[Data]
life = 1000           ;Amount of life to start with
attack = 100         ;100% attack power (more is stronger)
defence = 100        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 0,7        ;Default spark number
guard.sparkno = 0,20 ;Default 
KO.echo = 0          ;1 to enable echo on KO

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 17     ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
stand.height = 88
head.pos = -4,-83
mid.pos = 0,-55

[Velocity]
walk.fwd  = 3.5      ;Walk forward
walk.back = -3     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.5,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-9   ;Neutral jumping Vel (x, y)
jump.back = -3    ;Jump back Speed (x, y)
jump.fwd = 3       ;Jump forward Speed (x, y)
runjump.back = -2.55, ;Running jump speeds (opt)
runjump.fwd = 4,-8     ;.
airjump.neu = 0,-8      ;.
airjump.back = -2.55,-8 ;Air jump speeds (opt)
airjump.fwd = 2.5,-8   ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .48     ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
velset = 0,0,0

[State 170, 1]
type = Changeanim
trigger1 = time = 0
value = 170


;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S

[State 180,1]
type = VarRandom
trigger1 = Time >= 1
v = 1
range = 0,100

[State 180,2] ;Choose win1
type = VarSet
trigger1 = Command = "hold_a"
v = 1
value = 0

[State 180,3] ;Choose win2
type = VarSet
trigger1 = Command = "hold_x"
v = 1
value = 33

[State 180,4] ;Choose win3
type = VarSet
trigger1 = Command = "hold_b"
v = 1
value = 66

[State 180,5]
type = ChangeState
trigger1 = Var(1) < 30
value = 181

[State 180,6]
type = ChangeState
trigger1 = Var(1) = [33,65]
value = 181

[State 180,7]
type = ChangeState
trigger1 = Time >= 0;Var(1) >= 33
value = 181
:--------------------------------------------------------------------------
; Win1
[Statedef 181]
type = S
physics = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 191, begin]
type = VarSet
trigger1 = time = 0
v = 9
value = 1

[State 191, end]
type = VarSet
trigger1 = time = 205
v = 9
value = 0

[State 181, 1]
type = NotHitBy
trigger1 = Time > 0
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 182, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 182, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 1] ;Intro not yet over
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 191, 7] ;Intro over, set v9 to 1
type = VarSet
trigger1 = Time = 68
v = 9
value = 0

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Light Punch
[Statedef 200]
number = 6
type    = S
movetype= A
physics = S
poweradd= 8
ctrl = 0
anim = 200
velset = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = light
damage    = 15
guardflag = MA
hitflag = MA
priority = 3
pausetime = 10,9
sparkno = -1
hitsound = S4,0
guard.sparkno = -1
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
Ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4700
postype = p2
pos = 10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = MoveGuarded = 1
anim = 4740
postype = p2
pos = 10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0,0

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Punch Close
[Statedef 201]
type    = S
movetype= A
physics = S
poweradd= 8
ctrl = 0
anim = 201
velset = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = light
damage    = 15
guardflag = MA
hitflag = MA
priority = 3
pausetime = 10,9
sparkno = -1
guard.sparkno = -1
hitsound = S4,0
guardsound = S5,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
Ground.Velocity = -5
air.type = High
Air.Velocity = -1.3,-1

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4700
postype = p2
pos = 10, -78
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -78
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0,0

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = N
poweradd= 40
ctrl = 0
anim = 210
velset = 0,0,0

[State 210, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 71
guardflag = MA
hitflag = MA
pausetime = 11,11
sparkno = -1
guard.sparkno = -1
hitsound   = S4,0
guardsound = S5,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
Ground.Velocity = -8
Air.Velocity = -2.2,-3.2

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4710
postype = p2
pos = 10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 210, 4]
type = PlaySnd
trigger1 = animelem = 3
value = 0,1

[State 210, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Stand Medium Punch Close
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
anim = 211
velset = 0,0,0

[State 211, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 55
animtype = hard
guardflag = MA
hitflag = MA
pausetime = 11,10
sparkno = -1
guard.sparkno = -1
mindist = 30
hitsound   = S4,0
guardsound = S5,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
Ground.Velocity = -8,0
Air.Velocity = -3.1,-3.3
airguard.Vel = -3.2,-2.3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4710
postype = p2
pos = 10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 210, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 0,1

[State 215, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Hard Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 220

[State 320, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 103
animtype  = Hard
hitflag = MA
guardflag = MA
pausetime = 12,12
sparkno =  -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
Ground.Velocity = -11
air.type = Low
Air.Velocity = -2.5,-3.5
airguard.Vel = -4,-2.5

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4720
postype = p2
pos = 10, -56
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -56
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 210, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 0,2

[State 320, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Hard Punch Close
[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 221

[State 320, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage    = 87
animtype  = Hard
guardflag = MA
hitflag = MA
pausetime = 12,11
sparkno =  -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 18
Ground.Velocity = -11
air.type = Low
Air.Velocity = -2.5,-3.5
airguard.Vel = -4,-2.5
;air.fall = 1

