; Fei-Long's Special States
;---------------------------------------------------------------------------
; Alpha Counter
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 900
sprpriority = 2

[State 900, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 20

[State 900, 1]
type = Pause
trigger1 = Anim = 900
trigger1 = AnimElem = 1
movetime = 20
time = 20

[State 900, 1]
type = PowerAdd
trigger1 = Time = 1
value = -1000

[State 900, 2]
type = PlaySnd
trigger1 = Anim = 900
trigger1 = AnimElem = 1
value = 4, 1

[State 900, 3]
type = EnvColor
trigger1 = Anim = 900
trigger1 = AnimElem = 1
value = 250,250,250 
time = 1

[State 900, 4]
type = Explod
trigger1 = Anim = 900
trigger1 = AnimElem = 1
anim = 910	;Counter Spark
pos = 40,-60
postype = p1
bindtime = -1
persistent = 0
pausemovetime = -1
ownpal = 1

[State 900, 4]
type = PosAdd
trigger1 = AnimElem = 3
x = 20

[State 900, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 10
channel = 0

[State 900, 6]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 100, 10
animtype = Heavy
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -70
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3,-9
airguard.velocity = -3,-6
air.type = High
air.velocity = -3,-9
fall.recover = 0
air.hittime = 10
p2stateno = 910
air.fall = 1
fall = 1

[State 900, 6]
type = Explod
trigger1 = MoveHit
trigger1 = AnimElem = 5,2
anim = 920	;Spin Spark
id = 920
pos = 0,-20
ontop = 1
postype = p2
bindtime = -1
persistent = 0
removetime = 50
ignorehitpause = 1
ownpal = 1

[State 900, 7]
type = VelSet
trigger1 = AnimTime = 0
x = 5
y = -10

[State 900, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 901

;---------------------------------------------------------------------------
; Alpha Counter - Rising
[Statedef 901]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 1101
ctrl = 0

[State 900, Hit]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 100, 10
animtype = Heavy
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
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 = -4,-8
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-8
fall.recover = 0
air.hittime = 10
p2stateno = 910
air.fall = 1
fall = 1

[State 900, 6]
type = Explod
trigger1 = MoveHit
anim = 920	;Spin Spark
id = 920
pos = 0,-20
ontop = 1
postype = p2
bindtime = -1
persistent = 0
removetime = 50
ownpal = 1

[State 900, 5]
type = VelAdd
trigger1 = 1
y = .4

[State 900, 1]
type = VelMul
trigger1 = 1
x = .94

[State 900, 2]
type = VelSet
trigger1 = Vel Y > 0
x = 0

[State 900, Flame]
type = Explod
trigger1 = Vel Y >= -2
trigger1 = Time > 2
id = 1130
anim = 1130
pos = -20,-90
postype = p1
supermove = 1
persistent = 0
sprpriority = 6
shadow = 100,100,100

[State 900, Flame]
type = Explod
triggerall = Anim = 1110
trigger1 = AnimElem = 2
id = 1130
anim = 1131
pos = -20,-80
postype = p1
supermove = 1
persistent = 0
sprpriority = 5
shadow = 100,100,100

[State 900, 5]
type = ChangeAnim
triggerall = Anim != 1110
trigger1 = Vel Y > 0
value = 1110

[State 900, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1131

;---------------------------------------------------------------------------
;========================================================================
;===================FULL REKKAKENS=======================================
;========================================================================
[Statedef 1003]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 300
anim = 1003
ctrl = 0
velset = 6,0

;[State 1003, 0]
;type = Width
;trigger1 = Time < 20
;value = 20,0

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 7 || AnimElem = 12
value = 1, 3

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 13
channel = 0

[State 1003, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 1003, 1]
type = HitDef
trigger1 = AnimElem = 2 || AnimElem = 7 || AnimElem = 12 
attr = S, SA
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 1003, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=========================================================================
;=========================================================================
; Rekkaken 1 - Light
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 1000
ctrl = 0
velset = 6,0

[State 1000, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 1000, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 0
channel = 0

[State 1000, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 1000, Rekkaken]
type = ChangeState
value = 1001
triggerall = Time > 10
trigger1 = command = "rekkaken_x"

[State 1000, Rekkaken]
type = ChangeState
value = 1011
triggerall = Time > 10
trigger1 = command = "rekkaken_y"

[State 1000, Rekkaken]
type = ChangeState
value = 1021
triggerall = Time > 10
trigger1 = command = "rekkaken_z"

[State 1000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 2 - Light
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 1001
ctrl = 0
velset = 6,0

[State 1000, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 1000, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 5
channel = 0

[State 1000, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 1000, Rekkaken]
type = ChangeState
value = 1002
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_x"

[State 1000, Rekkaken]
type = ChangeState
value = 1012
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_y"

[State 1000, Rekkaken]
type = ChangeState
value = 1022
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_z"

[State 1000, Rekkaken]
type = ChangeState
value = 1000
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_x"
trigger1 = Var(1) = 2

[State 1000, Rekkaken]
type = ChangeState
value = 1002
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_x"
trigger1 = Var(1) = 4

[State 1000, Rekkaken]
type = ChangeState
value = 1010
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_y"
trigger1 = Var(1) = 2

[State 1000, Rekkaken]
type = ChangeState
value = 1012
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_y"
trigger1 = Var(1) = 4

[State 1000, Rekkaken]
type = ChangeState
value = 1020
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_z"
trigger1 = Var(1) = 2

[State 1000, Rekkaken]
type = ChangeState
value = 1022
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_z"
trigger1 = Var(1) = 4

