;Souki Dan(Yamcha)
[Statedef 2200]
type    = S
movetype= A
physics = S
anim = 2200
ctrl = 0
velset = 0,0
sprpriority = 1

[State 2200, Dust1]
type = Explod
triggerall = time > 0
triggerall = pos y = 0
trigger1 = timemod = 14,0
Anim = 8110
Pos = 20, 0
Id = 15000
sprpriority = 4
removeongethit = 0
Postype = p1
;Bindtime = -1
SuperMove = 1
velocity = -3
ownpal = 1

[State 2200, PushBack.Helper]
type = Helper
trigger1 = TimeMod = 7,0
name = "PushBack"
stateno = 12651
postype = p1
pos = -10, 0
keyctrl = 0
ownpal = 1
id = 12651

[State 2200, PushStill.Helper]
type = Helper
trigger1 = TimeMod = 7,0
name = "PushStill"
stateno = 12652
postype = p1
pos = 0, 0
keyctrl = 0
ownpal = 1
id = 12652

[State 2200, PushFwd.Helper]
type = Helper
trigger1 = TimeMod = 7,0
name = "PushFwd"
stateno = 12650
postype = p1
pos = 10, 0
keyctrl = 0
ownpal = 1
id = 12650

[State 2200, Powerdecrease]
type = POWERADD
trigger1 = time >= 1 && time <= 100
value = -20


[State 0, ]
type                    = PlaySnd
trigger1                = !time 
value                   = 700, 0

[State 0, ]
type                    = PlaySnd
trigger1                = !time 
value                   = 2200, 1



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

[State 0, ]
type                    = PlaySnd
trigger1                = !time 
value                   = 3001, 0

[State 0: BGPalFX]
type                    = BGPalFX
trigger1                = !time 
time                    = 50
add                     = -100,-100,-100
mul                     = 256,256,256


[State 0:       Pause]
type                    = Pause
trigger1                = !time
time                    = 50
movetime                = 50

[State 0:       EnvShake]
type 			        = EnvShake
Triggerall              = Time < 50
trigger1 		        = gametime%4
time 			        = 5
freq 			        = 70
ampl 			        = 7

[State 0, Helper]
type = Helper
trigger1 = !time 
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, Explod]
type = Explod
trigger1 = !time 
anim = 8400
ID = 8400
pos = 0,-40
postype = p1
bindtime = -1
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1,1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1


[State 2200, Voice-LetMeShowYou]
type = PlaySnd
trigger1 = Time = 0
value = 3000, 0
volume = 255
channel = 10

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 104
channel = 10
;ignorehitpause = 
;persistent = 


[State 2200, Voice-(Charge)]
type = PlaySnd
trigger1 = Time = 104
value = 1080, 1
volume = 255

[State 2200, Energy Ball]
type = Explod
trigger1 = time = 40
Anim = 2251
Pos = 29, -55
velocity = 0, -1.2
Id = 2251
sprpriority = 3
removeongethit = 1
removetime = 63
Postype = p1
SuperMove = 999
scale = 0.7, 0.7

[State 2200, Souki Dan];(Helper)
type = Helper  
triggerall = var(39) != 1
trigger1 = time = 104
ID = 2250 
pos = 29,-115 
postype = p1 
stateno = 2250
helpertype = normal 
keyctrl = 1
name = "Soukidan"
ownpal = 1 

[State 2200, Souki Dan];(AI.Helper)
type = Helper  
triggerall = var(39) = 1
trigger1 = time = 105
ID = 2250
pos = 13,-75 
postype = p1 
stateno = 2250
name = "SoukidanAI"
ownpal = 1 
keyctrl = 0

[State 2200, PlaySNd]
type = PlaySnd
trigger1 = Time = 105
value = 2250, 0
volume = 235

[State 2200, End]
type = ChangeState
trigger1 = NumHelper(2250) = 1
value = 2201
ctrl = 1
;---------------------------------------------------------------------------
;Souki Dan(Yamcha)
[Statedef 2201]
type    = S
movetype= A
physics = S
anim = 2201
ctrl = 0
velset = 0,0
sprpriority = 1

[State 2201, PlaySND]
type = PlaySnd
trigger1 = time = 0 && prevstateno != 2212
value = 3100,0

[State 2201, Forward]
type = ChangeState
trigger1 = command = "holdfwd"
value = 2210

[State 2201, Back]
type = ChangeState
trigger1 = command = "holdback"
value = 2211

