; Fei-Long's Hyper States
;---------------------------------------------------------------------------
; Rekka Shinken - Lvl 1
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 3000

[State 3000, 0]
type = Width
trigger1 = 1
value = 20,0

[State 3000, nhb]
type = NotHitBy
trigger1 =  animelem = 1 || animelem = 2
value = SCA
time = 30

[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 40, -80
anim = 100
sound = S3,4 ;20, 0
time = 70
movetime = 60
poweradd = -1000
unhittable = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 40, -80
anim = S4000
time = 30
movetime = 0

[State 3000, PlaySnd]
type = PlaySnd
triggerall = Anim = 3000
trigger1 = AnimElem = 1
value = 10, 14
channel = 0

[State 3000, PlaySnd]
type = PlaySnd
triggerall = Anim = 3000
trigger1 = AnimElem = 2,1
trigger2 = AnimElem = 6
value = 1, 3

[State 3000, PlaySnd]
type = PlaySnd
triggerall = Anim = 3000
trigger1 = AnimElem = 2,1
trigger2 = AnimElem = 6
value = 10, 13
channel = 0

[State 3000, PlaySnd]
type = PlaySnd
triggerall = Anim = 3001
trigger1 = AnimElem = 1,1
value = 1, 3

[State 3000, PlaySnd]
type = PlaySnd
triggerall = Anim = 3001
trigger1 = AnimElem = 1,1
value = 10, 4
channel = 0

[State 3000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3000, VelSet]
type = VelSet
trigger1 = Anim = 3000
trigger1 = AnimElem = 2,1
trigger2 = Anim = 3000
trigger2 = AnimElem = 6
trigger3 = Anim = 3001
trigger3 = AnimElem = 1,1
x = 8

[State 3000, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 60, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -70
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -6,-2
air.hittime = 10

[State 3000, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 65, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -50
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -4,-2
air.type = Low
air.velocity = -6,-2
air.hittime = 10

[State 3000, 3]
type = HitDef
trigger1 = Anim = 3001
trigger1 = AnimElem = 2
attr = S, HA
damage = 70, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -60
hitsound = S2,3 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -6,-3
airguard.velocity = -4,-2
air.type = Low
air.velocity = -6,-3
air.hittime = 10
fall.animtype = Medium
air.fall = 1
fall = 1

[State 3000, 4]
type = ChangeAnim
triggerall = PalNo < 7
trigger1 = Anim = 3000
trigger1 = AnimTime = 0
value = 3001

[State 3000, 5]
type = ChangeState
triggerall = PalNo < 7
trigger1 = Time = 50
value = 0
ctrl = 1

[State 3000, 4]
type = ChangeAnim
triggerall = PalNo > 6
trigger1 = Time = 42
value = 3001

[State 3000, 5]
type = ChangeState
triggerall = PalNo > 6
trigger1 = Time = 70
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekka Shinken - Lvl 2
[Statedef 3010]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 3000

[State 3010, 0]
type = Width
trigger1 = 1
value = 20,0

[State 3010, nhb]
type = NotHitBy
trigger1 =  animelem = 1 || animelem = 2
value = SCA
time = 30

[State 3010, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 40, -80
anim = 101
sound = S3,4 ;20, 0
time = 70
movetime = 60
poweradd = -2000
unhittable = 1

[State 3010, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 40, -80
anim = S4000
time = 30
movetime = 0

[State 3010, PlaySnd]
type = PlaySnd
triggerall = Anim = 3000
trigger1 = AnimElem = 1
value = 10, 14
channel = 0

[State 3010, PlaySnd]
type = PlaySnd
triggerall = Anim = 3000
trigger1 = AnimElem = 2,1
trigger2 = AnimElem = 6
value = 1, 3

[State 3010, PlaySnd]
type = PlaySnd
triggerall = Anim = 3000
trigger1 = AnimElem = 2,1
trigger2 = AnimElem = 6
value = 10, 13
channel = 0

[State 3010, PlaySnd]
type = PlaySnd
triggerall = Anim = 3001
trigger1 = AnimElem = 1,1
value = 1, 3

[State 3010, PlaySnd]
type = PlaySnd
triggerall = Anim = 3001
trigger1 = AnimElem = 1,1
value = 10, 1
channel = 0

[State 3010, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3010, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3010, VelSet]
type = VelSet
trigger1 = Anim = 3000
trigger1 = AnimElem = 2,1
trigger2 = Anim = 3000
trigger2 = AnimElem = 6
trigger3 = Anim = 3001
trigger3 = AnimElem = 1,1
x = 8

