;------------------------------------------------------------------------
[Statedef 1010,Dashing Hook ]
type 			        = S
movetype		        = A
physics		            = S
juggle	    	        = 1
anim    			    = 1010
velset		            = 0,0
ctrl			        = 0
poweradd		        = 69
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2



[State 0: VelSet]
type                    = VelSet
trigger1                = AnimElem = 2
x                       = 16

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 3
value                   = 200, 1

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

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 2
value                   = 1010, 0

[State 0:     Punch effect]
type                    = Explod
trigger1                = AnimElem = 4
anim                    = 7050
ID                      = 1010
pos                     = 33,-65
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = .9,.7
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:       Big S Dust Right]
type                    = Explod
trigger1                = !Time
anim                    = 8100
ID                      = 1010
bindtime                = 1
pos                     = -7,0
removetime              = -2
sprpriority             = 2
ownpal                  = 1
removeongethit          = 1
scale                   = .7,.7

       
[State 0, ]
type                    = HitDef
trigger1                = !time
attr                    = S, SA
damage                  = 95
animtype                = Heavy
guardflag               = M
hitflag                 = MA
priority                = 5, Hit
pausetime               = 5, 17
sparkno                 = S8000+(random%2)
guard.sparkno           = S8020 +(random%2)
sparkxy                 = -15, -59
hitsound                = S300, 3
guardsound              = S400, 0
ground.type             = low
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -8, -6
airguard.velocity       = -8,-6
air.type                = low
air.velocity            = -8, -6
air.hittime             = 12
getpower                = 27
givepower		        = 0
envshake.time           = 10
envshake.freq           = 100
envshake.ampl           = -4
envshake.phase          = 10
fall                    = 1
yaccel		            = 0.5

[State 0, ]
type                    = ChangeState
trigger1                = !AnimTime
value                   = 0
ctrl                    = 1
;-------------------------------------------------------------------------
[Statedef 1011,Dashing Hook]
type 			        = S
movetype		        = A
physics		            = S
juggle	    	        = 1
anim    			    = 1011
velset		            = 0,0
ctrl			        = 0
poweradd		        = 69
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2

[State 0: VelSet]
type                    = VelSet
trigger1                = AnimElem = 1
x                       = -6

[State 0: VelSet]
type                    = VelSet
trigger1                = AnimElem = 4
x                       = 16

[State 0, ]
type                    = PlaySnd
trigger1                = !Time
value                   = 50, 1

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 5
value                   = 200, 1

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 2
value                   = 1050, 0

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 4
value                   = 1010, 0

[State 0:     Punch effect]
type                    = Explod
trigger1                = AnimElem = 6
anim                    = 7050
ID                      = 1010
pos                     = 33,-65
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1,.8
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:       Big S Dust Right]
type                    = Explod
trigger1                = !Time
anim                    = 8100
ID                      = 1010
bindtime                = 1
pos                     = -7,0
removetime              = -2
sprpriority             = 2
ownpal                  = 1
removeongethit          = 1
scale                   = .7,.7


[State 0, ]
type                    = HitDef
trigger1                = !time
attr                    = S, SA
damage                  = 85 
animtype                = Heavy
guardflag               = M
hitflag                 = MA
priority                = 5, Hit
pausetime               = 5, 17
sparkno                 = S8000+(random%2)
guard.sparkno           = S8020 +(random%2)
sparkxy                 = -15, -59
hitsound                = S300, 3
guardsound              = S400, 0
ground.type             = low
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -8, -6
airguard.velocity       = -8,-6
air.type                = low
air.velocity            = -8, -6
air.hittime             = 12
getpower                = 27
givepower		        = 0
envshake.time           = 10
envshake.freq           = 100
envshake.ampl           = -4
envshake.phase          = 10
fall                    = 1
p2stateno               = 10101
yaccel		            = 0.5

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

;--------------------------------------------------------------------------
;  Dashing punch - shaking from the hit
[Statedef 10101]
type                    = A
movetype                = H
physics                 = N
velset                  = 0,0

[State 0, Anim]
type                    = ChangeAnim2
trigger1                = 1
value                   = 10101

[State 0, State]
type                    = ChangeState
trigger1                = HitShakeOver = 1
value                   = 10102

;---------------------------------------------------------------------------
;  Dashing punch - flying through the air
[Statedef 10102]
type                    = A
movetype                = H
physics                 = N

[State 0, Velocity]
type                    = HitVelSet
trigger1                = Time = 0
x                       = 1
y                       = 1

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

[State 0, No scroll]
type                    = ScreenBound
triggerall              = Pos y < -15
trigger1                = BackEdgeBodyDist < 65
trigger2                = FrontEdgeBodyDist < 65
value                   = 1
movecamera              = 0,1

[State 0, Hit wall]
type                    = ChangeState
triggerall              = Pos y < -15
trigger1                = BackEdgeBodyDist <= 20
trigger2                = FrontEdgeBodyDist <= 20
value                   = 10103

[State 0, Hit ground]
type                    = SelfState
trigger1                = (Vel y > 0) && (Pos y >= 0)
value                   = 5100

;---------------------------------------------------------------------------
; Dashing punch - hit wall
[Statedef 10103]
type                    = A
movetype                = H
physics                 = N

[State 0, Anim]
type                    = ChangeAnim2
trigger1                = !Time
value                   = 10102

[State 0, Turn]
type                    = Turn
trigger1                = (!Time) && (FrontEdgeBodyDist <= 30)

[State 0, Pos]
type                    = PosAdd
trigger1                = !Time
x                       = 15 - BackEdgeBodyDist

[State 0, Stop moving]
type                    = PosFreeze
trigger1                = 1
x                       = 1
y                       = 1

[State 0, No scroll]
type                    = ScreenBound
trigger1                = 1
value                   = 1
movecamera              = 0,1

[State 0, Spark]
type                    = Explod
trigger1                = !Time
anim                    = F72
pos                     = 0, floor (screenpos y) - 50
postype                 = back
sprpriority             = 3

[State 0, Sound]
type                    = PlaySnd
trigger1                = !Time
value                   = 615,0

[State 0, State]
type                    = ChangeState
trigger1                = !AnimTime
value                   = 10104
ctrl                    = 1

;---------------------------------------------------------------------------
; Dashing punch - bounce off wall
[Statedef 10104]
type                    = A
movetype                = H
physics                 = N

[State 0, Vel Y]
type                    = VelSet
trigger1                = Time = 0
y                       = -8

[State 0, Vel X]
type                    = VelSet
trigger1                = Time = 0
x                       = 1

[State 0, Turn]
type                    = Turn
trigger1                = (!Time) && (BackEdgeDist < 30)

[State 0, Gravity]
type                    = VelAdd
trigger1                = 1
y                       = .35

[State 0, Break Fall Air]
Type                    = SelfState
TriggerAll              = Alive && CanRecover
Trigger1                = Command = "recovery"
Value                   = 5210

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

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

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

[State 0, Anim 5062] ;Coming down - diagup type
type                    = ChangeAnim
trigger1                = Vel Y > -2
trigger1                = Anim = 5052
trigger1                = SelfAnimExist(5062)
persistent              = 0
value                   = 5062