[State 1000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 3 - Light
[Statedef 1002]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 1002
ctrl = 0
velset = 6,0

[State 1000, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 4
channel = 0

[State 1000, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60, 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 1000, 5]
type = ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 1 - Medium
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 1000
ctrl = 0
velset = 8,0

[State 1010, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 1010, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 0
channel = 0

[State 1010, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 65, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 1010, Rekkaken]
type = ChangeState
value = 1001
triggerall = Time > 10
trigger1 = command = "rekkaken_x"

[State 1010, Rekkaken]
type = ChangeState
value = 1011
triggerall = Time > 10
trigger1 = command = "rekkaken_y"

[State 1010, Rekkaken]
type = ChangeState
value = 1021
triggerall = Time > 10
trigger1 = command = "rekkaken_z"

[State 1010, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 2 - Medium
[Statedef 1011]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 1001
ctrl = 0
velset = 8,0

[State 1010, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 1010, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 5
channel = 0

[State 1010, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 65, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 1010, Rekkaken]
type = ChangeState
value = 1002
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_x"

[State 1010, Rekkaken]
type = ChangeState
value = 1012
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_y"

[State 1010, Rekkaken]
type = ChangeState
value = 1022
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_z"

[State 1010, Rekkaken]
type = ChangeState
value = 1000
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_x"
trigger1 = Var(1) = 2

[State 1010, Rekkaken]
type = ChangeState
value = 1002
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_x"
trigger1 = Var(1) = 4

[State 1010, Rekkaken]
type = ChangeState
value = 1010
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_y"
trigger1 = Var(1) = 2

[State 1010, Rekkaken]
type = ChangeState
value = 1012
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_y"
trigger1 = Var(1) = 4

[State 1010, Rekkaken]
type = ChangeState
value = 1020
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_z"
trigger1 = Var(1) = 2

[State 1010, Rekkaken]
type = ChangeState
value = 1022
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_z"
trigger1 = Var(1) = 4

[State 1010, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 3 - Medium
[Statedef 1012]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 1002
ctrl = 0
velset = 8,0

[State 1010, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 2
channel = 0

[State 1010, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 65, 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 1010, 5]
type = ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 1 - Strong
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 1000
ctrl = 0
velset = 10,0

[State 1020, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 1020, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 0
channel = 0

[State 1020, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 1020, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 70, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 1020, Rekkaken]
type = ChangeState
value = 1001
triggerall = Time > 10
trigger1 = command = "rekkaken_x"

[State 1020, Rekkaken]
type = ChangeState
value = 1011
triggerall = Time > 10
trigger1 = command = "rekkaken_y"

[State 1020, Rekkaken]
type = ChangeState
value = 1021
triggerall = Time > 10
trigger1 = command = "rekkaken_z"

[State 1020, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 2 - Strong
[Statedef 1021]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 1001
ctrl = 0
velset = 10,0

[State 1020, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 1020, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 5
channel = 0

[State 1020, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 1020, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 70, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 1020, Rekkaken]
type = ChangeState
value = 1002
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_x"

[State 1020, Rekkaken]
type = ChangeState
value = 1012
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_y"

[State 1020, Rekkaken]
type = ChangeState
value = 1022
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_z"

[State 1020, Rekkaken]
type = ChangeState
value = 1000
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_x"
trigger1 = Var(1) = 2

[State 1020, Rekkaken]
type = ChangeState
value = 1002
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_x"
trigger1 = Var(1) = 4

[State 1020, Rekkaken]
type = ChangeState
value = 1010
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_y"
trigger1 = Var(1) = 2

[State 1020, Rekkaken]
type = ChangeState
value = 1012
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_y"
trigger1 = Var(1) = 4

[State 1020, Rekkaken]
type = ChangeState
value = 1020
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_z"
trigger1 = Var(1) = 2

[State 1020, Rekkaken]
type = ChangeState
value = 1022
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_z"
trigger1 = Var(1) = 4

[State 1020, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 3 - Strong
[Statedef 1022]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 1002
ctrl = 0
velset = 10,0


[State 1020, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 1
channel = 0

[State 1020, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 1020, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
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 1020, 5]
type = ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1


;=========================================================================
;========================================================================
;=========================================================================

; Rekkaken 1 - Light
[Statedef 111000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 111000
ctrl = 0
velset = 6,0

[State 111000, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 111000, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 111000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 111000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 0
channel = 0

[State 111000, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 111000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 111000, Rekkaken]
type = ChangeState
value = 111001
triggerall = Time > 10
trigger1 = command = "rekkaken_x"

[State 111000, Rekkaken]
type = ChangeState
value = 111011
triggerall = Time > 10
trigger1 = command = "rekkaken_y"

[State 111000, Rekkaken]
type = ChangeState
value = 111021
triggerall = Time > 10
trigger1 = command = "rekkaken_z"

[State 111000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 2 - Light
[Statedef 111001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 111001
ctrl = 0
velset = 6,0

[State 111000, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 111000, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 111000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 111000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 5
channel = 0

[State 111000, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 111000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 111000, Rekkaken]
type = ChangeState
value = 111002
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_x"

[State 111000, Rekkaken]
type = ChangeState
value = 111012
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_y"

[State 111000, Rekkaken]
type = ChangeState
value = 111022
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_z"

[State 111000, Rekkaken]
type = ChangeState
value = 111000
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_x"
trigger1 = Var(1) = 2

[State 111000, Rekkaken]
type = ChangeState
value = 111002
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_x"
trigger1 = Var(1) = 4