[State 3010, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 3010, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 65, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -70
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -6,-2
air.hittime = 10


[State 3010, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 70, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -50
hitsound = S2,8 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -4,-2
air.type = Low
air.velocity = -6,-2
air.hittime = 10


[State 3010, 1]
type = HitDef
trigger1 = Anim = 3001
trigger1 = AnimElem = 2
attr = S, HA
damage = 75, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -60
hitsound = S2,3 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -6,-3
airguard.velocity = -4,-2
air.type = Low
air.velocity = -6,-3
air.hittime = 10
fall.animtype = Medium
air.fall = 1
fall = 1


[State 3010, 5]
type = ChangeAnim
triggerall = PalNo < 7
trigger1 = Time = 31
value = 3001

[State 3010, 5]
type = ChangeState
triggerall = PalNo < 7
trigger1 = Time = 60
value = 0
ctrl = 1

[State 3010, 5]
type = ChangeAnim
triggerall = PalNo > 6
trigger1 = Time = 50
value = 3001

[State 3010, 5]
type = ChangeState
triggerall = PalNo > 6
trigger1 = Time = 80
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekka Shinken - Lvl 3
[Statedef 3020]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 3000

[State 3020, 0]
type = Width
trigger1 = 1
value = 20,0

[State 3020, nhb]
type = NotHitBy
trigger1 =  animelem = 1 || animelem = 2
value = SCA
time = 30

[State 3020, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 40, -80
anim = 102
sound = S3,4 ;20, 0
time = 70
movetime = 60
poweradd = -3000
unhittable = 1

[State 3020, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 40, -80
anim = S4000
time = 30
movetime = 0

[State 3020, PlaySnd]
type = PlaySnd
triggerall = Anim = 3000
trigger1 = AnimElem = 1
value = 10, 14
channel = 0

[State 3020, PlaySnd]
type = PlaySnd
triggerall = Anim = 3000
trigger1 = AnimElem = 2,1
trigger2 = AnimElem = 6
value = 1, 3

[State 3020, PlaySnd]
type = PlaySnd
triggerall = Anim = 3000
trigger1 = AnimElem = 2,1
trigger2 = AnimElem = 6
value = 10, 13
channel = 0

[State 3020, PlaySnd]
type = PlaySnd
triggerall = Anim = 3001
trigger1 = AnimElem = 1,1
value = 1, 3

[State 3020, PlaySnd]
type = PlaySnd
triggerall = Anim = 3001
trigger1 = AnimElem = 1,1
value = 10, 10
channel = 0

[State 3020, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3020, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3020, VelSet]
type = VelSet
trigger1 = Anim = 3000
trigger1 = AnimElem = 2,1
trigger2 = Anim = 3000
trigger2 = AnimElem = 6
trigger3 = Anim = 3001
trigger3 = AnimElem = 1,1
x = 8

[State 3020, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 3020, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 70, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = S6000
sparkxy = -50, -70
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -6,-2
air.hittime = 10
envshake.time = 20
envshake.freq = 10
envshake.ampl = -4
envshake.phase = 4

[State 3020, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 75, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = S6000
sparkxy = -50, -50
hitsound = S2,8 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -4,-2
air.type = Low
air.velocity = -6,-2
air.hittime = 10
envshake.time = 20
envshake.freq = 10
envshake.ampl = -4
envshake.phase = 4

[State 3020, 1]
type = HitDef
trigger1 = Anim = 3001
trigger1 = AnimElem = 2
attr = S, HA
damage = 80, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = S6000
sparkxy = -50, -60
hitsound = S2,3 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -6,-3
airguard.velocity = -4,-2
air.type = Low
air.velocity = -6,-3
air.hittime = 10
fall.animtype = Medium
air.fall = 1
fall = 1
envshake.time = 20
envshake.freq = 10
envshake.ampl = -4
envshake.phase = 4

[State 3020, 5]
type = ChangeAnim
triggerall = PalNo < 7
trigger1 = Time = 42
value = 3001

[State 3020, 5]
type = ChangeState
triggerall = PalNo < 7
trigger1 = Time = 70
value = 0
ctrl = 1

[State 3020, 5]
type = ChangeAnim
triggerall = PalNo > 6
trigger1 = Time = 60
value = 3001