[State 0, Hit ground]
type                    = SelfState
trigger1                = (Vel y > 0) && (Pos y >= 0)
value                   = 5100

;---------------------------------------------------------------------------
;WFF Killer Strike
[Statedef 1020]
type 			        = S
movetype		        = A
physics		            = S
juggle	    	        = 5
anim    			    = 1020
velset		            = 0,0
ctrl			        = 0
poweradd		        = 69
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 1
value                   = 210, 6


[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 7
value                   = 210, 7


[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 2
value                   = 200, 6

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 8
value                   = 200, 7

[State 0: VelSet]
type                    = VelSet
trigger1                = AnimElem = 2
x                       = 7

[State 0:     Slash effect]
type                    = Explod
trigger1                = AnimElem = 3
anim                    = 7071
ID                      = 1020
pos                     = 0,-25
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = 5
removetime              = -2
scale                   = .9,.9
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0

[State 0:     Slash effect 2]
type                    = Explod
trigger1                = AnimElem = 9
anim                    = 7070
ID                      = 1020
pos                     = 0,-25
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = 1
removetime              = -2
scale                   = .9,.9
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0

[State 0, ]
type                    = HitDef
trigger1                = Animelem = 3
attr                    = S, SA
damage                  = 45
animtype                = Heavy
guardflag               = M
hitflag                 = MA
priority                = 5, Hit
pausetime               = 11, 12
sparkno                 = S8000+(random%2)
guard.sparkno           = S8020 +(random%2)
sparkxy                 = -20, -69
hitsound                = S300, 3
guardsound              = S400, 0
ground.type             = low
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -4
airguard.velocity       = -4
air.type                = low
air.velocity            = -4, -3
air.hittime             = 12
getpower                = 14
givepower		        = 0
envshake.time           = 10
envshake.freq           = 100
envshake.ampl           = -4
envshake.phase          = 10
yaccel		            = 0.5
snap                    = 30

[State 0, ]
type                    = HitDef
trigger1                = Animelem = 9
attr                    = S, SA
damage                  = 50
animtype                = diagUP
guardflag               = M
hitflag                 = MA
priority                = 5, Hit
pausetime               = 11, 12
sparkno                 = S8000+(random%2)
guard.sparkno           = S8020 +(random%2)
sparkxy                 = 0, -69
hitsound                = S300, 3
guardsound              = S400, 0
ground.type             = low
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -2, -12
airguard.velocity       = -2, -9
air.type                = low
air.velocity            = -1, -7.5
air.hittime             = 12
getpower                = 14
givepower		        = 0
envshake.time           = 10
envshake.freq           = 100
envshake.ampl           = -4
envshake.phase          = 10
yaccel		            = 0.5
fall = 1

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

;---------------------------------------------------------------------------
;WFF Killer Strike 2
[Statedef 1021]
type 			        = S
movetype		        = A
physics		            = S
juggle	    	        = 5
anim    			    = 1020
velset		            = 0,0
ctrl			        = 0
poweradd		        = 69
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 1
value                   = 210, 6


[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 7
value                   = 210, 7


[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 1
value                   = 200, 6

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 8
value                   = 200, 7

[State 0:     Slash effect]
type                    = Explod
trigger1                = AnimElem = 3
anim                    = 7071
ID                      = 1020
pos                     = 0,-25
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = 5
removetime              = -2
scale                   = 1,1
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0

[State 0:     Slash effect 2]
type                    = Explod
trigger1                = AnimElem = 9
anim                    = 7070
ID                      = 1020
pos                     = 0,-25
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = 1
removetime              = -2
scale                   = 1,1
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0

[State 0, ]
type                    = HitDef
trigger1                = Animelem = 3
attr                    = S, SA
damage                  = 80
animtype                = Heavy
guardflag               = M
hitflag                 = MA
priority                = 5, Hit
pausetime               = 11, 15
sparkno                 = S8000+(random%2)
guard.sparkno           = S8020 +(random%2)
sparkxy                 = 0, -60
hitsound                = S300, 3
guardsound              = S400, 0
ground.type             = low
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -2
airguard.velocity       = -4
air.type                = low
air.velocity            = -4, -3
air.hittime             = 12
getpower                = 14
givepower		        = 0
envshake.time           = 10
envshake.freq           = 100
envshake.ampl           = -4
envshake.phase          = 10
yaccel		            = 0.5
snap                    = 30

[State 0, ]
type                    = HitDef
trigger1                = Animelem = 9
attr                    = S, SA
damage                  = 45
animtype                = diagUP
guardflag               = M
hitflag                 = MA
priority                = 5, Hit
pausetime               = 11, 12
sparkno                 = S8000+(random%2)
guard.sparkno           = S8020 +(random%2)
sparkxy                 = 0, -60
hitsound                = S300, 3
guardsound              = S400, 0
ground.type             = low
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -2, -12
airguard.velocity       = -2, -8
air.type                = low
air.velocity            = -1, -8
air.hittime             = 12
getpower                = 14
givepower		        = 0
envshake.time           = 10
envshake.freq           = 100
envshake.ampl           = -4
envshake.phase          = 10
yaccel		            = 0.5
fall = 1

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

;---------------------------------------------------------------------------
;WFF
[Statedef 1030]
type 			        = S
movetype		        = A
physics		            = N
juggle	    	        = 1
anim    			    = 1030
velset		            = 0,0
ctrl			        = 0
poweradd		        = 69
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2

[State 0: VelSet]
type                    = VelSet
trigger1                = AnimElem = 1
x                       = 2

[State 0: VelSet]
type                    = VelSet
trigger1                = AnimElem = 14
x                       = 0

[State 0: StateTypeSet]
type                    = StateTypeSet
trigger1                = animelem = 14
physics                 = S

[State InitVel]
type                    = VelSet 
trigger1                = animelem = 15
X                       = 7

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 3
trigger2                = AnimElem = 10
trigger3                = AnimElem = 15
value                   = 1030, 1

[State 0, ]
type                    = PlaySnd
trigger1                = !time
value                   = 1030, 2

[State 0, ]
type                    = PlaySnd
trigger1                = !Time
value                   = 2010, 1

[State 0:     WOLF]
type                    = Explod
trigger1                = AnimElem = 4
anim                    = 7080
ID                      = 1030
pos                     = 33,-59
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.1,1.1
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0
ignorehitpause          = 0

[State 0:     WOLF 2]
type                    = Explod
trigger1                = AnimElem = 11
anim                    = 7080
ID                      = 1030
pos                     = 41,-51
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.1,1.1
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0
ignorehitpause          = 0

[State 0:     Slash effect]
type                    = Explod
trigger1                = AnimElem = 3
anim                    = 7071
ID                      = 1030
pos                     = 0,-25
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.2,.85
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:     Slash effect 2]
type                    = Explod
trigger1                = AnimElem = 9
anim                    = 7070
ID                      = 1030
pos                     = 0,-25
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.2,.85
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:    X Slash]
type                    = Explod
trigger1                = AnimElem = 14
anim                    = 7071
ID                      = 1030
pos                     = -10,-10
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = 1
removetime              = -2
scale                   = 1.2,1.2
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 2,0

[State 0:    X Slash]
type                    = Explod
trigger1                = AnimElem = 14
anim                    = 7071
ID                      = 1030
pos                     = 0,-10
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = 1
removetime              = -2
scale                   = 1.2,1.2
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 2,0