[State 111000, Rekkaken]
type = ChangeState
value = 111010
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_y"
trigger1 = Var(1) = 2

[State 111000, Rekkaken]
type = ChangeState
value = 111012
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_y"
trigger1 = Var(1) = 4

[State 111000, Rekkaken]
type = ChangeState
value = 111020
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_z"
trigger1 = Var(1) = 2

[State 111000, Rekkaken]
type = ChangeState
value = 111022
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_z"
trigger1 = Var(1) = 4

[State 111000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 3 - Light
[Statedef 111002]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 111002
ctrl = 0
velset = 6,0

[State 111000, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 111000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 111000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 4
channel = 0

[State 111000, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 111000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60, 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 111000, 5]
type = ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 1 - Medium
[Statedef 111010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 111000
ctrl = 0
velset = 8,0

[State 111010, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 111010, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 111010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 111010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 0
channel = 0

[State 111010, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 111010, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 65, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 111010, Rekkaken]
type = ChangeState
value = 111001
triggerall = Time > 10
trigger1 = command = "rekkaken_x"

[State 111010, Rekkaken]
type = ChangeState
value = 111011
triggerall = Time > 10
trigger1 = command = "rekkaken_y"

[State 111010, Rekkaken]
type = ChangeState
value = 111021
triggerall = Time > 10
trigger1 = command = "rekkaken_z"

[State 111010, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 2 - Medium
[Statedef 111011]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 111001
ctrl = 0
velset = 8,0

[State 111010, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 111010, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 111010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 111010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 5
channel = 0

[State 111010, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 111010, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 65, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 111010, Rekkaken]
type = ChangeState
value = 111002
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_x"

[State 111010, Rekkaken]
type = ChangeState
value = 111012
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_y"

[State 111010, Rekkaken]
type = ChangeState
value = 111022
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_z"

[State 111010, Rekkaken]
type = ChangeState
value = 111000
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_x"
trigger1 = Var(1) = 2

[State 111010, Rekkaken]
type = ChangeState
value = 111002
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_x"
trigger1 = Var(1) = 4

[State 111010, Rekkaken]
type = ChangeState
value = 111010
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_y"
trigger1 = Var(1) = 2

[State 111010, Rekkaken]
type = ChangeState
value = 111012
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_y"
trigger1 = Var(1) = 4

[State 111010, Rekkaken]
type = ChangeState
value = 111020
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_z"
trigger1 = Var(1) = 2

[State 111010, Rekkaken]
type = ChangeState
value = 111022
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_z"
trigger1 = Var(1) = 4

[State 111010, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 3 - Medium
[Statedef 111012]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 111002
ctrl = 0
velset = 8,0

[State 111010, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 111010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 111010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 2
channel = 0

[State 111010, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 111010, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 65, 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 11010, 5]
type = ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 1 - Strong
[Statedef 111020]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 111000
ctrl = 0
velset = 10,0

[State 111020, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 111020, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 111020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 111020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 0
channel = 0

[State 111020, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 111020, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 70, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 111020, Rekkaken]
type = ChangeState
value = 111001
triggerall = Time > 10
trigger1 = command = "rekkaken_x"

[State 111020, Rekkaken]
type = ChangeState
value = 111011
triggerall = Time > 10
trigger1 = command = "rekkaken_y"

[State 111020, Rekkaken]
type = ChangeState
value = 111021
triggerall = Time > 10
trigger1 = command = "rekkaken_z"

[State 111020, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 2 - Strong
[Statedef 111021]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 111001
ctrl = 0
velset = 10,0

[State 111020, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 111020, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 111020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 111020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 5
channel = 0

[State 111020, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 111020, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 70, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 111020, Rekkaken]
type = ChangeState
value = 111002
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_x"

[State 111020, Rekkaken]
type = ChangeState
value = 111012
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_y"

[State 111020, Rekkaken]
type = ChangeState
value = 111022
triggerall = PalNo < 7
triggerall = Time > 10
trigger1 = command = "rekkaken_z"

[State 111020, Rekkaken]
type = ChangeState
value = 111000
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_x"
trigger1 = Var(1) = 2

[State 111020, Rekkaken]
type = ChangeState
value = 111002
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_x"
trigger1 = Var(1) = 4

[State 111020, Rekkaken]
type = ChangeState
value = 111010
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_y"
trigger1 = Var(1) = 2

[State 111020, Rekkaken]
type = ChangeState
value = 111012
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_y"
trigger1 = Var(1) = 4

[State 111020, Rekkaken]
type = ChangeState
value = 111020
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_z"
trigger1 = Var(1) = 2

[State 111020, Rekkaken]
type = ChangeState
value = 111022
triggerall = PalNo > 6
triggerall = Time > 10
trigger1 = command = "rekkaken_z"
trigger1 = Var(1) = 4

[State 111020, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rekkaken 3 - Strong
[Statedef 111022]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 111002
ctrl = 0
velset = 10,0

[State 111020, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 111020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 111020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 1
channel = 0

[State 111020, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 111020, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
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 111020, 5]
type = ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1


;===========================================================================
;============================================================================
;============================================================================
;---------------------------------------------------------------------------
; Light Shienkyaku
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1100
ctrl = 0

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1100, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Time = 0
attr = S, SA
damage = 80, 10
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 = 0,-4
airguard.velocity = 0,-2
air.type = High
air.velocity = 0,-4
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 1100, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Time = 0
attr = S, SA
damage = 80, 10
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 = 0,-4
airguard.velocity = 0,-2
air.type = High
air.velocity = 0,-4
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 1100, Flame (Rise)]
type = Explod
trigger1 = AnimElem = 4
id = 1100
anim = 1102
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 10
channel = 0