[State 3020, 5]
type = ChangeState
triggerall = PalNo > 6
trigger1 = Time = 90
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ryu Yassai - Attempt
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 3100

[State 3100, 0]
type = Width
trigger1 = 1
value = 20,0

[State 3100, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 35, -60
anim = 102
sound = S3,4 ;20, 0
time = 60
movetime = 60
poweradd = -3000
unhittable = 1

[State 3100, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 35, -60
anim = S4000
time = 32
movetime = 31

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 14
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 2
channel = 0

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3100, Flame]
type = Explod
trigger1 = AnimElem = 3,27
id = 3100
anim = 3101
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, Red]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage    = 100,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 20,20
sparkno = 2
sparkxy = 0,-50
hitsound   = S2,3 ;5,3
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
airguard.velocity = -5
air.type = Low
air.velocity = -5,-1
air.juggle = 1
air.fall = 1
palfx.time = 50
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3100, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1140) < 3
ignorehitpause = 1
anim = 1140
id = 1140
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3100, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1141) < 3
ignorehitpause = 1
anim = 1141
id = 1141
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3100, VarSet]
type = VarSet
trigger1 = MoveHit = 0
value = 0
v = 0

[State 3100, VarAdd]
type = VarAdd
trigger1 = MoveHit
value = 1
v = 0

[State 3100, RyuYassai]
type = ChangeState
triggerall = MoveHit
triggerall = P2StateType != A
trigger1 = AnimElem = 7
value = 3101

[State 3100, RyuShinYassai]
type = ChangeState
triggerall = MoveHit
triggerall = P2StateType != A
trigger1 = AnimElem = 8
value = 3102

[State 3100, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ryu Yassai
[Statedef 3101]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 15,0
anim = 221

[State 3100, 0]
type = Width
trigger1 = 1
value = 10,0

[State 3100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3100, Anim]
type = ChangeAnim
trigger1 = Time < 5
value = 221

[State 3100, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 6
channel = 0

[State 3100, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = AnimElem = 3
attr = S, HA
damage = 100, 10
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -80
hitsound = S2,3 ;5, 4
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -1.5,-7
airguard.velocity = -1,-3
air.type = High
fall.recover = 0
air.velocity = -1.5,-7
air.hittime = 10
air.fall = 1
yaccel = .2
fall = 1
palfx.time = 100
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3100, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = AnimElem = 3
attr = S, HA
damage = 100, 10
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -80
hitsound = S2,3 ;5, 4
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -1.5,-7
airguard.velocity = -1,-3
air.type = High
fall.recover = 0
air.velocity = -1.5,-7
air.hittime = 10
air.fall = 1
yaccel = .2
fall = 1
palfx.time = 100
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

[State 3100, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1140) < 3
ignorehitpause = 1
anim = 1140
id = 1140
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3100, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1141) < 3
ignorehitpause = 1
anim = 1141
id = 1141
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3100, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 3103

;---------------------------------------------------------------------------
; Ryu Shin Yassai
[Statedef 3102]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 15,0
anim = 3102

[State 3100, 0]
type = Width
trigger1 = 1
value = 10,0

[State 3100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3100, Anim]
type = ChangeAnim
trigger1 = Time < 5
value = 3102

[State 3100, VelSet]
type = VelSet
trigger1 = Anim = 3102
trigger1 = AnimElem = 20
x = 5

[State 3100, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
value = 10, 13
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = 10, 5
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = 10, 0
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 18
value = 10, 4
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 21
value = 10, 1
channel = 0

[State 3100, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1140) < 3
ignorehitpause = 1
anim = 1140
id = 1140
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3100, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1141) < 3
ignorehitpause = 1
anim = 1141
id = 1141
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

;---[Light Punch]---
[State 3100, Red]
type = HitDef
triggerall = PalNo < 7
triggerall = Anim = 3102
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = S, HA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 4
sparkno = 0
sparkxy = 0, -75
hitsound = S2,2 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 10
palfx.time = 50
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3100, Blue]
type = HitDef
triggerall = PalNo > 6
triggerall = Anim = 3102
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = S, HA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 4
sparkno = 0
sparkxy = 0, -75
hitsound = S2,2 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 10
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

;---Medium Punch---
[State 3100, Red]
type = HitDef
triggerall = PalNo < 7
triggerall = Anim = 3102
trigger1 = AnimElem = 10
attr = S, HA
damage = 40, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = 0, -70
hitsound = S2,3 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 10
palfx.time = 50
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3100, Blue]
type = HitDef
triggerall = PalNo > 6
triggerall = Anim = 3102
trigger1 = AnimElem = 10
attr = S, HA
damage = 40, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = 0, -70
hitsound = S2,3 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 10
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