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4720
postype = p2
pos = 10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 210, 4]
type = PlaySnd
trigger1 = animelem = 1
value = 0,4

[State 320, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
poweradd= 8
ctrl = 0
anim = 230
velset = 0,0,0

[State 202, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 31
animtype  = light
guardflag = MA
hitflag = MA
priority = 3
pausetime = 4,5
sparkno = -1
guard.sparkno = -1
hitsound   = S4,0
guardsound = S5,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
Ground.Velocity = -6
air.type = High
Air.Velocity = -2.5,-3.2
airguard.Vel = -3,-2.8

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4700
postype = p2
pos = 10, -22
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -22
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 3
value = 0,0

[State 202, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; LIGHT KICK CLOSE
[Statedef 231]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 40
ctrl = 0
anim = 231
velset = 0,0,0

[State 210, 4]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random < 400
value = 0,1

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 0,0

[State 210, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage    = 23
guardflag = MA
hitflag = MA
pausetime = 11,11
sparkno = -1
guard.sparkno = -1
hitsound   = S4,0
guardsound = S5,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
Ground.Velocity = -5
Air.Velocity = -2.2,-3.2

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4700
postype = p2
pos = 10, -70
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -70
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 210, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0,0
anim = 240
ctrl = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 0,1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 55
animtype  = Hard
guardflag = MA
hitflag = MA
pausetime = 7,7
sparkno =  -1
guard.sparkno = -1
hitsound   = S4,1
guardsound = S5,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
Ground.Velocity = -9
air.type = Low
Air.Velocity = -3.4,-3.5
airguard.Vel = -4,-2.5

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4710
postype = p2
pos = 10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Medium Kick Close
[Statedef 241]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 241

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 0,1

[State 241, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 63
animtype  = Medium
guardflag = MA
hitflag = MA
pausetime = 7,7
sparkno =  -1
guard.sparkno = -1
hitsound   = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
Ground.Velocity = -4
Air.Velocity = -4,-3.5

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4710
postype = p2
pos = 10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 241, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Medium Kick F/B
[Statedef 242]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 242

[State 242, 0]
type = PlaySnd
trigger1 = animelem = 2
value = 0,1

[State 242, 1]
type = Velset
trigger1 = animelem = 3, >0
trigger1 = animelem = 4, <0
y = -2

[State 242, 2]
type = Velset
trigger1 = animelem = 4, >0
trigger1 = animelem = 5, <0
y = 0

[State 242, 3]
type = Velset
trigger1 = animelem = 5, >0
y = 2

[State 242, 4]
type = Posset
trigger1 = time = 22
y = 0

[State 242, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 63
animtype = Medium
guardflag = MA
hitflag = MA
pausetime = 7,7
sparkno = -1
guard.sparkno = -1
hitsound = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime = 18
Ground.Velocity = -4
Air.Velocity = -4,-3.5

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4710
postype = p2
pos = 10, -55
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -55
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 242, 6]
type = ChangeState
trigger1 = time = 23
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Hard Kick
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 250
poweradd = 20

[State 202, 3]
type = Width
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
value = 31

[State 202, 3]
type = Width
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 7, < 0
value = 61

[State 202, 3]
type = Width
trigger1 = AnimElem = 7, >= 0
trigger1 = AnimElem = 8, < 0
value = 31

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 95
guardflag = MA
hitflag = MA
pausetime = 11,11
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
Ground.Velocity = -8
Air.Velocity = -2.2,-3.2

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4720
postype = p2
pos = 10, -82
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -82
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 3
value = 0,3

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Hard Kick Close
[Statedef 251]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 251
poweradd = 20

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 96
guardflag = MA
hitflag = MA
pausetime = 11,11
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
Ground.Velocity = -8
Air.Velocity = -2.2,-3.2

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4720
postype = p2
pos = 10, -76
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -76
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 3
value = 0,2

[State 230, 3]
type = ChangeState
trigger1 = animtime = 0 
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; F. Hard Kick
[Statedef 252]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 2,-1
ctrl = 0
anim = 252
poweradd = 20

[State 202, 4]
type = Velset
trigger1 = animelem = 1, >0
trigger1 = animelem = 3, <2
x = 2
y = -1

[State 202, 4]
type = Velset
trigger1 = animelem = 3, >2
x = 2
y = 1

[State 202, 4]
type = Velset
trigger1 = animelem = 4
x = 0
y = 0

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 96
guardflag = MA
hitflag = MA
pausetime = 11,11
sparkno = -1
guard.sparkno = -1
hitsound   = S4,1
guardsound = S5,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
Ground.Velocity = -8
Air.Velocity = -2.2,-3.2

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4720
postype = p2
pos = 10, -59
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -59
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 230, 3]
type = ChangeState
trigger1 = time = 22
value = 253

; F. Hard Kick
[Statedef 253]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 253
poweradd = 20

[State 202, 4]
type = posset
trigger1 = Time = 0
trigger2 = animtime = 0
y = 0

[State 202, 4]
type = Velset
trigger1 = animelem = 1, >0
trigger1 = animelem = 2, <4
x = 0
y = 0