[State 1100, 5]
type = VelSet
trigger1 = AnimTime = 0
x = 3
y = -6

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

;---------------------------------------------------------------------------
; Light Shienkyaku - Rising
[Statedef 1101]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 1101
ctrl = 0

[State 1100, 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 1100, 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 1100, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Time = 0
attr = A, SA
damage = 80, 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 = -4,-8
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-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 1100, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Time = 0
attr = A, SA
damage = 80, 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 = -4,-8
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-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 1100, 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 1100, 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 1100, 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 1100, 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 1100, 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 1100, 5]
type = VelAdd
trigger1 = 1
y = .4

[State 1100, 1]
type = VelMul
trigger1 = 1
x = .9

[State 1100, 2]
type = VelSet
trigger1 = Vel Y > 0
x = 0

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

[State 1100, 5]
type = ChangeState
trigger1 = Vel Y > 0
value = 1130

;---------------------------------------------------------------------------
; Medium Shienkyaku
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1100
ctrl = 0

[State 1110, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1110, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Time = 0
attr = S, SA
damage = 80, 10
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 = 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 1110, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Time = 0
attr = S, SA
damage = 80, 10
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 = 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 1110, Flame (Rise)]
type = Explod
trigger1 = AnimElem = 4
id = 1100
anim = 1102
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 10
channel = 0

[State 1110, 5]
type = VelSet
trigger1 = AnimTime = 0
x = 4
y = -8

[State 1110, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1111

;---------------------------------------------------------------------------
; Medium Shienkyaku - Rising
[Statedef 1111]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 1101
ctrl = 0

[State 1110, 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 1110, 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 1110, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Time = 0
attr = A, SA
damage = 80, 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 = -4,-8
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-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 1110, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Time = 0
attr = A, SA
damage = 80, 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 = -4,-8
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-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 1110, 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 1110, 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 1110, 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 1110, 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 1110, 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 1110, 5]
type = VelAdd
trigger1 = 1
y = .4

[State 1110, 1]
type = VelMul
trigger1 = 1
x = .92

[State 1110, 2]
type = VelSet
trigger1 = Vel Y > 0
x = 0

[State 1110, Flame]
type = Explod
trigger1 = Vel Y >= -2
id = 1130
anim = 1130
pos = -20,-90
postype = p1
supermove = 1
persistent = 0
sprpriority = 6
shadow = 100,100,100

[State 1110, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1111

[State 1110, 5]
type = ChangeState
trigger1 = Vel Y > 0
value = 1130

;---------------------------------------------------------------------------
; Strong Shienkyaku
[Statedef 1120]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1100
ctrl = 0

[State 1120, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1120, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Time = 0
attr = S, SA
damage = 80, 10
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 = 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 1120, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Time = 0
attr = S, SA
damage = 80, 10
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 = 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 1120, Flame (Rise)]
type = Explod
trigger1 = AnimElem = 4
id = 1100
anim = 1102
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 10
channel = 0

[State 1120, 5]
type = VelSet
trigger1 = AnimTime = 0
x = 5
y = -10

[State 1120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1121

;---------------------------------------------------------------------------
; Strong Shienkyaku - Rising
[Statedef 1121]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 1101
ctrl = 0

[State 1120, VarSet]
type = VarSet
trigger1 = Time = 0
value = 1
v = 0

[State 1120, 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 1120, 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 1120, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Time = 0
attr = A, SA
damage = 80, 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 = -4,-8
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-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 1120, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Time = 0
attr = A, SA
damage = 80, 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 = -4,-8
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-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 1120, 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 1120, 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 1120, 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 1120, 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 1120, 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 1120, 5]
type = VelAdd
trigger1 = 1
y = .4

[State 1120, 1]
type = VelMul
trigger1 = 1
x = .94

[State 1120, 2]
type = VelSet
trigger1 = Vel Y > 0
x = 0

[State 1120, Flame]
type = Explod
trigger1 = Vel Y >= -2
trigger1 = Time > 2
id = 1130
anim = 1130
pos = -20,-90
postype = p1
supermove = 1
persistent = 0
sprpriority = 6
shadow = 100,100,100

[State 1120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1121

[State 1120, 5]
type = ChangeState
trigger1 = Vel Y > 0
value = 1130

;---------------------------------------------------------------------------
; Shienkyaku - Coming Down
[Statedef 1130]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 1110
ctrl = 0

[State 1130, Remove Flame]
type = RemoveExplod
trigger1 = 1
id = 1100

[State 1130, Flame]
type = Explod
triggerall = Var(0) != 0
trigger1 = AnimElem = 2
id = 1130
anim = 1131
pos = -20,-80
postype = p1
supermove = 1
persistent = 0
sprpriority = 5
shadow = 100,100,100

[State 1120, VarSet]
type = VarSet
trigger1 = Time > 5
value = 0
v = 0

[State 1130, Smoke]
type = Explod
triggerall = PalNo < 7
trigger1 = AnimElem = 2
id = 1120
anim = 1120
pos = -30,-60
postype = p1
supermove = 1
persistent = 0
sprpriority = 5
random = 30,30
shadow = 100,100,100

[State 1130, Smoke]
type = Explod
triggerall = PalNo < 7
trigger1 = AnimElem = 3
id = 1120
anim = 1120
pos = -30,-60
postype = p1
supermove = 1
persistent = 0
sprpriority = 5
random = 30,30
shadow = 100,100,100