;---Rekkaken 1---
[State 3100, Red]
type = HitDef
triggerall = PalNo < 7
triggerall = Anim = 3102
trigger1 = AnimElem = 14
attr = S, HA
damage = 40, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = 0, -70
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 10
palfx.time = 50
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3100, Blue]
type = HitDef
triggerall = PalNo > 6
triggerall = Anim = 3102
trigger1 = AnimElem = 14
attr = S, HA
damage = 40, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = 0, -70
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 10
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

;---Rekkaken 2---
[State 3100, Red]
type = HitDef
triggerall = PalNo < 7
triggerall = Anim = 3102
trigger1 = AnimElem = 18
attr = S, HA
damage = 40, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -50
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 10
palfx.time = 50
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3100, Blue]
type = HitDef
triggerall = PalNo > 6
triggerall = Anim = 3102
trigger1 = AnimElem = 18
attr = S, HA
damage = 40, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -50
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 10
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

;---Uppercut---
[State 3100, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Anim = 3102
trigger1 = AnimElem = 22
attr = S, HA
damage = 60, 10
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -80
hitsound = S2,3 ;5, 4
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -1.5,-7
airguard.velocity = -1,-3
air.type = High
fall.recover = 0
air.velocity = -1.5,-7
air.hittime = 10
air.fall = 1
yaccel = .2
fall = 1
palfx.time = 100
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3100, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Anim = 3102
trigger1 = AnimElem = 22
attr = S, HA
damage = 60, 10
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -80
hitsound = S2,3 ;5, 4
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -1.5,-7
airguard.velocity = -1,-3
air.type = High
fall.recover = 0
air.velocity = -1.5,-7
air.hittime = 10
air.fall = 1
yaccel = .2
fall = 1
palfx.time = 100
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

[State 3100, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 3103

;---------------------------------------------------------------------------
; Ryu Yassai - Special Motion
[Statedef 3103]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3103
ctrl = 0

[State 3100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 14
channel = 0

[State 3100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 10
x = 10

[State 3100, Anim]
type = ChangeState
trigger1 = AnimTime = 0
value = 3104

;---------------------------------------------------------------------------
; Ryu Yassai - Flying Kick
[Statedef 3104]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3104
ctrl = 0

[State 3100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3100, 1]
type = VelAdd
triggerall = Time >= 5
trigger1 = Vel X > 0
x = -.2

[State 3100, 1]
type = VelAdd
trigger1 = Time >= 5
y = .5

[State 3100, 1]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 3100, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 10
y = -8

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 12
channel = 0

[State 3100, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Time = 0
attr = A, HA
damage = 100, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -60
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -10,-5
airguard.velocity = -5,-2
air.type = High
air.velocity = -10,-3
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3100, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Time = 0
attr = A, HA
damage = 100, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -60
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -10,-5
airguard.velocity = -5,-2
air.type = High
air.velocity = -10,-3
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

[State 3100, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1140) < 3
ignorehitpause = 1
anim = 1140
id = 1140
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3100, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1141) < 3
ignorehitpause = 1
anim = 1141
id = 1141
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3100, 5]
type = ChangeState
triggerall = Time > 10
trigger1 = Pos Y >= 0
value = 3105

;---------------------------------------------------------------------------
; Ryu Yassai - Flying Kick Land
[Statedef 3105]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
anim = 3105
ctrl = 0

[State 3100, 1]
type = PosAdd
trigger1 = Time = 0
x = -10

[State 3100, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ryu Yassai - Light
[Statedef 3110]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 3100

[State 3110, 0]
type = Width
trigger1 = 1
value = 20,0

[State 3110, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 35, -60
anim = 100
sound = S3,4 ;20, 0
time = 60
movetime = 60
poweradd = -1000

[State 3110, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 35, -60
anim = S4000
time = 32
movetime = 31

[State 3110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 14
channel = 0

[State 3110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 3110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 2
channel = 0

[State 3110, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3110, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3110, Flame]
type = Explod
trigger1 = AnimElem = 3,27
id = 3100
anim = 3101
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
shadow = 100,100,100