[State 2201, Up]
type = ChangeState
trigger1 = command = "holdup"
value = 2212

[State 2201, Down]
type = ChangeState
trigger1 = command = "holddown"
value = 2213

[State 2201, End]
type = ChangeState
trigger1 = NumHelper(2250) = 0 && time >= 10
trigger2 = (command = "x" && command = "a") && time > 1
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Souki Dan Forward
[Statedef 2210]
type    = S
movetype= A
physics = S
anim = 2202+ifelse(var(1)=0,0,500)
ctrl = 0
velset = 0,0
sprpriority = 1

[State 2210, PlaySND]
type = PlaySnd
trigger1 = time = 0
value = 3100,3

[State 2210, End]
type = ChangeState
trigger1 = NumHelper(2250) = 0
trigger2 = command = "y" && command = "b"
value = 0
ctrl = 1

[State 2210, ChangeStill]
type = ChangeState
trigger1 = command != "holdfwd" && command != "holdback" && command != "holdup" && command != "holddown"
value = 2201

[State 2210, ChangeBack]
type = ChangeState
trigger1 = command != "holdfwd" && command = "holdback"
value = 2211

[State 2210, ChangeUp]
type = ChangeState
trigger1 = command != "holdfwd" && command = "holdup"
value = 2212

[State 2210, ChangeDown]
type = ChangeState
trigger1 = command != "holdfwd" && command = "holddown"
value = 2213
;---------------------------------------------------------------------------
;Souki Dan Backward
[Statedef 2211]
type    = S
movetype= A
physics = S
anim = 2203+ifelse(var(1)=0,0,500)
ctrl = 0
velset = 0,0
sprpriority = 1

[State 2211, PlaySND]
type = PlaySnd
trigger1 = time = 0
value = 3100,2

[State 2211, End]
type = ChangeState
trigger1 = NumHelper(2250) = 0
trigger2 = (command = "y" && command = "b") && time > 1
value = 0
ctrl = 1

[State 2211, ChangeStill]
type = ChangeState
trigger1 = command != "holdfwd" && command != "holdback" && command != "holdup" && command != "holddown"
value = 2201

[State 2211, ChangeFwd]
type = ChangeState
trigger1 = command != "holdback" && command = "holdfwd"
value = 2210

[State 2211, ChangeUp]
type = ChangeState
trigger1 = command != "holdback" && command = "holdup"
value = 2212

[State 2211, ChangeDown]
type = ChangeState
trigger1 = command != "holdback" && command = "holddown"
value = 2213
;---------------------------------------------------------------------------
;Souki Dan Upwards
[Statedef 2212]
type    = S
movetype= A
physics = S
anim = 2204+ifelse(var(1)=0,0,500)
ctrl = 0
velset = 0,0
sprpriority = 1

[State 2212, PlaySND]
type = PlaySnd
trigger1 = time = 0 && prevstateno != 2201
value = 3100,0

[State 2212, End]
type = ChangeState
trigger1 = NumHelper(2250) = 0 && time >= 10
trigger2 = (command = "y" && command = "b") && time > 1
value = 0
ctrl = 1

[State 2212, ChangeStill]
type = ChangeState
trigger1 = command != "holdfwd" && command != "holdback" && command != "holdup" && command != "holddown"
value = 2201

[State 2212, ChangeBack]
type = ChangeState
trigger1 = command = "holdback"
value = 2211

[State 2212, ChangeFwd]
type = ChangeState
trigger1 = command = "holdfwd"
value = 2210

[State 2212, ChangeDown]
type = ChangeState
trigger1 = command != "holdup" && command = "holddown"
value = 2213
;---------------------------------------------------------------------------
;Souki Dan Downward
[Statedef 2213]
type    = S
movetype= A
physics = S
anim = 2205+ifelse(var(1)=0,0,500)
ctrl = 0
velset = 0,0
sprpriority = 1

[State 2213, PlaySND]
type = PlaySnd
trigger1 = time = 0
value = 3100,1

[State 2213, End]
type = ChangeState
trigger1 = NumHelper(2250) = 0 && time >= 10
trigger2 = (command = "y" && command = "b") && time > 1
value = 0
ctrl = 1

[State 2213, ChangeStill]
type = ChangeState
trigger1 = command != "holdfwd" && command != "holdback" && command != "holdup" && command != "holddown"
value = 2201

[State 2213, ChangeBack]
type = ChangeState
trigger1 = command = "holdback"
value = 2211