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Hard
damage    = 96
guardflag = MA
hitflag = MA
pausetime = 11,11
sparkno = -1
guard.sparkno = -1
hitsound   = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
Ground.Velocity = -8
Air.Velocity = -2.2,-3.2

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4720
postype = p2
pos = 10, -59
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -59
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 1
value = 0,2

[State 230, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 400

[State 400, 2]
type = HitDef
trigger1 = Animelem = 2
attr = C, NA
damage    = 25
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAD
guardflag = L
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
hitsound   = S4,0
guardsound = S5,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
Ground.Velocity = -4

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4700
postype = p2
pos = 10, -40
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -40
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 0,0

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
Ctrl = 1
;---------------------------------------------------------------------------
;CROUCH Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 410

[State 410, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0,1

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 63
getpower  = 40
givepower = 40
hitflag = MAD
guardflag = L
animtype = Medium
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
hitsound   = S4,0
guardsound = S5,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
Ground.Velocity = -6
Air.Velocity = -1.2,-3
guard.Vel = -5

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4710
postype = p2
pos = 10, -47
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -47
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Crouch Hard Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 420

[State 202, 3]
type = Width
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
value = 31

[State 430, 2]
type = HitDef
trigger1 = Animelem = 2
attr = C, NA
damage    = 95
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MAD
guardflag = L
pausetime = 10,12
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
Ground.Velocity = -8
Air.Velocity = -4,-3
down.Vel = -4,0
down.hittime = 20

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4720
postype = p2
pos = 10, -29
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -29
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 2,0

[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
Ctrl = 1
;---------------------------------------------------------------------------
; CROUCH LIGHT KICK
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 430

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAD
guardflag = L
pausetime = 11,12
sparkno = -1
guard.sparkno = -1
hitsound   = S4,0
guardsound = S5,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4700
postype = p2
pos = 10, -14
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -14
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 0,0

[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH MEDIUM KICK
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440

[State 440, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 440, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 55
getpower  = 40
givepower = 40
animtype = Medium
hitflag = MAD
guardflag = L
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
hitsound   = S4,0
guardsound = S5,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
Ground.Velocity = -4.5
Air.Velocity = -1.2,-3
guard.Vel = -5

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4710
postype = p2
pos = 10, -3
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -3
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH HARD KICK
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 450

[State 410, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 1

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 79
getpower  = 40
givepower = 40
hitflag = MAD
guardflag = L
animtype = hard
pausetime = 7,8
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
Ground.Velocity = -1.5,-5
Air.Velocity = -1.2,-3
guard.Vel = -5
fall = 1

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4720
postype = p2
pos = 10, -9
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -9
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; JUMP NEUTRAL LIGHT PUNCH
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 55
getpower  = 10
givepower = 10
guardflag = HA
hitflag = MA
animtype = Light
priority = 3
pausetime = 7,8
sparkno = -1
guard.sparkno = -1
hitsound   = S4,0
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4700
postype = p2
pos = 10, -81
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -81
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 1
value = 0,0

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600, 4]
type = Changeanim
trigger1 = AnimTime = 0
value = 44
;---------------------------------------------------------------------------
; JUMP LIGHT PUNCH
[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 601

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 67
getpower  = 10
givepower = 10
guardflag = HA
hitflag = MA
animtype = Light
priority = 3
pausetime = 7,8
sparkno = -1
guard.sparkno = -1
hitsound   = S4,0
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4700
postype = p2
pos = 10, -82
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -82
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 1
value = 0,0

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600, 4]
type = Changeanim
trigger1 = AnimTime = 0
value = 44
;---------------------------------------------------------------------------
; JUMP NEUTRAL MEDIUM PUNCH
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 600, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage    = 79
getpower  = 10
givepower = 10
guardflag = HA
hitflag = MA
animtype = Light
priority = 3
pausetime = 7,8
sparkno = -1
guard.sparkno = -1
hitsound   = S4,0
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4710
postype = p2
pos = 10, -80
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -80
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 1
value = 0,0

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600, 4]
type = Changeanim
trigger1 = AnimTime = 0
value = 44
;---------------------------------------------------------------------------
; JUMP MEDIUM PUNCH
[Statedef 611]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 610

[State 600, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage    = 87
getpower  = 10
givepower = 10
guardflag = HA
hitflag = MA
animtype = Light
priority = 3
pausetime = 7,8
sparkno = -1
guard.sparkno = -1
hitsound   = S4,0
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4710
postype = p2
pos = 10, -72
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -72
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 1
value = 0,1

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600, 4]
type = Changeanim
trigger1 = AnimTime = 0
value = 44
;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 630

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 55
getpower  = 10
givepower = 10
guardflag = HA
hitflag = MA
animtype = Light
priority = 3
pausetime = 7,8
sparkno = -1
guard.sparkno = -1
hitsound   = S4,0
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4700
postype = p2
pos = 10, -88
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -88
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 1
value = 0,0