[State 3110, Blue]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage    = 200,20
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 20,20
sparkno = 2
sparkxy = 0,-50
hitsound   = S2,3 ;5,3
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-1
airguard.velocity = -5   
air.type = Low
air.velocity = -10,-1
air.juggle = 1
air.fall = 1
palfx.time = 40
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10
air.fall = 1
fall.animtype = Medium
fall.xvelocity = 0
fall.yvelocity = 0
fall.recover = 0
fall = 1

[State 3110, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1140) < 3
ignorehitpause = 1
anim = 1140
id = 1140
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3110, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1141) < 3
ignorehitpause = 1
anim = 1141
id = 1141
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3110, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ryu Yassai - Medium
[Statedef 3120]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 3100

[State 3120, 0]
type = Width
trigger1 = 1
value = 20,0

[State 3120, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 35, -60
anim = 101
sound = S3,4 ;20, 0
poweradd = -2000

[State 3120, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 35, -60
anim = S4000
time = 32
movetime = 31

[State 3120, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 14
channel = 0

[State 3120, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 3120, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 2
channel = 0

[State 3120, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3120, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3120, Flame]
type = Explod
trigger1 = AnimElem = 3,27
id = 3100
anim = 3101
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
shadow = 100,100,100

[State 3120, Blue]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage    = 100,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 20,20
sparkno = 2
sparkxy = 0,-50
hitsound   = S2,3 ;5,3
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
airguard.velocity = -5   
air.type = Low
air.velocity = -5,-1
air.juggle = 1
air.fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

[State 3110, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1140) < 3
ignorehitpause = 1
anim = 1140
id = 1140
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3110, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1141) < 3
ignorehitpause = 1
anim = 1141
id = 1141
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3120, RyuYassai]
type = ChangeState
triggerall = MoveHit
triggerall = P2StateType != A
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
value = 3101

[State 3120, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ryu Yassai - Hard
[Statedef 3130]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 3100

[State 3130, 0]
type = Width
trigger1 = 1
value = 20,0

[State 3130, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 35, -60
anim = 102
sound = S3,4 ;20, 0
poweradd = -3000

[State 3130, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 35, -60
anim = S4000
time = 32
movetime = 31

[State 3130, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 14
channel = 0

[State 3130, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 3130, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 2
channel = 0

[State 3130, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3130, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3130, Flame]
type = Explod
trigger1 = AnimElem = 3,27
id = 3100
anim = 3101
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
shadow = 100,100,100

[State 3130, Blue]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage    = 100,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 20,20
sparkno = 2
sparkxy = 0,-50
hitsound   = S2,3 ;5,3
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
airguard.velocity = -5   
air.type = Low
air.velocity = -5,-1
air.juggle = 1
air.fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

[State 3130, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1140) < 3
ignorehitpause = 1
anim = 1140
id = 1140
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3130, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1141) < 3
ignorehitpause = 1
anim = 1141
id = 1141
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3130, RyuYassai]
type = ChangeState
triggerall = MoveHit
triggerall = P2StateType != A
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
value = 3102

[State 3130, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shien Renkyaku Lvl 1
[Statedef 3200]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3200
ctrl = 0

[State 3200, SuperPause]
type = SuperPause
trigger1 = Time = 0
pos = 0, -20
anim = -1
time = 30
movetime = 28

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 14
channel = 0

[State 3200, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 20

[State 3200, SuperPause]
type = SuperPause
trigger1 = AnimElem = 7
pos = 0, -20
anim = 100
sound = S3,4 ;20, 0
poweradd = -1000

[State 3200, SuperPause]
type = SuperPause
trigger1 = AnimElem = 7
pos = 0, -20
anim = S4000
time = 30
movetime = 28

[State 3200, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3200, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3200, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Time = 0
attr = S, HA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = -10, -60
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-6
airguard.velocity = 0,-3
air.type = High
air.velocity = 0,-6
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3200, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Time = 0
attr = S, HA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = -10, -60
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-6
airguard.velocity = 0,-3
air.type = High
air.velocity = 0,-6
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

[State 3200, Flame (Rise)]
type = Explod
triggerall = Anim = 3200
trigger1 = AnimElem = 8
id = 1100
anim = 1102
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 5, 0

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 10, 10
channel = 0

[State 3200, Rising Smoke]
type = Explod
trigger1 = AnimElem = 8,1
id = 1120
anim = 1121
pos = 40,0
postype = p1
supermove = 1
persistent = 0
sprpriority = 6
shadow = 100,100,100