[State 0:       Big S Dust Right]
type                    = Explod
trigger1                = !Time
anim                    = 8100
ID                      = 1030
bindtime                = 1
pos                     = 7,0
removetime              = -2
sprpriority             = 2
ownpal                  = 1
removeongethit          = 1
scale                   = 1,1



[State 0, ]
type                    = HitDef
trigger1                = animelem = 4
trigger2                = animelem = 11
attr                    = S, SA
damage                  = 45
animtype                = Heavy
guardflag               = M
hitflag                 = MAFP
priority                = 5, Hit
pausetime               = 3, 7
sparkno                 = S8000+(random%2)
guard.sparkno           = S8020 +(random%2)
sparkxy                 = 0, -53
hitsound                = S1030, 0
guardsound              = S400, 0
ground.type             = low
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -8
airguard.velocity       = -8
air.type                = low
air.velocity            = -8,-1
air.hittime             = 12
getpower                = 7
givepower		        = 0
envshake.time           = 10
envshake.freq           = 100
envshake.ampl           = -4
envshake.phase          = 10
yaccel		            = 0.5
snap                    = 30,0

[State 0, ]
type                    = HitDef
trigger1                = animelem = 16
attr                    = S, SA
damage                  = 25
animtype                = Heavy
guardflag               = M
hitflag                 = MAFP
priority                = 5, Hit
pausetime               = 11, 12
sparkno                 = S8000+(random%2)
guard.sparkno           = S8020 +(random%2)
sparkxy                 = 0, -53
hitsound                = S1030, 0
guardsound              = S400, 0
ground.type             = low
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -8, -6
airguard.velocity       = -8,-6
air.type                = low
air.velocity            = -8, -6
air.hittime             = 12
getpower                = 14
givepower		        = 0
envshake.time           = 10
envshake.freq           = 100
envshake.ampl           = -4
envshake.phase          = 10
fall                    = 1
yaccel		            = 0.5
id                      = 1030

[State 0: Explod]
type                    = Explod
trigger1                = NumTarget(1030) && MoveHit
anim                    = 7060
pos                     = 0,-53
postype                 = p2
facing                  = 1
vfacing                 = 1
bindtime                = 1
removetime              = -2
scale                   = 1.4,1.4
sprpriority             = 6
ownpal                  = 1
ignorehitpause          = 1
persistent              = 0

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

;---------------------------------------------------------------------------
;WFF 2
[Statedef 1031]
type 			        = S
movetype		        = A
physics		            = N
juggle	    	        = 1
anim    			    = 1031
velset		            = 0,0
ctrl			        = 0
poweradd		        = 69
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2

[State 0: VelSet]
type                    = VelSet
trigger1                = AnimElem = 1
x                       = 2

[State 0: VelSet]
type                    = VelSet
trigger1                = AnimElem = 21
x                       = 0

[State 0: StateTypeSet]
type                    = StateTypeSet
trigger1                = animelem = 21
physics                 = S

[State InitVel]
type                    = VelSet 
trigger1                = animelem = 22
X                       = 7

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 4
trigger2                = AnimElem = 10
trigger3                = AnimElem = 17
trigger4                = AnimElem = 22
value                   = 1030, 1

[State 0, ]
type                    = PlaySnd
trigger1                = animelem = 6
value                   = 1030, 2

[State 0, ]
type                    = PlaySnd
trigger1                = !Time
value                   = 2010, 1

[State 0:     WOLF 2]
type                    = Explod
trigger1                = AnimElem = 5
anim                    = 7080
ID                      = 1030
pos                     = 41,-51
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1,1
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0
ignorehitpause          = 0

[State 0:     WOLF]
type                    = Explod
trigger1                = AnimElem = 11
anim                    = 7080
ID                      = 1030
pos                     = 33,-59
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1,1
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0
ignorehitpause          = 0

[State 0:     WOLF 2]
type                    = Explod
trigger1                = AnimElem = 18
anim                    = 7080
ID                      = 1030
pos                     = 41,-51
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = 3
scale                   = 1,1
sprpriority             = -2
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0
ignorehitpause          = 0

[State 0:     Slash effect 2]
type                    = Explod
trigger1                = AnimElem = 3
anim                    = 7070
ID                      = 1030
pos                     = 0,-25
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.3,.95
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:     Slash effect]
type                    = Explod
trigger1                = AnimElem = 10
anim                    = 7071
ID                      = 1030
pos                     = 0,-25
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.3,.95
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:     Slash effect 2]
type                    = Explod
trigger1                = AnimElem = 16
anim                    = 7070
ID                      = 1030
pos                     = 0,-25
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.2,.95
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:    X Slash]
type                    = Explod
trigger1                = AnimElem = 21
anim                    = 7071
ID                      = 1030
pos                     = -15,-10
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = 1
removetime              = -2
scale                   = 1.2,.95
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 2,0

[State 0:    X Slash]
type                    = Explod
trigger1                = AnimElem = 21
anim                    = 7071
ID                      = 1030
pos                     = 0,-10
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = 1
removetime              = -2
scale                   = 1.2,.95
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 2,0

[State 0:     WOLF Last]
type                    = Explod
trigger1                = AnimElem = 23
anim                    = 7080
ID                      = 1030
pos                     = 31,-48
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = .95,.95
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0
ignorehitpause          = 0

[State 0:       Big S Dust Right]
type                    = Explod
trigger1                = !Time
anim                    = 8100
ID                      = 1030
bindtime                = 1
pos                     = 7,0
removetime              = -2
sprpriority             = 2
ownpal                  = 1
removeongethit          = 1
scale                   = 1,1



[State 0, ]
type                    = HitDef
trigger1                = animelem = 5
trigger2                = animelem = 11
trigger3                = animelem = 18
attr                    = S, SA
damage                  = 25
animtype                = Heavy
guardflag               = M
hitflag                 = MAFP
priority                = 5, Hit
pausetime               = 3, 7
sparkno                 = S8000+(random%2)
guard.sparkno           = S8020 +(random%2)
sparkxy                 = 0, -53
hitsound                = S1030, 0
guardsound              = S400, 0
ground.type             = low
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -8
airguard.velocity       = -8
air.type                = low
air.velocity            = -8,-1
air.hittime             = 12
getpower                = 2
givepower		        = 0
envshake.time           = 10
envshake.freq           = 100
envshake.ampl           = -4
envshake.phase          = 10
yaccel		            = 0.5
snap                    = 30,0

[State 0, ]
type                    = HitDef
trigger1                = animelem = 23
attr                    = S, SA
damage                  = 35
animtype                = Heavy
guardflag               = M
hitflag                 = MAFP
priority                = 5, Hit
pausetime               = 11, 12
sparkno                 = S8000+(random%2)
guard.sparkno           = S8020 +(random%2)
sparkxy                 = 0, -53
hitsound                = S1030, 0
guardsound              = S400, 0
ground.type             = low
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -8, -6
airguard.velocity       = -8,-6
air.type                = low
air.velocity            = -8, -6
air.hittime             = 12
getpower                = 14
givepower		        = 0
envshake.time           = 10
envshake.freq           = 100
envshake.ampl           = -4
envshake.phase          = 10
fall                    = 1
yaccel		            = 0.5
id                      = 1030