[State 1130, VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 1130, End]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1131

;---------------------------------------------------------------------------
; Shienkyaku - Land
[Statedef 1131]
type    = S
physics = S
velset = 0,0
ctrl = 0
anim = 1111

[State 1130, 1]
type = PosAdd
trigger1 = Time = 0
x = -20

[State 1130, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1130, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Light Rekkukyaku
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1200
ctrl = 0

[State 1200, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1200, 3]
type = ChangeState
trigger1 = AnimElem = 4
value = 1201

;---------------------------------------------------------------------------
; Light Rekkukyaku - Rising
[Statedef 1201]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 6,-6
ctrl = 0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 12
channel = 0

[State 1200, VelAdd]
type = VelAdd
trigger1 = Vel X > 0
x = -.1

[State 1200, VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 1200, Anim]
type = ChangeAnim
triggerall = Anim = 1200
trigger1 = Vel Y > 0
value = 1201

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -50
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4,-4
airguard.velocity = -2,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 50, 10
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  = 15
ground.velocity = -4,-4
airguard.velocity = -2,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10
air.fall = 1
fall = 1

[State 1200, End]
type = ChangeState
triggerall = Time > 10
trigger1 = Pos Y >= 0
value = 1230

;---------------------------------------------------------------------------
; Medium Rekkukyaku
[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1200
ctrl = 0

[State 1210, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1210, 3]
type = ChangeState
trigger1 = AnimElem = 4
value = 1211

;---------------------------------------------------------------------------
; Medium Rekkukyaku - Rising
[Statedef 1211]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 8,-6
ctrl = 0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 12
channel = 0

[State 1210, VelAdd]
type = VelAdd
trigger1 = Vel X > 0
x = -.15

[State 1210, VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 1210, Anim]
type = ChangeAnim
triggerall = Anim = 1200
trigger1 = Vel Y > 0
value = 1201

[State 1210, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -50
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4,-4
airguard.velocity = -2,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10

[State 1210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 50, 10
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  = 15
ground.velocity = -4,-4
airguard.velocity = -2,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10
air.fall = 1
fall = 1

[State 1210, End]
type = ChangeState
triggerall = Time > 10
trigger1 = Pos Y >= 0
value = 1230

;---------------------------------------------------------------------------
; Strong Rekkukyaku
[Statedef 1220]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1200
ctrl = 0

[State 1220, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1220, 3]
type = ChangeState
trigger1 = AnimElem = 4
value = 1221

;---------------------------------------------------------------------------
; Strong Rekkukyaku - Rising
[Statedef 1221]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 10,-6
ctrl = 0

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 12
channel = 0

[State 1220, VelAdd]
type = VelAdd
trigger1 = Vel X > 0
x = -.2

[State 1220, VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 1220, Anim]
type = ChangeAnim
triggerall = Anim = 1200
trigger1 = Vel Y > 0
value = 1201

[State 1220, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -50
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4,-4
airguard.velocity = -2,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10

[State 1220, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 50, 10
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  = 15
ground.velocity = -4,-4
airguard.velocity = -2,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10
air.fall = 1
fall = 1

[State 1220, End]
type = ChangeState
triggerall = Time > 10
trigger1 = Pos Y >= 0
value = 1230

;---------------------------------------------------------------------------
; Rekkukyaku - Land
[Statedef 1230]
type    = S
physics = S
velset = 0,0
ctrl = 0
anim = 1202

[State 1230, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Light Dragon Kick
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1300
ctrl = 0

[State 1300, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1300, 3]
type = ChangeState
trigger1 = AnimElem = 3
value = 1301

;---------------------------------------------------------------------------
; Light Dragon Kick - Air
[Statedef 1301]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 6,-8

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

[State 1300, 1]
type = VelAdd
trigger1 = 1
y = .5

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 12
channel = 0

[State 3100, BigFlame]
type = Explod
trigger1 = AnimElem = 4
id = 1130
anim = 1132
pos = 10,-65
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 6
removetime = 15
shadow = 100,100,100

[State 3100, SmallFlame]
type = Explod
trigger1 = AnimElem = 4
id = 1130
anim = 1133
pos = 20,-60
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
shadow = 100,100,100

[State 3100, KickFlame]
type = Explod
trigger1 = AnimElem = 4
id = 1130
anim = 1134
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 4
removetime = 12
shadow = 100,100,100

[State 1300, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Time = 0
attr = A, SA
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,-5
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 1300, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Time = 0
attr = A, SA
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,-5
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 1300, 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 1300, 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 1300, 5]
type = ChangeState
triggerall = Time > 10
trigger1 = Pos Y >= 0
value = 3105

;---------------------------------------------------------------------------
; Medium Dragon Kick
[Statedef 1310]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1300
ctrl = 0

[State 1310, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1310, 3]
type = ChangeState
trigger1 = AnimElem = 3
value = 1311

;---------------------------------------------------------------------------
; Medium Dragon Kick - Air
[Statedef 1311]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 7,-9

[State 3110, 1]
type = VelAdd
trigger1 = Vel X > 0
x = -.1

[State 1310, 1]
type = VelAdd
trigger1 = 1
y = .5

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 12
channel = 0

[State 3110, BigFlame]
type = Explod
trigger1 = AnimElem = 4
id = 1130
anim = 1132
pos = 10,-65
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 6
removetime = 15
shadow = 100,100,100

[State 3110, SmallFlame]
type = Explod
trigger1 = AnimElem = 4
id = 1130
anim = 1133
pos = 20,-60
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
shadow = 100,100,100