[State 3200, 5]
type = VelSet
trigger1 = AnimTime = 0
x = 5
y = -10

[State 3200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201

;---------------------------------------------------------------------------
; Shien Renkyaku Lvl 1 - Rising
[Statedef 3201]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 3201
ctrl = 0

[State 3200, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3200, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1140) < 3
ignorehitpause = 1
anim = 1140
id = 1140
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3200, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1141) < 3
ignorehitpause = 1
anim = 1141
id = 1141
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3200, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = TimeMod = 8,0
attr = A, HA
damage = 60, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -80
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1,-6
airguard.velocity = -1,-3
air.type = High
air.velocity = -1,-6
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3200, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = TimeMod = 8,0
attr = A, HA
damage = 60, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -80
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1,-6
airguard.velocity = -1,-3
air.type = High
air.velocity = -1,-6
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

[State 3200, Flame]
type = RemoveExplod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
id = 1100

[State 3200, Flame (Right)]
type = Explod
trigger1 = AnimElem = 1
id = 1100
anim = 1103
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3200, Flame (Back))]
type = Explod
trigger1 = AnimElem = 2
id = 1100
anim = 1104
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3200, Flame (Left)]
type = Explod
trigger1 = AnimElem = 3
id = 1100
anim = 1105
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3200, Flame (Front)]
type = Explod
trigger1 = AnimElem = 4
id = 1100
anim = 1106
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3200, 5]
type = VelAdd
trigger1 = 1
y = .5

[State 3200, 1]
type = VelMul
trigger1 = 1
x = .9

[State 3200, 2]
type = VelSet
trigger1 = Vel Y > 0
x = 0

[State 3200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201

[State 3200, 5]
type = ChangeState
triggerall = Anim = 3201
trigger1 = Vel Y > 0
value = 3230

;---------------------------------------------------------------------------
; Shien Renkyaku Lvl 2
[Statedef 3210]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3200
ctrl = 0

[State 3210, SuperPause]
type = SuperPause
trigger1 = Time = 0
pos = 0, -20
anim = -1
time = 30
movetime = 28

[State 3210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 14
channel = 0

[State 3210, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 20

[State 3210, SuperPause]
type = SuperPause
trigger1 = AnimElem = 7
pos = 0, -20
anim = 101
sound = S3,4 ;20, 0
poweradd = -2000

[State 3210, SuperPause]
type = SuperPause
trigger1 = AnimElem = 7
pos = 0, -20
anim = S4000
time = 30
movetime = 28

[State 3210, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3210, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3210, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Time = 0
attr = S, HA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = -10, -60
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-8
airguard.velocity = 0,-4
air.type = High
air.velocity = 0,-8
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3200, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Time = 0
attr = S, HA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = -10, -60
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-8
airguard.velocity = 0,-4
air.type = High
air.velocity = 0,-8
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

[State 3210, Flame (Rise)]
type = Explod
triggerall = Anim = 3200
trigger1 = AnimElem = 8
id = 1100
anim = 1102
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 5, 0

[State 3210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 10, 10
channel = 0

[State 3210, Rising Smoke]
type = Explod
trigger1 = AnimElem = 8,1
id = 1120
anim = 1121
pos = 40,0
postype = p1
supermove = 1
persistent = 0
sprpriority = 6
shadow = 100,100,100

[State 3210, 5]
type = VelSet
trigger1 = AnimTime = 0
x = 5
y = -11

[State 3210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3211

;---------------------------------------------------------------------------
; Shien Renkyaku Lvl 2 - Rising
[Statedef 3211]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 3201
ctrl = 0

[State 3210, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3210, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1140) < 3
ignorehitpause = 1
anim = 1140
id = 1140
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3210, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1141) < 3
ignorehitpause = 1
anim = 1141
id = 1141
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3210, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = TimeMod = 4,0
attr = A, HA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 2
sparkxy = -10, -80
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1,-8
airguard.velocity = -1,-4
air.type = High
air.velocity = -1,-8
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3210, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = TimeMod = 4,0
attr = A, HA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 2
sparkxy = -10, -80
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1,-8
airguard.velocity = -1,-4
air.type = High
air.velocity = -1,-8
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

[State 3210, Flame]
type = RemoveExplod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
id = 1100

