,animelem=5
trigger6= enemy,animelem=6
anim =4010
ID =4010
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 15,60
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 200, 1]
type = PlaySnd
triggerall = p2stateno=1301
trigger1= enemy,animelemtime(1)=1
trigger2= enemy,animelem=2
trigger3= enemy,animelem=3
trigger4= enemy,animelem=4
trigger5= enemy,animelem=5
value = S400, 5
channel=3
[State 200, 1]
type = PlaySnd
triggerall = p2stateno=1301
trigger1= enemy,animelem=6
value = S400, 7
channel=3
[State 0, LifeAdd]
type = targetLifeAdd
triggerall =p2stateno=1301
trigger1= enemy,animelemtime(1)=1
trigger2= enemy,animelem=2
trigger3= enemy,animelem=3
trigger4= enemy,animelem=4
trigger5= enemy,animelem=5
value=-ceil(12*(fvar(2)+.05))
kill = 0
[State 0, LifeAdd]
type = targetLifeAdd
triggerall =  p2stateno=1301
trigger1= enemy,animelem=6
value=-ceil(12*(fvar(2)+.05))
kill = 1
[State 0, HitAdd]
type = HitAdd
triggerall = p2stateno=1301
trigger1= enemy,animelemtime(1)=1
trigger2= enemy,animelem=2
trigger3= enemy,animelem=3
trigger4= enemy,animelem=4
trigger5= enemy,animelem=5
trigger6= enemy,animelem=6
value = 1
;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = targetState
trigger1 = enemy,time=24&&p2stateno=1301&&p2stateno!=1151
value =1303
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact
v = 57    ;v = 570
value =ifelse(movehit,65,15)
persistent=0

[State 0, PowerAdd]
type = PowerAdd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact
value = 70
persistent=0

[State 1100, 5]
type = ChangeState
trigger1 =animtime = 0 && anim =1305 
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kung Fu Blow
; CNS difficulty: easy
; Notes: This uses the EnvShake controller to shake the screen. It makes the
;        move look stronger.
[Statedef 1231]
type    = S
movetype= A
physics = N
juggle  =0; 4
poweradd= -1000
velset = 0,0
anim = 1302
ctrl = 0
sprpriority = 2
facep2=1
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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




[State 200, 1]
type = PlaySnd
trigger1 = time=0&& anim=1302
value = 300,5
channel=1


[State 0, VelSet]
type = VelSet
triggerall = anim=1300
trigger1 = animelemtime(9) >= 0
x = 4
[State 0, PosAdd]
type = PosAdd
trigger1 =(animtime=0)&& anim !=1305
x = 230
;ignorehitpause = 
;persistent = 
[State 0, PlayerPush]
type = PlayerPush
trigger1 = animelemtime(5)>0&&anim=1300
trigger2= animelemtime(5)<0 && anim=1305
value = 0
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1305
x = 0


[State 1060, 4]
type = HitDef
trigger1 = !movecontact
attr = S, SA
animtype  = Medium
damage    = 0, 15
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=2,2
numhits=0
sparkno = S7005+(random%4)
guard.sparkno =-1
sparkxy = -10,-50
hitsound   = S1,1
guardsound = -1
ground.type = Low
getpower=0,0
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999]) && anim!=1202
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=0
  [State 0, Helper]
type = Helper
trigger1 = moveguarded && numhelper(1238)=0 && movetype=A
helpertype = normal ;player
name = "NOBLOCKING"
ID = 1238
stateno = 1238
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 4
pausemovetime =4
persistent=0

[State 0, TargetState]
type = TargetState
trigger1 =movehit 
triggerall = p2stateno!=[1301,1303]
value =1301
ignorehitpause=1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (animtime=0)&& anim !=1305
value = 1305

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1305 &&animelemtime(2)>0
movetype = I        ;I,A,H


[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0
edge =10,0




;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall =  p2stateno=1301
trigger1= enemy,animelemtime(1)=1
trigger2= enemy,animelem=2
trigger3= enemy,animelem=3
trigger4= enemy,animelem=4
trigger5= enemy,animelem=5
trigger6= enemy,animelem=6
trigger7= enemy,animelem=7
trigger8= enemy,animelem=8
anim =4010
ID =4010
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 15,60
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 200, 1]
type = PlaySnd
triggerall = p2stateno=1301
trigger1= enemy,animelemtime(1)=1
trigger2= enemy,animelem=2
trigger3= enemy,animelem=3
trigger4= enemy,animelem=4
trigger5= enemy,animelem=5
trigger6= enemy,animelem=6
trigger7= enemy,animelem=7
value = S400, 5
channel=3
[State 200, 1]
type = PlaySnd
triggerall = p2stateno=1301
trigger1= enemy,animelem=8
value = S400, 7
channel=3
[State 0, LifeAdd]
type = targetLifeAdd
triggerall =p2stateno=1301
trigger1= enemy,animelemtime(1)=1
trigger2= enemy,animelem=2
trigger3= enemy,animelem=3
trigger4= enemy,animelem=4
trigger5= enemy,animelem=5
trigger6= enemy,animelem=6
trigger7= enemy,animelem=7
value=-ceil(12*(fvar(2)+.05))
kill = 0
[State 0, LifeAdd]
type = targetLifeAdd
triggerall =  p2stateno=1301
trigger1= enemy,animelem=8
value=-ceil(12*(fvar(2)+.05))
kill = 1
[State 0, HitAdd]
type = HitAdd
triggerall = p2stateno=1301
trigger1= enemy,animelemtime(1)=1
trigger2= enemy,animelem=2
trigger3= enemy,animelem=3
trigger4= enemy,animelem=4
trigger5= enemy,animelem=5
trigger6= enemy,animelem=6
trigger7= enemy,animelem=7
trigger8= enemy,animelem=8
value = 1
;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = targetState
trigger1 = enemy,time=24&&p2stateno=1301&&p2stateno!=1151
value =1303
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact
v = 57    ;v = 570
value =ifelse(movehit,65,15)
persistent=0


[State 1100, 5]
type = ChangeState
trigger1 =animtime = 0 && anim =1305 
value = 0
ctrl = 1