[State 2213, ChangeUp]
type = ChangeState
trigger1 = command != "holddown" && command = "holdup"
value = 2212

[State 2213, ChangeFwd]
type = ChangeState
trigger1 = command = "holdfwd"
value = 2210
;--------------------------------------------------------------------------- 
;Kamehameha KO
[StateDef 2500]
type = S
movetype= A
physics = S
juggle = 10
velset = 0,0
ctrl = 0
anim = 2500
poweradd = -1000
sprpriority = 2

[State 0: PosSet]
type                    = PosSet
trigger1                = !Time
y                       = 0

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


[State 0, ]
type                    = PlaySnd
trigger1                = !Time
value                   = 700, 0


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

[State 0, ]
type                    = PlaySnd
trigger1                = !time
value                   = 3001, 0

[State 0: BGPalFX]
type                    = BGPalFX
trigger1                = !Time
time                    = 50
add                     = -100,-100,-100
mul                     = 256,256,256


[State 0:       Pause]
type                    = Pause
trigger1                = !Time
time                    = 50
movetime                = 50

[State 0:       EnvShake]
type 			        = EnvShake
Triggerall              = Time < 50
trigger1 		        = gametime%4
time 			        = 5
freq 			        = 70
ampl 			        = 7


[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 2500
trigger1 = animelem = 3
value = S25,0



[State InitVel]
type                    = VelSet 
trigger1                = animelem = 5
X                       = 25

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 5
value                   = 900,0

[State 0, ]
type                    = PlaySnd
trigger1                = !Time
value                   = 700, 0

[State 0: MakeDust]
type                    = MakeDust
trigger1                = AnimElem = 7,>  0
pos                     = 0,5
spacing                 = 2


[State 0, Helper]
type = Helper
trigger1 = !time
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, Explod]
type = Explod
trigger1 = !time
anim = 8400
ID = 8400
pos = 0,-40
postype = p1
bindtime = -1
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1,1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, ]
type = AfterImage
trigger1 = AnimElem = 4
time = 16
length = 18
palbright = 10,10,10
palcontrast = 120,120,120
paladd = 0,0,0
palmul = 1,1,1
timegap = 1
framegap = 5
trans = Add

[State 0, ]
type                    = HitDef
trigger1                = !Time
attr                    = S, HA
damage                  = 0, 0
animtype                = Heavy
forcestand              = 1
guardflag               = M
hitflag                 = MAF
priority                = 7, Miss
pausetime               = 0, 22
sparkno                 = S IfElse(random<500,IfElse(random<500,7108,7109),IfElse(random<500,7110,7111))
guard.sparkno           = S7113
sparkxy                 = -10, -60
hitsound                = S300, 2
guardsound              = S400, 0
ground.type             = High
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = 2, 0
airguard.velocity       = 2, 0
air.type                = High
air.velocity            = 2, 0
air.hittime             = 12
getpower                = 27
givepower		        = 0
yaccel		            = 0.5
envshake.time           = 5
envshake.freq           = 100
envshake.ampl           = 10
envshake.phase          = 10
id                      = 2000
p2facing                = 1
p1stateno               = 2501
snap                    = 10,0
air.fall = 0

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


[State 0: Helper]
type                    = Helper
trigger1                = time = 0
helpertype              = normal
ID                      = 8000
pos                     = 0,0
postype                 = p1
facing                  = 1
stateno                 = 8000
ownpal                  = 1
size.xscale             = .8
size.yscale             = .7
supermovetime = 999
pausemovetime = 999




[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 

;--------------------------------------------------------------------------
;Kamehameha hit
[StateDef 2501]
type = S
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 2501
poweradd = 0
sprpriority = 2

[State 0: VelSet]
type                    = VelSet
trigger1                = !Time
x                       = 0

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 1
value                   = 250, 2
channel                 = 12

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 7
value                   = 250, 0
channel                 = 12

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 2
value                   = 200, 1

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 8
value                   = 200, 2

[State 0, ]
type                    = HitDef
trigger1                = Animelem = 4
attr                    = S, HA
damage                  = 50
animtype                = Heavy
guardflag               = M
hitflag                 = HAF
priority                = 5, Hit
pausetime               = 33, 55
sparkno                 = S7033
guard.sparkno           = S7113
sparkxy                 = -15, -53
hitsound                = S301, 4
guardsound              = S400, 0
ground.type             = low
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = 0, 0
airguard.velocity       = 0, 0
air.type                = low
air.velocity            = 0,0
air.hittime             = 12
getpower                = 14
givepower		        = 0
envshake.time           = 15
envshake.freq           = 150
envshake.ampl           = -2
envshake.phase          = 10
yaccel		            = 0.5
snap                    = 20, 0
kill                    = 0