[State 3210, Flame (Right)]
type = Explod
trigger1 = AnimElem = 1
id = 1100
anim = 1103
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3210, Flame (Back))]
type = Explod
trigger1 = AnimElem = 2
id = 1100
anim = 1104
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3210, Flame (Left)]
type = Explod
trigger1 = AnimElem = 3
id = 1100
anim = 1105
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3210, Flame (Front)]
type = Explod
trigger1 = AnimElem = 4
id = 1100
anim = 1106
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3210, 5]
type = VelAdd
trigger1 = 1
y = .5

[State 3210, 1]
type = VelMul
trigger1 = 1
x = .9

[State 3210, 2]
type = VelSet
trigger1 = Vel Y > 0
x = 0

[State 3210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3211

[State 3210, 5]
type = ChangeState
triggerall = Anim = 3201
trigger1 = Vel Y > 0
value = 3230

;---------------------------------------------------------------------------
; Shien Renkyaku Lvl 3
[Statedef 3220]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3200
ctrl = 0

[State 3220, SuperPause]
type = SuperPause
trigger1 = Time = 0
pos = 0, -20
anim = -1
time = 30
movetime = 28

[State 3220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 14
channel = 0

[State 3220, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 20

[State 3220, SuperPause]
type = SuperPause
trigger1 = AnimElem = 7
pos = 0, -20
anim = 102
sound = S3,4 ;20, 0
poweradd = -3000

[State 3220, SuperPause]
type = SuperPause
trigger1 = AnimElem = 7
pos = 0, -20
anim = S4000
time = 30
movetime = 28

[State 3220, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3220, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3220, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Time = 0
attr = S, HA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = -10, -60
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-10
airguard.velocity = 0,-5
air.type = High
air.velocity = 0,-10
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3220, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Time = 0
attr = S, HA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = -10, -60
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-10
airguard.velocity = 0,-5
air.type = High
air.velocity = 0,-10
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

[State 3220, Flame (Rise)]
type = Explod
triggerall = Anim = 3200
trigger1 = AnimElem = 8
id = 1100
anim = 1102
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 5, 0

[State 3220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 10, 10
channel = 0

[State 3220, Rising Smoke]
type = Explod
trigger1 = AnimElem = 8,1
id = 1120
anim = 1121
pos = 40,0
postype = p1
supermove = 1
persistent = 0
sprpriority = 6
shadow = 100,100,100

[State 3220, 5]
type = VelSet
trigger1 = AnimTime = 0
x = 6
y = -12

[State 3220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3221

;---------------------------------------------------------------------------
; Shien Renkyaku Lvl 3 - Rising
[Statedef 3221]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 3201
ctrl = 0

[State 3220, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3220, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1140) < 3
ignorehitpause = 1
anim = 1140
id = 1140
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3220, Flame]
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(1141) < 3
ignorehitpause = 1
anim = 1141
id = 1141
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 3220, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = TimeMod = 2,0
attr = A, HA
damage = 30, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -10, -80
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1,-10
airguard.velocity = -1,-5
air.type = High
air.velocity = -1,-10
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10

[State 3220, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = TimeMod = 2,0
attr = A, HA
damage = 30, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -10, -80
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1,-10
airguard.velocity = -1,-5
air.type = High
air.velocity = 0,-10
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10

[State 3220, Flame]
type = RemoveExplod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
id = 1100

[State 3220, Flame (Right)]
type = Explod
trigger1 = AnimElem = 1
id = 1100
anim = 1103
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3220, Flame (Back))]
type = Explod
trigger1 = AnimElem = 2
id = 1100
anim = 1104
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3220, Flame (Left)]
type = Explod
trigger1 = AnimElem = 3
id = 1100
anim = 1105
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3220, Flame (Front)]
type = Explod
trigger1 = AnimElem = 4
id = 1100
anim = 1106
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 3220, 5]
type = VelAdd
trigger1 = 1
y = .5

[State 3220, 1]
type = VelMul
trigger1 = 1
x = .9

[State 3220, 2]
type = VelSet
trigger1 = Vel Y > 0
x = 0

[State 3220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3221

[State 3210, 5]
type = ChangeState
triggerall = Anim = 3201
trigger1 = Vel Y > 0
value = 3230

;---------------------------------------------------------------------------
; Shien Renkyaku - Coming Down
[Statedef 3230]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 1110
ctrl = 0

[State 3230, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3230, Remove Flame]
type = RemoveExplod
trigger1 = 1
id = 1100

[State 3230, VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 3230, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1131

;---------------------------------------------------------------------------
; Shin Dragon Stomp
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1410
sprpriority = 2