[State 3110, KickFlame]
type = Explod
trigger1 = AnimElem = 4
id = 1130
anim = 1134
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 4
removetime = 12
shadow = 100,100,100

[State 1310, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Time = 0
attr = A, SA
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,-5
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 1310, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Time = 0
attr = A, SA
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,-5
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 1310, 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 1310, 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 1310, 5]
type = ChangeState
triggerall = Time > 10
trigger1 = Pos Y >= 0
value = 3105

;---------------------------------------------------------------------------
; Strong Dragon Kick
[Statedef 1320]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1300
ctrl = 0

[State 1320, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1320, 3]
type = ChangeState
trigger1 = AnimElem = 3
value = 1321

;---------------------------------------------------------------------------
; Strong Dragon Kick - Air
[Statedef 1321]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 8,-10

[State 3120, 1]
type = VelAdd
trigger1 = Vel X > 0
x = -.1

[State 1320, 1]
type = VelAdd
trigger1 = 1
y = .5

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 12
channel = 0

[State 3120, BigFlame]
type = Explod
trigger1 = AnimElem = 4
id = 1130
anim = 1132
pos = 10,-65
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 6
removetime = 15
shadow = 100,100,100

[State 3120, SmallFlame]
type = Explod
trigger1 = AnimElem = 4
id = 1130
anim = 1133
pos = 20,-60
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
shadow = 100,100,100

[State 3120, KickFlame]
type = Explod
trigger1 = AnimElem = 4
id = 1130
anim = 1134
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 4
removetime = 12
shadow = 100,100,100

[State 1320, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = Time = 0
attr = A, SA
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,-5
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 1320, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = Time = 0
attr = A, SA
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,-5
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 1320, 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 1320, 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 1320, 5]
type = ChangeState
triggerall = Time > 10
trigger1 = Pos Y >= 0
value = 3105

;---------------------------------------------------------------------------
; Dragon Stomp
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1400
sprpriority = 2

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 2
channel = 0

[State 1400, 2]
type = GameMakeAnim
trigger1 = AnimElem = 4
value = 60
pos = 40, 0

[State 1400, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6, 0

[State 1400, 3]
type = EnvShake
trigger1 = AnimElem = 4
time = 10
freq = 100
ampl = -10
phase = 10

[State 1400, 4]
type = HitDef
triggerall = P2StateType != L
trigger1 = AnimElem = 4
attr = SC, SA
damage = 20, 10
animtype = Heavy
guardflag = M
hitflag = MFD
priority = 3, Hit
pausetime = 10, 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 = 10
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
fall = 1

[State 1400, 4]
type = HitDef
triggerall = P2StateType = L
trigger1 = AnimElem = 4
attr = SC, SA
damage = 30, 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 = 20
envshake.time = 10
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
down.hittime = 20
fall = 1

[State 1400, 5]
type = ChangeState
trigger1 = AnimTime = 0 
value = 0
ctrl = 1

;======================================================================

; Dragon Stomp
[Statedef 111400]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 111400
sprpriority = 2
poweradd = -100

[State 111400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2

[State 111400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 2
channel = 0

[State 111400, 2]
type = GameMakeAnim
trigger1 = AnimElem = 4
value = 60
pos = 40, 0

[State 111400, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6, 0

[State 111400, 3]
type = EnvShake
trigger1 = AnimElem = 4
time = 10
freq = 100
ampl = -10
phase = 10

[State 111400, 4]
type = HitDef
triggerall = P2StateType != L
trigger1 = AnimElem = 4
attr = SC, SA
damage = 30, 10
animtype = Heavy
guardflag = M
hitflag = MFD
priority = 3, Hit
pausetime = 10, 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 = 10
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
fall = 1

[State 111400, 4]
type = HitDef
triggerall = P2StateType = L
trigger1 = AnimElem = 4
attr = SC, SA
damage = 100, 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 = 20
envshake.time = 10
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
down.hittime = 20
fall = 1

[State 111400, 5]
type = ChangeState
trigger1 = AnimTime = 0 
value = 0
ctrl = 1

;======================================================================

; Dragon Stomp B
[Statedef 121400]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 121400
sprpriority = 2
poweradd = -100

[State 121400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2

[State 121400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 2
channel = 0

[State 121400, 2]
type = GameMakeAnim
trigger1 = AnimElem = 4
value = 60
pos = 40, 0

[State 121400, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6, 0

[State 121400, 3]
type = EnvShake
trigger1 = AnimElem = 4
time = 10
freq = 100
ampl = -10
phase = 10

[State 121400, 4]
type = HitDef
triggerall = P2StateType != L
trigger1 = AnimElem = 4
attr = SC, SA
damage = 30, 10
animtype = Heavy
guardflag = M
hitflag = MFD
priority = 3, Hit
pausetime = 10, 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 = 10
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
fall = 1

[State 121400, 4]
type = HitDef
triggerall = P2StateType = L
trigger1 = AnimElem = 4
attr = SC, SA
damage = 40, 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 = 20
envshake.time = 10
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
down.hittime = 20
fall = 1

[State 121400, 5]
type = ChangeState
trigger1 = AnimTime = 0 
value = 0
ctrl = 1

;======================================================================

; Dragon Stomp C
[Statedef 131400]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 131400
sprpriority = 2
poweradd = -100

[State 131400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2

[State 131400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 2
channel = 0

[State 131400, 2]
type = GameMakeAnim
trigger1 = AnimElem = 4
value = 60
pos = 40, 0

[State 131400, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6, 0

[State 131400, 3]
type = EnvShake
trigger1 = AnimElem = 4
time = 10
freq = 100
ampl = -10
phase = 10