[State 0: Explod]
type                    = Explod
trigger1                = NumTarget(1030) && MoveHit
anim                    = 7060
pos                     = 0,-53
postype                 = p2
facing                  = 1
vfacing                 = 1
bindtime                = 1
removetime              = -2
scale                   = 1,1
sprpriority             = 6
ownpal                  = 1
ignorehitpause          = 1
persistent              = 0

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


;---------------------------------------------------------------------------
;Rising Knee - Dash
[Statedef 1050]
type 			        = S
movetype		        = A
physics		            = S
juggle	    	        = 1
anim    			    = 1050
velset		            = 0,0
ctrl			        = 0
poweradd		        = 0
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 2
value                   = 1010, 0

[State 0: VelSet]
type                    = VelSet
trigger1                = AnimElem = 2
x                       = 11

[State 0:       Big S Dust Right]
type                    = Explod
trigger1                = AnimElem = 2
anim                    = 8100
ID                      = 1050
bindtime                = 1
pos                     = 7,0
removetime              = -2
sprpriority             = 2
ownpal                  = 1
removeongethit          = 1
scale                   = .7,.7



[State 0, ]
type                    = ChangeState
triggerall              = AnimElem = 4, < 0
trigger1                = p2bodydist X < 20
value                   = 1051
ctrl                    = 0

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

;---------------------------------------------------------------------------
;Rising Knee - Hit
[Statedef 1051]
type 			        = S
movetype		        = A
physics		            = S
juggle	    	        = 6
anim    			    = 1051
velset		            = 0,0
ctrl			        = 0
poweradd		        = 69
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 2
value                   = 1010, 0

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

[State 0: StateTypeSet]
type                    = StateTypeSet
trigger1                = AnimElem = 2
statetype               = A
physics                 = A

[State 0: VelSet]
type                    = VelSet
trigger1                = AnimElem = 2
x                       = 6
y                       = -6

[State 0: PlayerPush]
type                    = PlayerPush
trigger1                = AnimElem = 3, > 0
value                   = 0

[State 0: Explod]
type                    = Explod
trigger1                = AnimElem = 3
anim                    = 8430
ID                      = 1050
pos                     = 28,-80
postype                 = p1
facing                  = 1
bindtime                = -1
removetime              = -2
scale                   = 1.2,1.2
sprpriority             = 4
ownpal                  = 1
removeongethit          = 1
ignorehitpause          = 0

[State 0, ]
type                    = HitDef
trigger1                = !Time
attr                    = A, SA
damage                  = 100
animtype                = UP
guardflag               = M
hitflag                 = MAF
priority                = 5, Hit
pausetime               = 4, 14
sparkno                 = S8000+(random%2)
guard.sparkno           = S8020 +(random%2)
sparkxy                 = -10, -64
hitsound                = S300, 3
guardsound              = S400, 0
ground.type             = low
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -2, -9
airguard.velocity       = -2, -9
air.type                = low
air.velocity            = -1, -7.5
air.hittime             = 12
getpower                = 14
givepower		        = 0
envshake.time           = 10
envshake.freq           = 100
envshake.ampl           = -4
envshake.phase          = 10
yaccel		            = 0.5
fall                    = 1
fall.recover = 0

;---------------------------------------------------------------------------
;Rising Knee - Dash 2
[Statedef 1052]
type 			        = S
movetype		        = A
physics		            = S
juggle	    	        = 1
anim    			    = 1052
velset		            = 0,0
ctrl			        = 0
poweradd		        = 0
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 2
value                   = 1010, 0

[State 0: VelSet]
type                    = VelSet
trigger1                = AnimElem = 2
x                       = 14

[State 0:       Big S Dust Right]
type                    = Explod
trigger1                = AnimElem = 2
anim                    = 8100
ID                      = 1050
bindtime                = 1
pos                     = 7,0
removetime              = -2
sprpriority             = 2
ownpal                  = 1
removeongethit          = 1
scale                   = .9,.9



[State 0, ]
type                    = ChangeState
triggerall              = AnimElem = 4, < 0
trigger1                = p2bodydist X < 20
value                   = 1053
ctrl                    = 0

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

;---------------------------------------------------------------------------
;Rising Knee - Hit 2
[Statedef 1053]
type 			        = S
movetype		        = A
physics		            = S
juggle	    	        = 7
anim    			    = 1051
velset		            = 0,0
ctrl			        = 0
poweradd		        = 69
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 2
value                   = 1010, 0

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

[State 0: StateTypeSet]
type                    = StateTypeSet
trigger1                = AnimElem = 2
statetype               = A
physics                 = A

[State 0: VelSet]
type                    = VelSet
trigger1                = AnimElem = 2
x                       = 6
y                       = -6

[State 0: PlayerPush]
type                    = PlayerPush
trigger1                = AnimElem = 3, > 0
value                   = 0

[State 0: Explod]
type                    = Explod
trigger1                = AnimElem = 3
anim                    = 8430
ID                      = 1050
pos                     = 28,-80
postype                 = p1
facing                  = 1
bindtime                = -1
removetime              = -2
scale                   = 1.2,1.2
sprpriority             = 4
ownpal                  = 1
removeongethit          = 1
ignorehitpause          = 0

[State 0, ]
type                    = HitDef
trigger1                = !Time
attr                    = A, SA
damage                  = 70
animtype                = UP
guardflag               = M
hitflag                 = MAF
priority                = 5, Hit
pausetime               = 4, 14
sparkno                 = S8000+(random%2)
guard.sparkno           = S8020 +(random%2)
sparkxy                 = -10, -64
hitsound                = S300, 3
guardsound              = S400, 0
ground.type             = low
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -2, -10.5
airguard.velocity       = -2, -10.5
air.type                = low
air.velocity            = -1, -7.5
air.hittime             = 12
getpower                = 14
givepower		        = 0
envshake.time           = 10
envshake.freq           = 100
envshake.ampl           = -4
envshake.phase          = 10
yaccel		            = 0.5
fall                    = 1
fall.recover = 0

;---------------------------------------------------------------------------
; Back Step Zanzoken
[Statedef 1060]
type                    = S
movetype                = I
physics                 = N
anim                    = 1060
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 1

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 2
x		                = -2

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 4
x		                = -4

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 12
x		                = -2

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 15
x		                = 0

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = !Time
value                   = 750, 0

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = !Time
value                   = 1020, 0

;---------------

[State 0:     PlayerPush]
type 			        = PlayerPush
trigger1 		        = animelem = 4
value			        = 0

;---------------
[State 0:     ChangeState]
type                    = ChangeState
trigger1                = (!AnimTime)
value                   = 0
ctrl		            = 1

;---------------------------------------------------------------------------
; Back Step Zanzoken 2
[Statedef 1061]
type                    = S
movetype                = I
physics                 = N
anim                    = 1061
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 1

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 2
x		                = -3

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 4
x		                = -7

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 12
x		                = -3

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 15
x		                = 0

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = !Time
value                   = 750, 0

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = !Time
value                   = 1020, 0

;---------------

[State 0:     PlayerPush]
type 			        = PlayerPush
trigger1 		        = animelem = 4
value			        = 0