[State 0, ]
type                    = HitDef
trigger1                = Animelem = 10
attr                    = S, HA
damage                  = 45
animtype                = Heavy
guardflag               = M
hitflag                 = HAFD
priority                = 5, Hit
pausetime               = 33, 49
sparkno                 = S7033
guard.sparkno           = S7113
sparkxy                 = -15, -63
hitsound                = S301, 4
guardsound              = S400, 0
ground.type             = High
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = 0, 0
airguard.velocity       = 0, 0
air.type                = low
air.velocity            = 0, 0
air.hittime             = 12
getpower                = 14
givepower		        = 0
envshake.time           = 15
envshake.freq           = 150
envshake.ampl           = -2
envshake.phase          = 10
yaccel		            = 0.5
snap                    = 20, 0
kill                    = 0

[State 0, ]
type                    = HitDef
trigger1                = Animelem = 15
attr                    = S, HA
damage                  = 45
animtype                = Heavy
guardflag               = M
hitflag                 = HAFD
priority                = 5, Hit
pausetime               = 33, 49
sparkno                 = S7033
guard.sparkno           = S7113
sparkxy                 = -15, -40
hitsound                = S301, 4
guardsound              = S400, 0
ground.type             = High
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = 0, 0
airguard.velocity       = 0, 0
air.type                = low
air.velocity            = 0, 0
air.hittime             = 12
getpower                = 14
givepower		        = 0
envshake.time           = 15
envshake.freq           = 150
envshake.ampl           = -2
envshake.phase          = 10
yaccel		            = 0.5
snap                    = 60, 0
p2stateno               = 2503
kill                    = 0

;----------------------------------------------
;BEAM

[State 0:       EnvShake]
type 			        = EnvShake
Triggerall              = AnimElem = 18 > 0 && AnimElem = 22 < 0
trigger1 		        = gametime%4
time 			        = 5
freq 			        = 70
ampl 			        = 7

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 20
value                   = 700, 0

[State 0:       Screen Flash]
type                    = EnvColor
trigger1                = AnimElem = 20
trigger2                = Time = 125
value                   = 255,255,255
time                    = 5
under                   = 0

[State 0:       Big S Dust Right]
type                    = Explod
trigger1                = AnimElem = 22
anim                    = 8100
ID                      = 7011
pos                     = -7,0
removetime              = -2
pausemovetime           = 999
sprpriority             = 2
ownpal                  = 1
removeongethit          = 1


[State 0:       GroundWaves]
type                    = Explod
trigger1                = AnimElem = 20
anim                    = 8300
ID                      = 7011
pos                     = 0,5
removetime              = -1
pausemovetime           = 999
sprpriority             = -2
ownpal                  = 1
removeongethit          = 1



[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 22
value                   = 2000, 1
volume                  = 255

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 22
value                   = 2000, 2


;--|Khh Ball-------

[State 0, Explod]
type = Explod
trigger1 = animelem = 21
anim = 8314
ID = 8313
pos = -10,-52
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemovetime = 999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 21
anim = 8302
ID = 8313
pos = -10,-52
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemovetime = 999
scale = 1.2,1.2
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 20
anim = 8306
ID = 8313
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemovetime = 999
scale = 1.2,1.2
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 24	
id = 8313
;ignorehitpause = 
;persistent = 

[State 0: Explod]
type                    = Explod
trigger1                = AnimElem = 24
anim                    = 8304
ID                      = 8304
pos                     = 30, -60
bindtime                = -1
removetime              = -1
scale                   = .5,.5
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
persistent              = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 24
anim = 8303
ID = 8400
pos = 20,0
postype = p1
bindtime = -1
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1,1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 0: AllPalFX]
type                    = BGPalFX
trigger1                = AnimElem = 22
time                    = 50
add                     = -8,1,62
mul                     = 133,266,317
sinadd                  = 0,0,0,1
color                   = 0

[State 0:       Beam]
type                    = Helper
trigger1                = AnimElem = 24
helpertype	            = normal
id                      = 8305
stateno	                = 8305
keyctrl	                = 0
ownpal		            = 1
size.yscale             = .65
persistent              = 0

[State 0: RemoveExplod]
type                    = RemoveExplod
trigger1                = Time = 140
ID                      = 8304