[State 630, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 630, 4]
type = Changeanim
trigger1 = AnimTime = 0
value = 44
;---------------------------------------------------------------------------
; Jump Neutral Light Kick
[Statedef 631]
type    = A
movetype= A
physics = A
poweradd= 11
anim = 631
ctrl = 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 55
getpower  = 10
givepower = 10
guardflag = HA
hitflag = MA
animtype = Light
priority = 3
pausetime = 7,8
sparkno = -1
guard.sparkno = -1
hitsound   = S4,0
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4700
postype = p2
pos = 10, -88
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -88
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 1
value = 0,0

[State 630, 4]
type = Changeanim
trigger1 = AnimTime = 0
value = 44
ctrl = 1
;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 640

[State 640, 4]
type = PlaySnd
trigger1 = animelem = 1
value = 0,1

[State 640, 3]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage    = 63
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Hard
priority = 3
pausetime = 9,10
sparkno = -1
guard.sparkno = -1
hitsound   = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4710
postype = p2
pos = 10, -85
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -85
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 640, 4]
type = Changeanim
trigger1 = AnimTime = 0
value = 44
ctrl = 1
;---------------------------------------------------------------------------
; Jump Neutral Medium Kick
[Statedef 641]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 641

[State 640, 3]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage    = 71
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Hard
priority = 3
pausetime = 9,10
sparkno = -1
guard.sparkno = -1
hitsound   = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4700
postype = p2
pos = 10, -95
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -95
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 640, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 0,1

[State 640, 4]
type = Changeanim
trigger1 = AnimTime = 0
value = 44
ctrl = 1
;---------------------------------------------------------------------------
;JUMP Neutral HARD PUNCH
[Statedef 621]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 621

[State 650, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 0,2

[State 650, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 103
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Hard
priority = 3
pausetime = 9,10
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -6,0
Air.Velocity = -5,-3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4720
postype = p2
pos = 10, -82
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -82
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 650, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP HARD PUNCH
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 620

[State 650, 4]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = anim = 620
value = 0,2

[State 650, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 95
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Hard
priority = 3
pausetime = 9,10
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -5
Air.Velocity = -5,-3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4720
postype = p2
pos = 10, -85
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -85
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 650, 4]
type = Changeanim
trigger1 = AnimTime = 0
value = 44
ctrl = 1
;---------------------------------------------------------------------------
;JUMP HARD Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 650

[State 650, 4]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = anim = 650
value = 0,2

[State 650, 3]
type = HitDef
trigger1 = Animelem = 3
attr = A, NA
damage    = 87
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Hard
priority = 3
pausetime = 9,10
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -5,0
Air.Velocity = -5,-3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4720
postype = p2
pos = 10, -81
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -81
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 650, 4]
type = Changeanim
trigger1 = AnimTime = 0
value = 44
ctrl = 1
;---------------------------------------------------------------------------
;JUMP Neutral HARD Kick
[Statedef 651]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 651

[State 650, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 0,2

[State 650, 3]
type = HitDef
trigger1 = Animelem = 3
attr = A, NA
damage    = 87
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Hard
priority = 3
pausetime = 9,10
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -5,0
Air.Velocity = -5,-3

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4720
postype = p2
pos = 10, -76
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -76
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 650, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;Light Rising Dragon Start (1/3)
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 55
ctrl = 0
anim = 1000

[State 1000, 2]
type = NotHitBy
trigger1 = Animelem = 4
value = SCA
time = 4

[State 1000, 3]
type = HitDef
trigger1 = Animelem = 4
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Hard
priority = 3
pausetime = 9,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-3
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001
;---------------------------------------------------------------------------
;Light Rising Dragon  (2/3)
[Statedef 1001]
type    = A
movetype= I
physics = A
velset = 0,-2
anim = 1001

[State 650, 4]
type = PlaySnd
trigger1 = animelem = 1
value = 3,0

[State 1001, TargetVelSet]
type = TargetVelSet
trigger1 = time >= 0
trigger1 = movehit = 1
x = -2
y = -6

[State 182, 2]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 18

[State 1001,1]
type = VelSet
trigger1 = Animelem = 1, >0
trigger1 = Animelem = 2, <0
x = 2

[State 1001,2]
type = VelSet
trigger1 = Animelem = 2, >0
trigger1 = Animelem = 3, <0
x = 0

[State 1001,3]
type = VelSet
trigger1 = Animelem = 1, >0
trigger1 = Animelem = 6, <2
y = -3

[State 1001,4]
type = VelSet
trigger1 = Animelem = 6, >3
trigger1 = Animelem = 9, <0
y = 3


[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 1
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 2
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 3
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 4
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 5
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 6
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 1001,5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1004
ctrl = 1
;---------------------------------------------------------------------------
;Medium Rising Dragon Start (1/3)
[Statedef 1002]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 55
ctrl = 0
anim = 1000

[State 1002, TargetVelSet]
type = null;TargetVelSet
trigger1 = time >= 0
trigger1 = movehit = 1
x = -2
y = -6

[State 1002, TargetVelSet]
type = null;TargetVelSet
trigger1 = time >= 0
trigger1 = movehit = 1
x = -2
y = -6