[State 131400, 4]
type = HitDef
triggerall = P2StateType != L
trigger1 = AnimElem = 4
attr = SC, SA
damage = 40, 10
animtype = Heavy
guardflag = M
hitflag = MFD
priority = 3, Hit
pausetime = 15, 15
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 = 10
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
fall = 1

[State 131400, 4]
type = HitDef
triggerall = P2StateType = L
trigger1 = AnimElem = 4
attr = SC, SA
damage = 40, 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 = 20
envshake.time = 10
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
down.hittime = 20
fall = 1

[State 131400, 5]
type = ChangeState
trigger1 = AnimTime = 0 
value = 0
ctrl = 1
;===============================================================
;---------------------------------------------------------------------------
; One-Inch Fist
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
ctrl = 0
anim = 1500
sprpriority = 2
poweradd= -350

[State 1500, 0]
type = Width
trigger1 = 1
value = 10,0

[State 1500, 1]
type = PlaySnd
triggerall = Anim = 1500
trigger1 = AnimElem = 2
value = 1, 1

[State 1500, 1]
type = PlaySnd
triggerall = Anim = 1500
trigger1 = AnimElem = 2
value = 10, 13
channel = 0

[State 1500, 2]
type = HitDef
triggerall = Anim = 1500
trigger1 = AnimElem = 2
attr = S, SA
damage = 150, 10
animtype = Heavy
hitflag = MAF
priority = 3, Hit
pausetime = 40,10
sparkno = S6000
sparkxy = -40, -70
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = Trip
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -4,-8
airguard.velocity = -2,-1
air.type = High
air.velocity = -2,-1
air.hittime = 10



[State 1500, Flash]
type = EnvColor
trigger1 = MoveHit
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 1
time = 1

[State 1500, 3]
type = ChangeAnim
triggerall = PalNo < 7
triggerall = Anim = 1500
trigger1 = AnimTime = 0 
value = 0

[State 1500, 3]
type = ChangeAnim
triggerall = PalNo > 6
triggerall = Anim = 1500
trigger1 = AnimTime = 0 
value = 1

[State 1500, 4]
type = ChangeState
trigger1 = Time = 10
value = 0
ctrl = 1
;===========================================================================

; One-Inch Fist
[Statedef 111500]
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
ctrl = 0
anim = 1500
sprpriority = 2
poweradd= -350

[State 111500, 0]
type = Width
trigger1 = 1
value = 10,0

[State 111500, 1]
type = PlaySnd
triggerall = Anim = 1500
trigger1 = AnimElem = 2
value = 1, 1

[State 111500, 1]
type = PlaySnd
triggerall = Anim = 1500
trigger1 = AnimElem = 2
value = 10, 13
channel = 0


[State 111500, 2]
type = HitDef
triggerall = Anim = 1500
trigger1 = AnimElem = 2
attr = S, SA
damage = 150, 10
animtype = Heavy
hitflag = MAF
priority = 3, Hit
pausetime = 40,10
sparkno = S6000
sparkxy = -40, -70
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = Trip
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -4,-8
airguard.velocity = -2,-1
air.type = High
air.velocity = -2,-1
air.hittime = 10


[State 111500, Flash]
type = EnvColor
trigger1 = MoveHit
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 1
time = 1

[State 111500, 3]
type = ChangeAnim
triggerall = PalNo < 7
triggerall = Anim = 1500
trigger1 = AnimTime = 0 
value = 0

[State 111500, 3]
type = ChangeAnim
triggerall = PalNo > 6
triggerall = Anim = 1500
trigger1 = AnimTime = 0 
value = 1

[State 111500, 4]
type = ChangeState
trigger1 = Time = 10
value = 0
ctrl = 1

;====================================================


;---------------------------------------------------------------------------
; Light Flaming Dragon Fist
[Statedef 1600]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 1600

[State 1600, 0]
type = Width
trigger1 = Time < 10
value = 20,0

[State 1600, 0]
type = Width
trigger1 = Time >= 10
value = 40,0

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 10 ;2
channel = 0

[State 1600, Flame]
type = RemoveExplod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
id = 1600

[State 1600, Flame]
type = Explod
trigger1 = AnimElem = 3,2
id = 1600
anim = 1601
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1600, Flame]
type = Explod
trigger1 = AnimElem = 4
id = 1600
anim = 1602
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1600, Flame]
type = Explod
trigger1 = AnimElem = 5
id = 1600
anim = 1603
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1600, Flame]
type = Explod
trigger1 = AnimElem = 6
id = 1600
anim = 1604
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1600, Flame]
type = Explod
trigger1 = AnimElem = 7
id = 1600
anim = 1605
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1600, Flame]
type = Explod
trigger1 = AnimElem = 8
id = 1600
anim = 1606
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1600, Flame]
type = Explod
trigger1 = AnimElem = 9
id = 1600
anim = 1607
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1600, Flame]
type = Explod
trigger1 = AnimElem = 10
id = 1600
anim = 1608
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1600, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = AnimElem = 5
attr = S, SA
damage    = 50,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 5,20
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 = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
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
fall.animtype = Light

[State 1600, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = AnimElem = 5
attr = S, SA
damage    = 50,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 5,20
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 = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.juggle = 1
air.fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10
fall.animtype = Light

[State 1600, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = AnimElem = 8
attr = S, HA
damage    = 50,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 10,10
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 = -10,-2
airguard.velocity = -10,-2
air.type = Low
air.velocity = -10,-2
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
fall.animtype = Heavy
air.fall = 1
fall = 1