[State 0, ]
type                    = ChangeState
trigger1                = Time = 200
value                   = 2502
ctrl                    = 0

;---------------------------------------------------------------------------
;Kamehameha End
[Statedef 2502]
type 			        = S
movetype		        = A
physics		            = S
juggle	    	        = 1
anim    			    = 2502
velset		            = 0,0
ctrl			        = 0
poweradd		        = 0
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 1

[State 0: RemoveExplod]
type                    = RemoveExplod
trigger1                = !Time
ID                      = 7011

[State 0, ]
type                    = PlaySnd
trigger1                = !Time
trigger2                = Time = 125
value                   = 700, 0

[State 0:       Screen Flash]
type                    = EnvColor
trigger1                = !Time
value                   = 255,255,255
time                    = 5
under                   = 0

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

;---------------------------------------------------------------------------
; Kamehameha, P2 Dizzy State
[Statedef 2503]
type                    = S
movetype                = H
physics                 = N
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 1

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

[State 0:     ChangeAnim]
type 			        = ChangeAnim2
trigger1 		        = (!Time)
value 		            = 2503

[State 0:     ChangeAnim]
type 			        = ChangeAnim
trigger1 		        = time = 44
value 		            = 5300

[State 0:     HitBy]
type                    = HitBy
trigger1                = (1)
value                   = S, HP
time                    = 1

[State 0: SelfState]
type                    = SelfState
trigger1                = Time = 150
value                   = 0
ctrl                    = 1
;----------------------------------------------------------------------
; WFF Barrage
[Statedef 3000]
type 			        = S
movetype		        = A
physics		            = N
juggle	    	        = 1
anim    			    = 3000
velset		            = 0,0
ctrl			        = 0
poweradd		        = -1000
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2
  
[State 0: PosSet]
type                    = PosSet
trigger1                = !Time
y                       = 0

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


[State 0, ]
type                    = PlaySnd
trigger1                = !Time
value                   = 700, 0

[State 0, ]
type                    = PlaySnd
trigger1                = !time
value                   = 2200, 0

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

[State 0, ]
type                    = PlaySnd
trigger1                = !time
value                   = 3001, 0

[State 0: BGPalFX]
type                    = BGPalFX
trigger1                = !Time
time                    = 50
add                     = -100,-100,-100
mul                     = 256,256,256


[State 0:       Pause]
type                    = Pause
trigger1                = !Time
time                    = 50
movetime                = 50

[State 0:       EnvShake]
type 			        = EnvShake
Triggerall              = Time < 50
trigger1 		        = gametime%4
time 			        = 5
freq 			        = 70
ampl 			        = 7
;---------------

[State InitVel]
type                    = VelSet 
trigger1                = animelem = 3
X                       = 3

[State InitVel]
type                    = VelSet 
trigger1                = animelem = 35
X                       = 0

[State 0: StateTypeSet]
type                    = StateTypeSet
trigger1                = animelem = 35
physics                 = S

[State InitVel]
type                    = VelSet 
trigger1                = animelem = 36
X                       = 7

[State 0, ]
type                    = PlaySnd
trigger1                = !Time
value                   = 700, 0

[State 0: MakeDust]
type                    = MakeDust
trigger1                = AnimElem = 3,>  0 && AnimElem = 35,<  0
pos                     = 0,5
spacing                 = 2

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

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

[State 0, ]
type                    = PlaySnd
trigger1                = Time = 20
value                   = 2010, 0

[State 0, Helper]
type = Helper
trigger1 = !time
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, Explod]
type = Explod
trigger1 = !time
anim = 8400
ID = 8400
pos = 0,-40
postype = p1
bindtime = -1
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1,1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0: Helper]
type                    = Helper
trigger1                = time = 0
helpertype              = normal
ID                      = 8000
pos                     = 0,0
postype                 = p1
facing                  = 1
stateno                 = 8000
ownpal                  = 1
size.xscale             = .8
size.yscale             = .7
supermovetime = 999
pausemovetime = 999


[State 0:       Big S Dust Right]
type                    = Explod
trigger1                = AnimElem = 2
anim                    = 7011
ID                      = 7011
pos                     = -5,0
scale                   = 1, 1
removetime              = -2
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
pausemovetime           = 999

[State 0:       Big S Dust Right]
type                    = Explod
trigger1                = AnimElem = 2
anim                    = 7011
ID                      = 7011
pos                     = 0,0
scale                   = 1, 1
removetime              = -2
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
pausemovetime           = 999
facing                  = -1