[State 182, 2]
type = NotHitBy
trigger1 = Animelem = 4
value = SCA
time = 15

[State 650, 3]
type = HitDef
trigger1 = Animelem = 4
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Hard
priority = 3
pausetime = 9,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-5
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1003
;---------------------------------------------------------------------------
;Medium Rising Dragon (Air) (2/3)
[Statedef 1003]
type    = A
movetype= A
physics = A
velset = 0,-3
anim = 1002

[State 1003, TargetVelSet]
type = null;TargetVelSet
trigger1 = movehit = 1
x = -2
y = -6

[State 1003, 2]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 20

[State 650, 4]
type = PlaySnd
trigger1 = animelem = 1
value = 3,0

[State 1001,1]
type = VelSet
trigger1 = Animelem = 1, >0
trigger1 = Animelem = 3, <0
x = 3

[State 1001,1]
type = VelSet
trigger1 = Animelem = 3, >0
trigger1 = Animelem = 4, <0
x = 0

[State 1001,3]
type = VelSet
trigger1 = Animelem = 1, >0
trigger1 = Animelem = 7, <0
y = -3

[State 1001,3]
type = VelSet
trigger1 = Animelem = 7, >0
trigger1 = Animelem = 8, <0
y = 0

;[State 1001,4]
;type = VelAdd
;trigger1 = Animelem = 7, >0
;trigger1 = Animelem = 9, <0
;y = 2

[State 650, 3]
type = HitDef
trigger1 = Animelem = 1
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010
persistent = 1

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 2
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 3
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 4
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 5
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = MoveHit = 0
trigger1 = Animelem = 6
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = MoveHit = 0
trigger1 = Animelem = 7
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 3000]
type = explod
trigger1 = Animelem = 6
anim = 4950
postype = p1
pos = 0, -63
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
bindtime = 4
persistent = 0

[State 1001,5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1006
ctrl = 1
;---------------------------------------------------------------------------
;Hard Rising Dragon Start (1/3)
[Statedef 1004]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 55
ctrl = 0
anim = 1000

[State 182, 2]
type = NotHitBy
trigger1 = Animelem = 4
value = SCA
time = 15

[State 650, 3]
type = HitDef
trigger1 = Animelem = 4
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Hard
priority = 3
pausetime = 9,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-5
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1005
;---------------------------------------------------------------------------
;Hard Rising Dragon (Air) (2/3)
[Statedef 1005]
type    = A
movetype= A
physics = A
velset = 0,-3
anim = 1003

[State 182, 2]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 21

[State 650, 4]
type = PlaySnd
trigger1 = animelem = 1
value = 3,0

[State 1001,1]
type = VelSet
trigger1 = Animelem = 1, >0
trigger1 = Animelem = 2, <0
x = 4

[State 1001,2]
type = VelSet
trigger1 = Animelem = 2, >0
trigger1 = Animelem = 3, <0
x = 0

[State 1001,3]
type = VelSet
trigger1 = Animelem = 1, >0
trigger1 = Animelem = 8, <0
y = -5

[State 1001,3]
type = VelSet
trigger1 = Animelem = 8, >0
trigger1 = Animelem = 9, <0
y = 0

[State 1001,4]
type = Velset
trigger1 = Animelem = 9, >0
trigger1 = Animelem = 11, <0
y = 3

[State 650, 3]
type = HitDef
trigger1 = Animelem = 1
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 2
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 3
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 4
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 5
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 6
attr = A, NA
damage    = 53,15
getpower  = 50
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,13
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 1010

[State 1001, 8]
type = NULL;Projectile
trigger1 = Animelem = 6
projanim = 4950
offset = 0, -80
Vel = 0, 0
accel = 0, 0
projremovetime = 12
under = 1

[State 3000]
type = explod
trigger1 = Animelem = 6
anim = 4950
postype = p1
pos = 0, -63
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
bindtime = 4
persistent = 0

[State 3000]
type = explod
trigger1 = Animelem = 10
anim = 4951
postype = p1
pos = 0, -56
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
bindtime = 4
persistent = 0

[State 1001,5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1006
;---------------------------------------------------------------------------
;Rising Dragon Land (3/3)
[Statedef 1006]
number = 5
type    = S
movetype= A
physics = N
juggle  = 1
poweradd=140
velset = 0
ctrl = 0
anim = 1006

[State 1004,0]
type = Changeanim
trigger1 = time = 0
value = 1006

[State 1004, 1]
type = ChangeState
trigger1 = Animtime = 0 
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hit by Rising Dragon (1/3)
[Statedef 1010]
type    = A
movetype= H
physics = N
;velset = -2, -5
ctrl = 0

[State 904, 1]
type = velset
trigger1 = time >= 0
trigger1 = time < 11
x = 0
y = 0

[State 904, 1]
type = velset
trigger1 = time >= 11
x = -2
y = -7

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 4912

[State 1004, 1]
type = ChangeState
trigger1 = Animtime = 0 
value = 1011
ctrl = 0
;---------------------------------------------------------------------------
;Hit by Rising Dragon (2/3)
[Statedef 1011]
type    = A
movetype= H
physics = N
;velset = -3, -6
ctrl = 0