[State 3300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 10, -20
anim = 100
sound = S3,4 ;20, 0
poweradd = -1000

[State 3300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 10, -20
anim = S4000
time = 30
movetime = 0

[State 3300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 14
channel = 0

[State 3300, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3300, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3300, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1, 2

[State 3300, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 2
channel = 0

[State 3300, 2]
type = GameMakeAnim
trigger1 = AnimElem = 6
value = 61
pos = 40, 0

[State 3300, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 6, 0

[State 3300, 3]
type = EnvShake
trigger1 = AnimElem = 6
time = 20
freq = 100
ampl = -10
phase = 10

[State 3300, 4]
type = HitDef
triggerall = P2StateType != L
triggerall = P2BodyDist X < 50
trigger1 = AnimElem = 6
attr = SC, HA
damage = 200, 10
animtype = Heavy
guardflag = M
hitflag = MFD
priority = 3, Hit
pausetime = 5, 5
guard.sparkno = -1
sparkno = 2
sparkxy = 0, -10
hitsound = S2,6 ;5,4
guardsound = S2,0 ;6,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,8
air.type = Trip
air.velocity = 0,8
air.hittime = 12
envshake.time = 20
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
fall = 1
fall.recover = 0

[State 3300, 4]
type = HitDef
triggerall = P2StateType = L
triggerall = P2BodyDist X < 50
trigger1 = AnimElem = 6
attr = SC, HA
damage = 200, 10
animtype = Heavy
guardflag = M
hitflag = MFD
priority = 3, Hit
pausetime = 5, 5
guard.sparkno = -1
sparkno = 2
sparkxy = 0, -10
hitsound = S2,6 ;5,4
guardsound = S2,0 ;6,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0,0
air.type = Trip
air.velocity = 0,0
air.hittime = 12
envshake.time = 20
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
down.hittime = 40
fall = 1
fall.recover = 0

[State 3300, 4]
type = HitDef
triggerall = P2StateType != L
triggerall = P2BodyDist X >= 50
trigger1 = AnimElem = 6
attr = SC, HA
damage = 200, 10
animtype = Heavy
guardflag = M
hitflag = MFD
priority = 3, Hit
pausetime = 5, 10
guard.sparkno = -1
sparkno = 61
sparkxy = 0, 0
hitsound = -1,0 ;5,4
guardsound = -1,0 ;6,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-8
air.type = Trip
air.velocity = 0,-8
air.hittime = 12
envshake.time = 20
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
fall = 1
fall.recover = 0

[State 3300, 4]
type = HitDef
triggerall = P2StateType = L
triggerall = P2BodyDist X >= 50
trigger1 = AnimElem = 6
attr = SC, HA
damage = 200, 10
animtype = Heavy
guardflag = M
hitflag = MFD
priority = 3, Hit
pausetime = 5, 10
guard.sparkno = -1
sparkno = 61
sparkxy = 0, 0
hitsound = -1,0 ;5,4
guardsound = -1,0 ;6,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-4
air.type = Trip
air.velocity = 0,-4
air.hittime = 12
envshake.time = 20
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
fall = 1
fall.recover = 0

[State 3300, 5]
type = ChangeState
trigger1 = AnimTime = 0 
value = 0
ctrl = 1

;============================================================
;============================================================
;DRAGON KILL-STOMP
[Statedef 11900]
type    = C
movetype = A
physics = C
juggle  = 15
velset = 0,0
ctrl = 0
anim = 11900
poweradd = -2000
sprpriority = 2

[State 11900, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = 10, -20
anim = 100
sound = S3,4 ;20, 0

[State 11900, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 14
channel = 0

[State 11900, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 11900, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 11900, 2]
type = GameMakeAnim
trigger1 = AnimElem = 4
value = 61
pos = 40, 0

[State 11900, 3]
type = HitDef
trigger1 = AnimTime = 8
attr = C, HA
damage = 200, 10
animtype = Heavy
guardflag = M
hitflag = MFD
priority = 3, Hit
pausetime = 5, 10
guard.sparkno = -1
sparkno = 61
sparkxy = 0, 0
hitsound = -1,0 ;5,4
guardsound = -1,0 ;6,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,0
air.type = Trip
air.velocity = 0,-8
air.hittime = 12
envshake.time = 20
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
fall = 1
fall.recover = 0

[State 11900, 3]
type = ChangeState
trigger1 = AnimElem = 2
value = 0
ctrl = 1