;---------------
[State 0:     ChangeState]
type                    = ChangeState
trigger1                = (!AnimTime)
value                   = 0
ctrl		            = 1

;---------------------------------------------------------------------------
; Forward Step Zanzoken
[Statedef 1062]
type                    = S
movetype                = I
physics                 = N
anim                    = 1062
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 1

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 2
x		                = 2

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 4
x		                = 4

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 12
x		                = 2

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 15
x		                = 0

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = !Time
value                   = 750, 0

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = !Time
value                   = 1020, 0

;---------------

[State 0:     PlayerPush]
type 			        = PlayerPush
trigger1 		        = animelem = 4
value			        = 0

;---------------
[State 0:     ChangeState]
type                    = ChangeState
trigger1                = (!AnimTime)
value                   = 0
ctrl		            = 1

;---------------------------------------------------------------------------
; Forward Step Zanzoken 2
[Statedef 1063]
type                    = S
movetype                = I
physics                 = N
anim                    = 1063
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 1

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 2
x		                = 3

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 4
x		                = 7

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 12
x		                = 3

[State 0:     VelSet]
type                    = VelSet
trigger1                = AnimElem = 15
x		                = 0

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = !Time
value                   = 750, 0

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = !Time
value                   = 1020, 0


;---------------

[State 0:     PlayerPush]
type 			        = PlayerPush
trigger1 		        = animelem = 4
value			        = 0

;---------------
[State 0:     ChangeState]
type                    = ChangeState
trigger1                = (!AnimTime)
value                   = 0
ctrl		            = 1

;---------------------------------------------------------------------------
; Wolf Fang Slash
[Statedef 1070]
type                    = S
movetype                = A
physics                 = S
anim                    = 1070
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 1



[State 0:     Slash effect]
type                    = Explod
trigger1                = AnimElem = 5
anim                    = 1076
ID                      = 1030
pos                     = -27,0
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.3,1.3
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:     Slash effect]
type                    = Explod
trigger1                = AnimElem = 5
anim                    = 1076
ID                      = 1030
pos                     = -12,0
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.3,1.3
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:     WOLF]
type                    = Explod
trigger1                = AnimElem = 4
anim                    = 7080
ID                      = 1030
pos                     = 33,-59
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.1,1.1
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0
ignorehitpause          = 0



[State 1000: Helper]
type = Helper
trigger1 = animelem = 5
helpertype = Normal
name = "WFS"
id = 1075
pos = -12, -15 ;50
postype = p1
facing = 1
stateno = 1075
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1


[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = animelem = 4
value                   = 1030, 1

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = animelem = 5
value                   = 2010, 0


[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = animelem = 3
value                   = 215, 0

;---------------


;---------------
[State 0:     ChangeState]
type                    = ChangeState
trigger1                = (!AnimTime)
value                   = 0
ctrl		            = 1

;---------------------------------------------------------------------------
; Wolf Fang Slash 2
[Statedef 1071]
type                    = S
movetype                = A
physics                 = S
anim                    = 1070
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 1



[State 0:     Slash effect]
type                    = Explod
trigger1                = AnimElem = 5
anim                    = 1076
ID                      = 1030
pos                     = -27,0
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.3,1.3
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:     Slash effect]
type                    = Explod
trigger1                = AnimElem = 5
anim                    = 1076
ID                      = 1030
pos                     = -12,0
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.3,1.3
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:     WOLF]
type                    = Explod
trigger1                = AnimElem = 4
anim                    = 7080
ID                      = 1030
pos                     = 33,-59
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.1,1.1
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0
ignorehitpause          = 0



[State 1000: Helper]
type = Helper
trigger1 = animelem = 5
helpertype = Normal
name = "WFS2"
id = 1076
pos = -12, -15 ;50
postype = p1
facing = 1
stateno = 1076
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1



[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = animelem = 4
value                   = 1030, 1

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = animelem = 5
value                   = 2010, 0


[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = animelem = 3
value                   = 215, 0

;---------------


;---------------
[State 0:     ChangeState]
type                    = ChangeState
trigger1                = (!AnimTime)
value                   = 0
ctrl		            = 1

;---------------------------------------------------------------------------
; Wolf Fang Slash light (Air)
[Statedef 1080]
type                    = A
movetype                = A
physics                 = A
anim                    = 1080
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 1



[State 0:     Slash effect]
type                    = Explod
trigger1                = AnimElem = 5
anim                    = 1076
ID                      = 1030
pos                     = -27,0
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.3,1.3
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:     Slash effect]
type                    = Explod
trigger1                = AnimElem = 5
anim                    = 1076
ID                      = 1030
pos                     = -12,0
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.3,1.3
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:     WOLF]
type                    = Explod
trigger1                = AnimElem = 4
anim                    = 7080
ID                      = 1030
pos                     = 33,-59
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.1,1.1
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0
ignorehitpause          = 0



[State 1000: Helper]
type = Helper
trigger1 = animelem = 5
helpertype = Normal
name = "WFS"
id = 1075
pos = -12, -15 ;50
postype = p1
facing = 1
stateno = 1075
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1


[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = animelem = 4
value                   = 1030, 1

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = animelem = 5
value                   = 2010, 0


[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = animelem = 3
value                   = 215, 0

;---------------


;---------------
[State 0:     ChangeState]
type                    = ChangeState
trigger1                = (!AnimTime)
value                   = 0
ctrl		            = 1

;---------------------------------------------------------------------------
; Wolf Fang Slash
[Statedef 1090]
type                    = A
movetype                = A
physics                 = N
anim                    = 1070
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 1



[State 0:     Slash effect]
type                    = Explod
trigger1                = AnimElem = 5
anim                    = 1076
ID                      = 1030
pos                     = -27,0
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.3,1.3
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:     Slash effect]
type                    = Explod
trigger1                = AnimElem = 5
anim                    = 1076
ID                      = 1030
pos                     = -12,0
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.3,1.3
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:     WOLF]
type                    = Explod
trigger1                = AnimElem = 4
anim                    = 7080
ID                      = 1030
pos                     = 33,-59
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.1,1.1
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0
ignorehitpause          = 0



[State 1000: Helper]
type = Helper
trigger1 = animelem = 5
helpertype = Normal
name = "WFS2"
id = 1076
pos = -12, -15 ;50
postype = p1
facing = 1
stateno = 1076
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1


[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = animelem = 4
value                   = 1030, 1

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = animelem = 5
value                   = 2010, 0


[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = animelem = 3
value                   = 215, 0

;---------------


;---------------
[State 0:     ChangeState]
type                    = ChangeState
trigger1                = (!AnimTime)
value                   = 0
ctrl		            = 1

;---------------------------------------------------------------------------
;Dash Burst
[Statedef 1100]
type    = S
movetype= I
physics = S
anim = 100
ctrl = 0
poweradd = 0
sprpriority = -1

[State 0, PowerAdd]
type = PowerAdd
triggerall = !time
trigger1 = Prevstateno = [200,219]
trigger2 = Prevstateno = [400,419]
trigger2 = Prevstateno = 1300
value = -1000