[State 325, 0]
type = Gravity
trigger1 = time >= 0

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 4913

[State 2206, 2]
type = changeState
trigger1 = Pos Y > -30
trigger1 = Vel Y > 0
value = 1012
;---------------------------------------------------------------------------
;Hit by Rising Dragon (2/3)
[Statedef 1012]
type    = A
movetype= H
physics = N
ctrl = 0

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 4913

[State 325, 0]
type = null;Gravity
trigger1 = time >= 0

[State 2206, 2]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Light Rakkaken (Part 1)
[Statedef 1100]
type    = S
movetype= A
physics = S
poweradd= 15
ctrl = 0
anim = 1100
velset = 1

[State 1004,0]
type = Velset
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 6

[State 1004,0]
type = Velset
trigger1 = animelem = 4
x = 0

[State 100, 6]
type = MakeDust
trigger1 = animelem = 2, >0
trigger2 = animelem = 4, <0
pos = -40,-1

[State 100, 6]
type = MakeDust
trigger1 = animelem = 4
pos = -38,-1

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 70
guardflag = MA
hitflag = MA
priority = 3
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S4,2
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
Ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 3
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Medium
priority = 3
pausetime = 10,13
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4730
postype = p2
pos = -10, -76
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = -10, -76
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = 0,2

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Rakkaken (Part 2)
[Statedef 1101]
type    = S
movetype= A
physics = S
poweradd= 15
ctrl = 0
anim = 1101
velset = 1

[State 1004,0]
type = Velset
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 6

[State 1004,0]
type = Velset
trigger1 = animelem = 4
x = 0

[State 100, 6]
type = MakeDust
trigger1 = animelem = 2, >0
trigger2 = animelem = 4, <0
pos = -40,-1

[State 100, 6]
type = MakeDust
trigger1 = animelem = 4
pos = -38,-1

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 70
guardflag = MA
hitflag = MA
priority = 3
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S4,2
guardsound = S5,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
Ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 3
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Medium
priority = 3
pausetime = 10,13
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4730
postype = p2
pos = -10, -47
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = -10, -47
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = 0,2

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Light Rakkaken (Part 3)
[Statedef 1102]
type    = S
movetype= A
physics = S
poweradd= 15
ctrl = 0
anim = 1102
velset = 1

[State 1004,0]
type = Velset
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 6

[State 1004,0]
type = Velset
trigger1 = animelem = 4
x = 0

[State 100, 6]
type = MakeDust
trigger1 = animelem = 2, >0
trigger2 = animelem = 4, <0
pos = -40,-1

[State 100, 6]
type = MakeDust
trigger1 = animelem = 4
pos = -38,-1

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 70
guardflag = MA
hitflag = MA
priority = 3
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S4,2
guardsound = S5,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 15
Ground.Velocity = -6,-6
air.type = High
Air.Velocity = -6,-6

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 3
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Medium
priority = 3
pausetime = 10,13
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = Trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -6,-6
Air.Velocity = -6,-6
fall = 1

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4730
postype = p2
pos = -10, -76
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = -10, -76
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = 0,2

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Medium Rakkaken (Part 1)
[Statedef 1103]
type    = S
movetype= A
physics = S
poweradd= 15
ctrl = 0
anim = 1100
velset = 2

[State 1004,0]
type = Velset
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 8

[State 1004,0]
type = Velset
trigger1 = animelem = 4
x = 0

[State 100, 6]
type = MakeDust
trigger1 = animelem = 2, >0
trigger2 = animelem = 4, <0
pos = -40,-1

[State 100, 6]
type = MakeDust
trigger1 = animelem = 4
pos = -38,-1

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 80
guardflag = MA
hitflag = MA
priority = 3
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S4,2
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
Ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 3
attr = A, NA
damage    = 80
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Medium
priority = 3
pausetime = 10,13
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4730
postype = p2
pos = -10, -76
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = -10, -76
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = 0,2

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Medium Rakkaken (Part 2)
[Statedef 1104]
type    = S
movetype= A
physics = S
poweradd= 15
ctrl = 0
anim = 1101
velset = 2

[State 1004,0]
type = Velset
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 8

[State 1004,0]
type = Velset
trigger1 = animelem = 4
x = 0

[State 100, 6]
type = MakeDust
trigger1 = animelem = 2, >0
trigger2 = animelem = 4, <0
pos = -40,-1

[State 100, 6]
type = MakeDust
trigger1 = animelem = 4
pos = -38,-1

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 80
guardflag = MA
hitflag = MA
priority = 3
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S4,2
guardsound = S5,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
Ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 3
attr = A, NA
damage    = 80
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Medium
priority = 3
pausetime = 10,13
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4730
postype = p2
pos = -10, -47
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = -10, -47
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = 0,2

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Medium Rakkaken (Part 3)
[Statedef 1105]
type    = S
movetype= A
physics = S
poweradd= 15
ctrl = 0
anim = 1102
velset = 2