[State 1600, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = AnimElem = 8
attr = S, HA
damage    = 50,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 10,10
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 = -10,-2
airguard.velocity = -10,-2
air.type = Low
air.velocity = -10,-2
air.juggle = 1
air.fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10
fall.animtype = Heavy
air.fall = 1
fall = 1

[State 1600, 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 1600, 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 1600, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Medium Flaming Dragon Fist
[Statedef 1610]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 1600

[State 1610, 0]
type = Width
trigger1 = Time < 10
value = 20,0

[State 1610, 0]
type = Width
trigger1 = Time >= 10
value = 40,0

[State 1610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 1610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 10 ;2
channel = 0

[State 1610, Flame]
type = RemoveExplod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
id = 1600

[State 1610, Flame]
type = Explod
trigger1 = AnimElem = 3,2
id = 1600
anim = 1601
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1610, Flame]
type = Explod
trigger1 = AnimElem = 4
id = 1600
anim = 1602
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1610, Flame]
type = Explod
trigger1 = AnimElem = 5
id = 1600
anim = 1603
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1610, Flame]
type = Explod
trigger1 = AnimElem = 6
id = 1600
anim = 1604
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1610, Flame]
type = Explod
trigger1 = AnimElem = 7
id = 1600
anim = 1605
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1610, Flame]
type = Explod
trigger1 = AnimElem = 8
id = 1600
anim = 1606
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1610, Flame]
type = Explod
trigger1 = AnimElem = 9
id = 1600
anim = 1607
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1610, Flame]
type = Explod
trigger1 = AnimElem = 10
id = 1600
anim = 1608
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1610, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = TimeMod = 4,0
attr = S, SA
damage    = 40,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 5,20
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 = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
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
fall.animtype = Light

[State 1610, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = TimeMod = 4,0
attr = S, SA
damage    = 40,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 5,20
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 = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.juggle = 1
air.fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10
fall.animtype = Light

[State 1610, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = TimeMod = 8,0
attr = S, SA
damage    = 40,10
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 5,20
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 = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
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
fall.animtype = Medium

[State 1610, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = TimeMod = 8,0
attr = S, SA
damage    = 40,10
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 5,20
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 = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.juggle = 1
air.fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10
fall.animtype = Medium

[State 1610, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = AnimElem = 10
attr = S, HA
damage    = 40,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 10,10
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 = -10,-2
airguard.velocity = -10,-2
air.type = Low
air.velocity = -10,-2
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
fall.animtype = Heavy
air.fall = 1
fall = 1

[State 1610, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = AnimElem = 10
attr = S, HA
damage    = 40,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 10,10
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 = -10,-2
airguard.velocity = -10,-2
air.type = Low
air.velocity = -10,-2
air.juggle = 1
air.fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10
fall.animtype = Heavy
air.fall = 1
fall = 1

[State 1610, 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 1610, 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 1610, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Strong Flaming Dragon Fist
[Statedef 1620]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 1600

[State 1620, 0]
type = Width
trigger1 = Time < 10
value = 20,0

[State 1620, 0]
type = Width
trigger1 = Time >= 10
value = 40,0

[State 1620, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 1620, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 10 ;2
channel = 0

[State 1620, Flame]
type = RemoveExplod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
id = 1600

[State 1620, Flame]
type = Explod
trigger1 = AnimElem = 3,2
id = 1600
anim = 1601
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1620, Flame]
type = Explod
trigger1 = AnimElem = 4
id = 1600
anim = 1602
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1620, Flame]
type = Explod
trigger1 = AnimElem = 5
id = 1600
anim = 1603
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1620, Flame]
type = Explod
trigger1 = AnimElem = 6
id = 1600
anim = 1604
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1620, Flame]
type = Explod
trigger1 = AnimElem = 7
id = 1600
anim = 1605
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1620, Flame]
type = Explod
trigger1 = AnimElem = 8
id = 1600
anim = 1606
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1620, Flame]
type = Explod
trigger1 = AnimElem = 9
id = 1600
anim = 1607
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1620, Flame]
type = Explod
trigger1 = AnimElem = 10
id = 1600
anim = 1608
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
sprpriority = 5
removetime = -1
shadow = 100,100,100

[State 1620, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = TimeMod = 2,0
attr = S, SA
damage    = 40,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 5,20
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 = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
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
fall.animtype = Light

[State 1620, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = TimeMod = 2,0
attr = S, SA
damage    = 40,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 5,20
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 = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.juggle = 1
air.fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10
fall.animtype = Light

[State 1620, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = TimeMod = 4,0
attr = S, SA
damage    = 40,10
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 5,20
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 = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
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
fall.animtype = Medium

[State 1620, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = TimeMod = 4,0
attr = S, SA
damage    = 40,10
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 5,20
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 = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.juggle = 1
air.fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10
fall.animtype = Medium

[State 1620, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = AnimElem = 10
attr = S, HA
damage    = 40,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 10,10
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 = -10,-2
airguard.velocity = -10,-2
air.type = Low
air.velocity = -10,-2
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
fall.animtype = Heavy
air.fall = 1
fall = 1

[State 1620, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = AnimElem = 10
attr = S, HA
damage    = 40,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 10,10
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 = -10,-2
airguard.velocity = -10,-2
air.type = Low
air.velocity = -10,-2
air.juggle = 1
air.fall = 1
palfx.time = 50
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10
fall.animtype = Heavy
air.fall = 1
fall = 1

[State 1620, 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 1620, 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 1620, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;REKKA