[State 0, PalFXWiz]
type = PalFX
triggerall = !time
trigger1 = Prevstateno = [200,219]
trigger2 = Prevstateno = [400,419]
trigger2 = Prevstateno = 1300
time = 10
add = 256,0,0
mul = 256,256,256
sinadd = -256,0,0,40
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos Y < 0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = prevstateno = 100 && !Time
value = 100
elem = 2
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = !time
time = 20
length = 5
palbright = 10,10,10
palcontrast = 120,120,120
paladd = 0,0,0
palmul = 1,1,1
timegap = 1
framegap = 1
trans = Add

;-------------------------
[State 0, Explod]
type = Explod
trigger1 = (time%4)=0
anim =8221
ID = 8100
pos = -15,-15
bindtime = 99
random = 5,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = (time%6)=0
anim =8221
ID = 8101
pos = -5,-30
bindtime = 99
random = 5,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = (time%3)=0
anim =8221
ID = 8102
pos = 5,-45
bindtime = 99
random = 5,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = (time%5)=0
anim =8221
ID = 8103
pos = 15,-60
bindtime = 99
random = 5,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1
;--------------------------

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "flamesside"
ID = 8301
stateno = 8001
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, ]
type = Explod
triggerall = pos Y >= 0
trigger1 = AnimElem = 2
anim = 8100
ID = 8100
pos = -20,0
facing = 1
scale = 1.3,1.3
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 2000,0
channel = 0

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 100,0
channel = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 =AnimElem = 2,>=1
value = 0
ignorehitpause = 1
;persistent =

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

[State ****: VelSet]
type = VelSet
trigger1 = AnimELem = 2,>1
x = const(velocity.run.fwd.x)*2
;y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A       ;S,A,C,L
physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
ignorehitpause = 1

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
ignorehitpause = 1

[State 100, 4]
type = ChangeState
trigger1 = time = 15
value = ifelse(statetype = S,1101,1102)
ctrl = 0

;---------------------------------------------------------------------------
;  Dash Burst End
[Statedef 1101]
type    = S
physics = S
anim = 1101
sprpriority = 1

[State 0, Turn]
type = Turn
trigger1 = P2Dist X <0

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .8
y = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1
;persistent =

[State 0, ]
type = Explod
trigger1 = AnimElem = 1
anim = 8100
ID = 8100
pos = 25-(vel X<0)*50,0
facing = -1+(vel X<0)*2
scale = 1,1
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 52,0

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 100, 4]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------


; Dash Burst End AIR
[Statedef 1102]
type    = A
physics = A
anim = 1102
sprpriority = 1
ctrl = 1


[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .8
y = 1


[State 0, Turn]
type = Turn
trigger1 = P2Dist X <0
;ignorehitpause =
;persistent =

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1
;persistent =

;-------------------------------------------------------------------------
;ki blast weak
[StateDef 1300]
type = S
movetype= A
physics = N
juggle = 6
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 0
sprpriority = 2

[State 0, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 3
value = -150
ignorehitpause =  1
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = Anim = 1300 && AnimElem = 3
trigger2 = Anim = 1301 && AnimElem = 3
v = 13    ;fv =
value = 1
ignorehitpause = 1
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1000,1
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S210,1+(random%3)
volume = 255
channel = 2

[State 0, ]
type = Explod
trigger1 = AnimElem = 2
anim = 8100
ID = 8100
pos = -20,0
facing = 1
scale = 1,1
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = AnimElem = 3,1
time = 10
add = 128,128,128
mul = 256,256,456
sinadd = -128,-128,-128,40

[State 0, Helper]
type = Helper
trigger1 = anim = 1300 && AnimElem = 3
helpertype = normal
name = "Kiblast weak"
ID = 1310
stateno = 1310
pos = 78,-76
postype = p1
facing = 1
ownpal = 1
size.xscale = .15
size.yscale = .15

[State 0, Helper]
type = Helper
trigger1 = anim = 1301 && AnimElem = 4
helpertype = normal
name = "Kiblast weak"
ID = 1310
stateno = 1310
pos = 74,-76
postype = p1
facing = 1
ownpal = 1
size.xscale = .15
size.yscale = .15



[State 0, ChangeAnim]
type = ChangeAnim
triggerall = command = "x" && var(13) < 4
trigger1 = anim = 1300 && AnimElem = 3,>7
value = 1301
elem = 2
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = command = "x" && var(13) < 4
trigger1 = anim = 1301 && AnimElem = 4,>7
value = 1300
elem = 1
ignorehitpause = 1


[State 0, ChangeState]
type = ChangeState
trigger1 =!AnimTime
value = ifelse(power <= 0,9020,0)
ctrl = ifelse(power <= 0,0,1)

;--------------------------------------------------------------------------
;ki blast weak AIR
[StateDef 1305]
type = A
movetype= A
physics = A
juggle = 2
;velset = 0,0
ctrl = 0
anim = 1320
poweradd = 0
sprpriority = 2

[State 0, VelMul]
type = VelMul
trigger1 = time < 12
x = .8
y = .8
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 2, 1
y = -3.5
;ignorehitpause =
;persistent =

[State 0, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 2
value = -150
ignorehitpause =  1
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = Anim = 1320 && AnimElem = 2
trigger2 = Anim = 1321 && AnimElem = 2
v = 13    ;fv =
value = 1
ignorehitpause = 1
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1000,1
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S210,1+(random%3)
volume = 255
channel = 2

[State 0, BGPalFX]
type = PalFX
trigger1 = AnimElem = 2,1
time = 10
add = 128,128,128
mul = 256,256,456
sinadd = -128,-128,-128,40

[State 0, Helper]
type = Helper
trigger1 = anim = 1320 && AnimElem = 2
helpertype = normal
name = "Kiblast weak AIR"
ID = 1315
stateno = 1315
pos = 39,-59
postype = p1
facing = 1
ownpal = 1
size.xscale = .15
size.yscale = .15

[State 0, Helper]
type = Helper
trigger1 = anim = 1321 && AnimElem = 2
helpertype = normal
name = "Kiblast weak AIR"
ID = 1315
stateno = 1315
pos = 19,-47
postype = p1
facing = 1
ownpal = 1
size.xscale = .20
size.yscale = .20

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Power > 0 && command = "b" && var(13) < 7
trigger1 = anim = 1320 && AnimElem = 2,>5
value = 1321
elem = 1
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Power > 0 && command = "b" && var(13) < 7
trigger1 = anim = 1321 && AnimElem = 2,>5
value = 1320
elem = 1
ignorehitpause = 1


[State 0, ChangeState]
type = ChangeState
trigger1 =!AnimTime
value = 50
ctrl = 0
;--------------------------------------------------------------------------
;ki blast - hard
[StateDef 1350]
type = S
movetype= A
physics = S
juggle = 2
velset = 0,0
ctrl = 0
anim = 1350
poweradd = -250
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = (Anim = 1350 && AnimElem = 1)
value = S210,8
volume = 255
channel = 3

[State 40, 5]
type = VelSet
trigger1 = (var(5) = 0) && (!AnimTime) && (prevstateno = 100) && (sysvar(1) = 1)
x = const(velocity.runjump.fwd.x)

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
triggerall = Anim = 1350
trigger1 = (time%5)=0
time = 5
add = -50,-50,-50
mul = 300,300,300
sinadd = 50,50,50,5
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 20
value = 0