[State 1004,0]
type = Velset
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 8

[State 1004,0]
type = Velset
trigger1 = animelem = 4
x = 0

[State 100, 6]
type = MakeDust
trigger1 = animelem = 2, >0
trigger2 = animelem = 4, <0
pos = -40,-1

[State 100, 6]
type = MakeDust
trigger1 = animelem = 4
pos = -38,-1

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 70
guardflag = MA
hitflag = MA
priority = 3
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S4,2
guardsound = S5,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 15
Ground.Velocity = -6,-6
air.type = High
Air.Velocity = -6,-6

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 3
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Medium
priority = 3
pausetime = 10,13
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = Trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -6,-6
Air.Velocity = -6,-6
fall = 1

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4730
postype = p2
pos = -10, -76
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = -10, -76
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = 0,2

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Hard Rakkaken (Part 1)
[Statedef 1106]
type    = S
movetype= A
physics = S
poweradd= 15
ctrl = 0
anim = 1100
velset = 2

[State 1004,0]
type = Velset
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 9

[State 1004,0]
type = Velset
trigger1 = animelem = 4
x = 0

[State 100, 6]
type = MakeDust
trigger1 = animelem = 2, >0
trigger2 = animelem = 4, <0
pos = -40,-1

[State 100, 6]
type = MakeDust
trigger1 = animelem = 4
pos = -38,-1

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 90
guardflag = MA
hitflag = MA
priority = 3
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S4,2
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
Ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 3
attr = A, NA
damage    = 90
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Medium
priority = 3
pausetime = 10,13
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4730
postype = p2
pos = 10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = 10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = 0,2

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Hard Rakkaken (Part 2)
[Statedef 1107]
type    = S
movetype= A
physics = S
poweradd= 15
ctrl = 0
anim = 1101
velset = 2

[State 1004,0]
type = Velset
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 9

[State 1004,0]
type = Velset
trigger1 = animelem = 4
x = 0

[State 100, 6]
type = MakeDust
trigger1 = animelem = 2, >0
trigger2 = animelem = 4, <0
pos = -40,-1

[State 100, 6]
type = MakeDust
trigger1 = animelem = 4
pos = -38,-1

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 80
guardflag = MA
hitflag = MA
priority = 3
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S4,2
guardsound = S5,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
Ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 3
attr = A, NA
damage    = 80
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Medium
priority = 3
pausetime = 10,13
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -2,-6
Air.Velocity = -2,-6
fall = 1

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4730
postype = p2
pos = -10, -47
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = -10, -47
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = 0,2

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Hard Rakkaken (Part 3)
[Statedef 1108]
type    = S
movetype= A
physics = S
poweradd= 15
ctrl = 0
anim = 1102
velset = 2

[State 1004,0]
type = Velset
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 9

[State 1004,0]
type = Velset
trigger1 = animelem = 4
x = 0

[State 100, 6]
type = MakeDust
trigger1 = animelem = 2, >0
trigger2 = animelem = 4, <0
pos = -40,-1

[State 100, 6]
type = MakeDust
trigger1 = animelem = 4
pos = -38,-1

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 80
guardflag = MA
hitflag = MA
priority = 3
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S4,2
guardsound = S5,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 15
Ground.Velocity = -6,-6
air.type = High
Air.Velocity = -6,-6

[State 650, 3]
type = HitDef
trigger1 = Movecontact = 0
trigger1 = Animelem = 3
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MA
animtype = Medium
priority = 3
pausetime = 10,13
sparkno = -1
guard.sparkno = -1
hitsound   = S4,2
guardsound = S5,0
ground.type = Trip
ground.slidetime = 9
ground.hittime  = 9
Ground.Velocity = -6,-6
Air.Velocity = -6,-6
fall = 1

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4730
postype = p2
pos = -10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 4740
postype = p2
pos = -10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = 0,2

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
[Statedef -2]

; Jump
[State -2, 0]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 50
value = 5,2

; Landing
[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = 1,0

; Running
[State -2, 2]
type = PlaySnd
triggerall = stateno = 100
trigger1 = AnimElem = 3,-1
trigger2 = AnimElem = 6,-1
value = 30,0

; Play "ow" sound when hit
[State -2, 1]
type = VarRandom
trigger1 = stateno = 5000
trigger1 = Time = 1
v = 8

; Play "ow" sound when hit
[State -2, 1]
type = PlaySnd
triggerall = Time = 1
triggerall = var(8) < 500
trigger1 = stateno = 5001
trigger1 = anim != 5000 ;Not hit light
trigger1 = anim != 5010 ;Not hit light
trigger2 = stateno = 5040
trigger2 = random < 400
trigger3 = stateno = 5050
value = 10,2
;volume = -30

; Play "ow" sound when hit (alternate)
[State -2, 1]
type = PlaySnd
triggerall = Time = 1
triggerall = var(8) >= 500
trigger1 = stateno = 5001
trigger1 = anim != 5000 ;Not hit light
trigger1 = anim != 5010 ;Not hit light
trigger2 = stateno = 5040
trigger2 = random < 400
trigger3 = stateno = 5050
value = 10,3
;volume = -30