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

[State 0:     WOLF Last]
type                    = Explod
trigger1                = AnimElem = 2
anim                    = 7081
ID                      = 7081
pos                     = 25,-45
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.5,1.5
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0
ignorehitpause          = 0

[State 1901, Wolf Shadow]
type = Explod
triggerall = time < 12
trigger1 = timemod = 2,0
Anim = 11310
Pos = 44,-42
Id = 11310
sprpriority = 4
removeongethit = 1
bindtime = 1
Postype = p1
SuperMove = 1
ownpal = 1
scale = 1,1




[State 0: RemoveExplod]
type                    = RemoveExplod
trigger1                = AnimElem = 5
ID                      = 7011

[State 0:       Big S Dust Right]
type                    = Explod
trigger1                = AnimElem = 3
anim                    = 8100
ID                      = 7011
pos                     = 10,0
scale                   = 1, 1
removetime              = -2
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1


[State 0: AfterImage]
type                    = AfterImage
trigger1                = AnimElem = 3
time                    = 99999
length                  = 20
palcolor                = 256
palinvertall            = 0
palbright               = 130,130,130
palcontrast             = 220,120,220
;palpostbright           = 0,0,0
paladd                  = 10,10,10
;palmul                  = .65,.65,.75
timegap                 = 1
framegap                = 4
trans                   = add
ignorehitpause          = 0
persistent              = 0




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

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 5
trigger2                = AnimElem = 12
trigger3                = AnimElem = 18
trigger4                = AnimElem = 25
trigger5                = AnimElem = 31
trigger6                = AnimElem = 36
value                   = 1030, 1

[State 0, ]
type                    = PlaySnd
trigger1                = AnimElem = 35
value                   = 2010, 0

[State 0:     WOLF]
type                    = Explod
trigger1                = AnimElem = 6
trigger2                = AnimElem = 19
trigger3                = AnimElem = 32
anim                    = 7080
ID                      = 1030
pos                     = 33,-59
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:     WOLF 2]
type                    = Explod
trigger1                = AnimElem = 13
trigger2                = AnimElem = 26
anim                    = 7080
ID                      = 1030
pos                     = 41,-51
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:     Slash effect 2]
type                    = Explod
trigger1                = AnimElem = 11
trigger2                = AnimElem = 24
anim                    = 7070
ID                      = 1030
pos                     = 0,-25
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.5,.85
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:     Slash effect]
type                    = Explod
trigger1                = AnimElem = 5
trigger2                = AnimElem = 18
trigger3                = AnimElem = 31
anim                    = 7071
ID                      = 1030
pos                     = 0,-25
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.5,.85
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0:    X Slash]
type                    = Explod
trigger1                = AnimElem = 35
anim                    = 7071
ID                      = 1030
pos                     = -15,-10
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = 1
removetime              = -2
scale                   = 1.4,1.2
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 2,0

[State 0:    X Slash]
type                    = Explod
trigger1                = AnimElem = 35
anim                    = 7071
ID                      = 1030
pos                     = 0,-10
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = 1
removetime              = -2
scale                   = 1.4,1.2
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 2,0

[State 0:     WOLF Last]
type                    = Explod
trigger1                = AnimElem = 36
anim                    = 7081
ID                      = 1030
pos                     = 25,-45
postype                 = p1
facing                  = 1
vfacing                 = 1
bindtime                = -1
removetime              = -2
scale                   = 1.5,1.5
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1
vel                     = 1,0
ignorehitpause          = 0

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

[State 0, ]
type                    = HitDef
trigger1                = AnimElem = 6
trigger2                = AnimElem = 13
trigger3                = AnimElem = 19
trigger4                = AnimElem = 26
trigger5                = AnimElem = 32
attr                    = S, HA
damage                  = 45,5
animtype                = Heavy
guardflag               = M
hitflag                 = MAFP
priority                = 5, Hit
pausetime               = 3, 15
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           = 15
envshake.freq           = 120
envshake.ampl           = -4
envshake.phase          = 10
yaccel		            = 0.5
snap                    = 30,0

[State 0, ]
type                    = HitDef
trigger1                = animelem = 37
attr                    = S, HA
damage                  = 70
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           = 20
envshake.freq           = 120
envshake.ampl           = -4
envshake.phase          = 10
fall                    = 1
yaccel		            = 0.5
id                      = 2010

[State -2, RemoveAfterImage]
type                    = AfterImageTime
trigger1                = AnimElem = 38
time                    = 0

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

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

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