[State 0, ]
type = Explod
trigger1 = (Anim = 1351) && (AnimElem = 2)
anim = 8100
ID = 8100
pos = -20,0
facing = 1
scale = 1,1
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = Anim = 1350
trigger1 = (time%15)=0
anim = 8140
ID =   8140
pos = 0,10
facing = -1+(random%2)*2
scale = 1, 1
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
ontop = 0

[State 0, Explod]
type = Explod
trigger1 = Anim = 1350
trigger1 = (time%30)=0
anim = 8141
ID =   8141
pos = 0,0
facing = -1+(random%2)*2
scale = .7, .7
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
ontop = 0


[State 0, VarAdd]
type = VarAdd
trigger1 = (Anim = 1350) && (AnimElem = 2,>=20) && (command = "holdy")
v = 20
value = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1350 && AnimElemTime(2) >= 20-(prevstateno = 1300)*5
trigger1 = command != "holdy"
trigger2 = var(20) >= 35
value = 1351

[State 0, PowerAdd]
type = PowerAdd
triggerall = var(20)
trigger1 = (Anim = 1350) && (AnimElem = 2,>=20) && (command = "holdy")
value = -10


[State 0, Helper]
type = Helper
trigger1 = Anim = 1350 && AnimElem = 1
helpertype = normal
name = "electriccharge"
ID = 1320
stateno = 1320
pos = -10,-110
postype = p1
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = (Anim = 1351 && AnimElem = 1)
value = S210,6
volume = 255
channel = 3

[State 0, PalFX]
type = PalFX
trigger1 = (Anim = 1351 && AnimElem = 2)
time = 10
add = 128,128,128
mul = 256,256,456
sinadd = -128,-128,-128,40


[State 0, Helper]
type = Helper
trigger1 = (Anim = 1351 && AnimElem = 2)
helpertype = normal
name = "Kiblast Strong"
ID = 1330
stateno = 1330
pos = 55,-64
postype = p1
facing = 1
ownpal = 1
size.xscale = .35
size.yscale = .35

[State 0, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = ifelse(power <= 0,9020,0)
ctrl = ifelse(power <= 0,0,1)

;--------------------------------------------------------------------------
;Power up start
[StateDef 2000]
type = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2000
poweradd = 0;0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,1
value = S2000,0
volume = 255
channel = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,1
value = S900,2
volume = 255
channel = 3

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2,1
anim = 8140
ID =   8140
pos = 0,0
scale = 1, 1
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
ontop = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2,1
anim = 8141
ID =   8141
pos = 0,0
scale = 1.3, 1.3
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
ontop = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 2,1
helpertype = normal ;player
name = "Shockwave"
ID = 8200
stateno = 8200
pos = 0,-40
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999



[State 0, ChangeState]
type = ChangeState
trigger1 = AnimElem = 2,5
value = 2001
ctrl = 0

;--------------------------------------------------------------------------
;Powering up
[StateDef 2001]
type = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2001
poweradd = 0;0
sprpriority = 2

[State 800,3]
type		= EnvShake
triggerall      = power >= 1000
trigger1        = (TimeMod = 10, 0)
time 	        = 10
freq 	        = 40
ampl 	        = 4

[State 0, BGPalFX]
type = BGPalFX
triggerall = PalNo = [1,6]
trigger1 = (time%10)=0
time = 10
add = -32,-32,-16
mul = 256,256,192
sinadd = 32,32,16,5

[State 0, BGPalFX]
type = PalFX
triggerall = PalNo = [1,6]
trigger1 = (time%10)=0
time = 10
add = 64,64,0
mul = 256,256,256
sinadd = 128,128,64,5

[State 0, BGPalFX]
type = BGPalFX
triggerall = PalNo = [7,9]
trigger1 = (time%10)=0
time = 10
sinadd = 32,32,32,5

[State 0, BGPalFX]
type = PalFX
triggerall = PalNo = [1,9]
trigger1 = (time%10)=0
time = 10
add = 0,0,0
mul = 256,256,256
sinadd = 64,64,64,5

[State 0, Explod]
type = Explod
trigger1 = (time%15)=0
anim = 8140
ID =   8140
pos = 0,10
facing = -1+(random%2)*2
scale = 1, 1
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
ontop = 0

[State 0, Explod]
type = null; Explod
triggerall = random = [1,333]
trigger1 = (time%20)=0
anim = 8141
ID =   8141
pos = 0,0
facing = -1+(random%2)*2
scale = 1,1
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
ontop = 0

[State 0, Explod]
type = null; Explod
triggerall = random = [334,666]
trigger1 = (time%20)=0
anim = 8141
ID =   8141
pos = 0,0
facing = -1+(random%2)*2
scale = .8,.8
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
ontop = 0

[State 0:		Helper]
type			        = Helper
Triggerall              = Power >= 200
trigger1		        = (Time > 20) && ((GameTime%10) = 0) && (Random < 249) && (NumHelper(8300) < 5)
helpertype		        = Normal
name			        = "Rock000"
id			            = 8300
pos			            = 0,0
postype		            = p1
facing		            = 0
stateno		            = 8201
ownpal		            = 1
size.xscale		        = (IfElse(Random <= 799,0.75,3))
size.yscale		        = (IfElse(Random <= 799,0.75,3))

[State 0:		Helper]
type			        = Helper
Triggerall              = Power >= 200
trigger1		        = (Time > 20) && ((GameTime%20) = 0) && (Random > 749) && (NumHelper(8310) < 5)
helpertype		        = Normal
name			        = "Rock001"
id			            = 8310
pos			            = 0,0
postype		            = p1
facing		            = 0
stateno		            = 8202
ownpal		            = 1
size.xscale		        = (IfElse(Random <= 499,0.75,0.50))
size.yscale		        = (IfElse(Random <= 499,0.75,0.50))

[State 0:		Helper]
type			        = Helper
Triggerall                           = Power >= 200
trigger1		        = (Time > 20) && ((GameTime%30) = 0) && (Random = [249,749]) && (NumHelper(8320) < 5)
helpertype		        = Normal
name			        = "Rock002"
id			            = 8320
pos			            = 0,0
postype		            = p1
facing		            = 0
stateno		            = 8220
ownpal		            = 1
size.xscale		        = (IfElse(Random <= 499,0.50,0.75))
size.yscale		        = (IfElse(Random <= 499,0.50,0.75))

[State 0, Explod]
type = Explod
triggerall = random = [667,999]
trigger1 = (time%20)=0
anim = 8141
ID =   8141
pos = 0,0
facing = -1+(random%2)*2
scale = .6,.6
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
ontop = 0

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time < 60
value = 6

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = [60,119]
value = 9

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time  = [120,179]
value = 14

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time >= 180
value = 18



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = S2001,2
volume = 255
channel = 3



[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S700,1
volume = 255
channel = 7
loop = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S700,2
volume = 255
channel = 11
loop = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S700,3
volume = 255
channel = 12
loop = 1



[State 0: Helper]
type                    = Helper
trigger1                = time = 0
helpertype              = normal
ID                      = 8000
pos                     = ifelse(random>500,3,ifelse(random>500,-5,15)),0
postype                 = p1
facing                  = 1
stateno                 = 8000
ownpal                  = 1
size.xscale             = .7
size.yscale             = .7
supermovetime = 999
pausemovetime = 999