; Play "ow" sound when hit
[State -2, 1]
type = PlaySnd
triggerall = Time = 1
triggerall = var(8) < 500
trigger1 = stateno = 5070
value = 10,1

;--------------------
;Hit By Rising Dragon
;--------------------

[State -2, Explod4912]
type = explod
Triggerall = P2stateno = 1010 && P2Movetype = H && numexplod(4912) <1
trigger1 = (stateno = 1000 || stateno = 1001 || stateno = 1002 || stateno = 1003 || stateno = 1004 || stateno = 1005 ||stateno = 1006)
anim = 4914
postype = p2
pos = -19, -55
sprpriority = 3
ignorehitpause = 1
bindtime = -1
id = 4912

[State 1000, Explod4913]
type = explod
Triggerall = P2stateno = 1010 && P2Movetype = H && numexplod(4913) <1
trigger1 = (stateno = 1000 || stateno = 1001 || stateno = 1002 || stateno = 1003 || stateno = 1004 || stateno = 1005 ||stateno = 1006)
anim = 4914
postype = p2
pos = 36, -40
sprpriority = 3
ignorehitpause = 1
bindtime = -1
id = 4913

[State 1000, Remove4912]
type = removeexplod
trigger1 = (P2stateno != 1010 || P2stateno != 3050)
id = 4912

[State 1000, Remove4913]
type = removeexplod
trigger1 = (P2stateno != 1010 || P2stateno != 3050)
id = 4913

[State 1000, 1010]
type = explod
triggerall = p2stateno = 1011 && P2Movetype = H && numexplod(4914) <1
trigger1 = (stateno = 1000 || stateno = 1001 || stateno = 1002 || stateno = 1003 || stateno = 1004 || stateno = 1005 ||stateno = 1006)
anim = 4914
postype = p2
pos = -22, -54
sprpriority = 3
ignorehitpause = 1
bindtime = -1
id = 4914

[State 1000, 1010]
type = explod
triggerall = p2stateno = 1011 && P2Movetype = H && numexplod(4915) <1
trigger1 = (stateno = 1000 || stateno = 1001 || stateno = 1002 || stateno = 1003 || stateno = 1004 || stateno = 1005 ||stateno = 1006)
anim = 4914
postype = p2
pos = 10, -57
sprpriority = 3
ignorehitpause = 1
bindtime = -1
id = 4915

[State 1000, 1010]
type = explod
triggerall = p2stateno = 1012 && numexplod(4916) <1
trigger1 = P2Movetype = H
anim = 4915
postype = p2
pos = -22, -54
sprpriority = 3
ignorehitpause = 1
bindtime = -1
id = 4916

[State 1000, 1010]
type = explod
triggerall = p2stateno = 1012 &&  numexplod(4917) <1
trigger1 = P2Movetype = H
anim = 4915
postype = p2
pos = 10, -57
sprpriority = 3
ignorehitpause = 1
bindtime = -1
id = 4917






















































;-------------------------
;Hit By Shien Hiryuu Kyaku
;-------------------------

[State -2, Explod3000]
type = explod
Triggerall = P2stateno = 3050 && numexplod(3000) <1
trigger1 = P2Movetype = H
anim = 4914
postype = p2
pos = -19, -55
sprpriority = 3
ignorehitpause = 1
bindtime = -1
id = 3000

[State 1000, Explod3001]
type = explod
Triggerall = P2stateno = 1010 && numexplod(3001) <1
trigger1 = P2Movetype = H
anim = 4914
postype = p2
pos = 36, -40
sprpriority = 3
ignorehitpause = 1
bindtime = -1
id = 3001

[State 1000, Remove3000]
type = removeexplod
trigger1 = P2stateno != 3050
id = 3000

[State 1000, Remove3001]
type = removeexplod
trigger1 = P2stateno != 3050
id = 3001

[State 1000, 1010]
type = explod
triggerall = p2stateno = 3051 && numexplod(3010) <1
trigger1 = P2Movetype = H
anim = 4914
postype = p2
pos = -22, -54
sprpriority = 3
ignorehitpause = 1
bindtime = -1
id = 3010

[State 1000, 1010]
type = explod
triggerall = p2stateno = 3051 && numexplod(3011) <1
trigger1 = P2Movetype = H
anim = 4914
postype = p2
pos = 10, -57
sprpriority = 3
ignorehitpause = 1
bindtime = -1
id = 3011

[State 1000, 1010]
type = explod
triggerall = p2stateno = 3052 && numexplod(3020) <1
trigger1 = P2Movetype = H
anim = 4915
postype = p2
pos = -22, -54
sprpriority = 3
ignorehitpause = 1
bindtime = -1
id = 3020

[State 1000, 1010]
type = explod
triggerall = p2stateno = 3052 &&  numexplod(3021) <1
trigger1 = P2Movetype = H
anim = 4915
postype = p2
pos = 10, -57
sprpriority = 3
ignorehitpause = 1
bindtime = -1
id = 3021