[State 0:       EnvShake]
type 			        = EnvShake
trigger1 		        = (TimeMod = 10, 0)
time 			        = 10
freq 			        = 70
ampl 			        = 7

[State 0, ChangeState]
type = ChangeState
triggerall = time > 20
trigger1 = (command != "holda") && (command != "holdb") || (Power >= 5000)
Value = 0
ctrl = 1

;--------------------------------------------------------------------------
;Zanzoken - Start
[StateDef 2100]
type = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 100
poweradd = ifelse((prevstateno =[200,212]),-1000,-500)
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = !time && var(3) <= 2
v = 3
value = 2

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "afterimage"
ID =8211
stateno = 8211
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = !time
flag = invisible
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S2100,0
volume = 255


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 1
value =  2101
ctrl = 0

;--------------------------------------------------------------------------
;zanzoken dissapear!
[StateDef 2101]
type = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2101
poweradd = 0;0
sprpriority = 0

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

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "linezanzouken"
ID =8210
stateno = 8210
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, PosSet]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

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

[State 0, Pause]
type = Pause
trigger1 = P2MoveType = H
time = 5
movetime = 5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =Pos Y < 0
statetype = A
movetype = A
physics = N

[State 0, PosSet]
type = PosSet
trigger1 = !time && numtarget
x = ifelse(  facing = -1,(target, pos X-20), (target, pos X+20)  )
y = target, pos Y

[State 0, PosSet]
type = PosSet
trigger1 = !time && !numtarget
x = ifelse(  facing = -1,(enemynear, pos X-20), (enemynear, pos X+20)  )
y = enemynear, pos Y

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

[State 0, ChangeState - idle]
type = ChangeState
trigger1 = !AnimTime; && command = "holddown"
value =  2105
ctrl = 1


;--------------------------------------------------------------------------
;Zanzoken attack - Start
[StateDef 2110]
type = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 100
poweradd = -500
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = !time && var(3) <= 2
v = 3
value = 1

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "afterimage"
ID =8211
stateno = 8211
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = !time
flag = invisible
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S2100,0
volume = 255

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 1
value =  2111
ctrl = 0

;--------------------------------------------------------------------------
;zanzoken attack - dissapear!
[StateDef 2111]
type = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2101
poweradd = 0;0
sprpriority = 0

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

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "linezanzouken"
ID =8210
stateno = 8210
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, PosSet]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

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

[State 0, Pause]
type = Pause
trigger1 = P2MoveType = H
time = 15
movetime = 15

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =Pos Y < 0
statetype = A
movetype = A
physics = N

[State 0, PosSet]
type = PosSet
trigger1 = !time && numtarget
x = ifelse(  facing = -1,(target, pos X-20), (target, pos X+20)  )
y = target, pos Y

[State 0, PosSet]
type = PosSet
trigger1 = !time && !numtarget
x = ifelse(  facing = -1,(enemynear, pos X-20), (enemynear, pos X+20)  )
y = enemynear, pos Y

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

[State 0, ChangeState - Attack]
type = ChangeState
trigger1 = !AnimTime
value =  2112+(var(3)-1)
ctrl = 0

;--------------------------------------------------------------------------
;Zanzoken Attack 1
[StateDef 2112]
type = U
movetype= A
physics = U
juggle = 1
velset = 0,0
ctrl = 0
anim = 2112
poweradd = 0;0
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = !time

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

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 2100,0
volume = 255
channel = 1


[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = 200,3
volume = 255
channel = 2


[State 0, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal ;player
name = "Shockwave"
ID = 8200
stateno = 8200
pos = 0,-55
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 48, 9
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 15, 15
sparkno = S8030+(random%5)
guard.sparkno = S8020+(random%2)
sparkxy = -10, -55
hitsound = S203, 1
guardsound = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -14,-7
p2stateno = 6000
Fall = 1
air.type = Low
air.hittime = 35
air.velocity = -14,-7
airguard.velocity = -4.5,0
getpower = 0;30
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
yaccel = .4

[State 0, ]
type = ChangeState
trigger1 = !AnimTime
value = 0+(statetype=A)*50
ctrl = 1

;--------------------------------------------------------------------------
;Zanzoken Attack 2
[StateDef 2113]
type = U
movetype= A
physics = U
juggle = 0
velset = 0,0
ctrl = 0
anim = 2113
poweradd = 0;0
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = !time

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

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 2100,2
volume = 255
channel = 1


[State 0, ]
type = PlaySnd
trigger1 = !time && random < 800
value = 4,16
volume = 255
channel = 2

[State 0, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal ;player
name = "Shockwave"
ID = 8200
stateno = 8200
pos = 0,-66
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 48, 9
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15, 15
sparkno = S8030+(random%5)
guard.sparkno = S8020+(random%2)
sparkxy = -10, -66
hitsound = S203, 1
guardsound = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -14,-14
p2stateno = 6000
Fall = 1
air.type = High
air.hittime = 35
air.velocity = -14,-14
airguard.velocity = -4.5,0
getpower = 0;30
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
yaccel = .4

[State 0, ]
type = ChangeState
trigger1 = !AnimTime
value = 0+(statetype=A)*50
ctrl = 1

;--------------------------------------------------------------------------
;Zanzoken Attack 3
[StateDef 2114]
type = U
movetype= A
physics = U
juggle = 0
velset = 0,0
ctrl = 0
anim = 2114
poweradd = 0;0
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = !time

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

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 2100,1
volume = 255
channel = 1


[State 0, ]
type = PlaySnd
trigger1 = !time && random < 800
value = 4,16
volume = 255
channel = 2

[State 0, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal ;player
name = "Shockwave"
ID = 8200
stateno = 8200
pos = 0,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 55, 11
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 15
sparkno = S8030+(random%5)
guard.sparkno = S8020+(random%2)
sparkxy = -10, -40
hitsound = S203, 1
guardsound = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -7,14
p2stateno = 6000
Fall = 1
air.type = High
air.hittime = 35
air.velocity = -7,14
airguard.velocity = -4.5,0
getpower = 0;30
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
yaccel = .4

[State 0, ]
type = ChangeState
trigger1 = !AnimTime
value = 0+(statetype=A)*50
ctrl = 1


;--------------------------------------------------------------------------
;Zanzoken - Reappear AIR
[StateDef 2105]
type = A
movetype= A
physics = A
juggle = 0
velset = 0,-3
ctrl = 1
anim = 2105
poweradd = 0;0
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = !time

[State 0, ChangeState]
type = ChangeState
trigger1 = movetype = H 
value = 50
ctrl = 1


[State 0, ]
type = ChangeState
trigger1 = Pos Y >= 0 
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Tired
[Statedef 9020]
type = S
physics = S
movetype = H
ctrl = 0

[State 9000, Change Animation]
type = ChangeAnim
trigger1 = !time
value = 5300

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 2
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = 1
v = 2
value = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = command = "x" || command = "y" || command = "z"
v = 2
value = 5

[State 9003, Flash]
type = PalFX
trigger1 =  command = "x" || command = "y" || command = "z"
time = 2
add = 50,50,50
mul = 300,300,300

[State 9000, Next]
type = SelfState
trigger1 = var(2)>= 120
value = 0
ctrl = 1
