;Ki Shot 
[Statedef 1050] 
type = S
movetype= A
physics = S
juggle = 6
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 0
sprpriority = 2


[State 0, PalFX]
type = PalFX
trigger1 = AnimElem = 3,1
time = 10
add = 128,128,128
mul = 356,356,256
sinadd = -128,-128,-128,40

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

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

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

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

;---------------
[State 0, ]
type = Explod
trigger1 = anim = 1300 && AnimElem = 3
anim = 8100
ID = 8100
pos = -20,0
facing = 1
scale = 1,1
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1



[State 0, ]
type = Explod
trigger1 = anim = 1301 && AnimElem = 3
anim = 8100
ID = 8100
pos = -20,0
facing = 1
scale = 1,1
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1


[State 0: RemoveExplod]
type                    = RemoveExplod
trigger1                = AnimElem = 2
ID                      = 7031


[State 0: RemoveExplod]
type                    = RemoveExplod
trigger1                = AnimElem = 3
ID                      = 7032



[State 0: Helper]
type                    = Helper
trigger1                = anim = 1300 && AnimElem = 3
helpertype              = normal
name                    = "Ki Shot Left"
ID                      = 70313
pos                     = 70,-64
stateno                 = 70313
ownpal                  = 1
size.xscale             = .39
size.yscale             = .26

[State 0: Helper]
type                    = Helper
trigger1                = anim = 1301 && AnimElem = 3
helpertype              = normal
name                    = "Ki Shot Right"
ID                      = 70313
pos                     = 72,-64
stateno                 = 70313
ownpal                  = 1
size.xscale             = .39
size.yscale             = .26

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






[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Power > 0 && command = "a" && var(13) < 7
trigger1 = anim = 1300 && AnimElemtime(3) >= 5
value = 1301
elem = 2
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Power > 0 && command = "a" && var(13) < 7
trigger1 = anim = 1301 && AnimElemtime(3) >= 5
value = 1300
elem = 2
ignorehitpause = 1


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

;---------------------------------------------------------------------------
;Air Ki Shot 
[StateDef 1052]
type = A
movetype= A
physics = N
juggle = 2
;velset = 0,0
ctrl = 0
anim = 1320
poweradd = 0
sprpriority = 2


[State 0, VelSet]
type = null; VelSet
trigger1 = Animelemtime(2)>=0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = null; Velmul
trigger1 =  animelemtime(3) >= 0
y = -15
;ignorehitpause = 
;persistent = 


[State 0, VelSet]
type = null; VelSet
trigger1 = time = 0
x = vel x/3.5
;ignorehitpause = 
;persistent = 

[State 0, VelMul]
type =  Velset 
trigger1 = time < 15 
x = 0


[State 0, VelMul]
type =  Velset 
triggerall = anim = 1320 || 1321
trigger1 = animelemtime(2) = 1 
x = -.1
y = -.4



[State 0, VelSet]
type = null; VelSet
trigger1 = animelemtime(2)>=1
y = -2.5
X = .1
;ignorehitpause =
persistent = 0



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

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

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

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

[State 0, BGPalFX]
type = PalFX
trigger1 = AnimElem = 2,1
time = 10
add = 128,128,128
mul = 356,356,256
sinadd = -128,-128,-128,40

[State 0, Helper]
type = Helper
trigger1 = anim = 1320 && AnimElem = 2
helpertype = normal
name = "Kiblast weak AIR"
ID = 1315
stateno = 1317
pos = 39,-64
postype = p1
facing = 1
ownpal = 1
size.xscale = .25
size.yscale = .35

[State 0, Helper]
type = Helper
trigger1 = anim = 1321 && AnimElem = 2
helpertype = normal
name = "Kiblast weak AIR"
ID = 1315
stateno = 1317
pos = 29,-64
postype = p1
facing = 1
ownpal = 1
size.xscale = .25
size.yscale = .35

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Power > 0 && command = "a" && var(13) < 7
trigger1 = anim = 1320 && AnimElemtime(2) >= 4
value = 1321
elem = 1
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Power > 0 && command = "a" && var(13) < 7
trigger1 = anim = 1321 && AnimElemtime(2) >= 4
value = 1320
elem = 1
ignorehitpause = 1



[State 0, ChangeState]
type = ChangeState
trigger1 =!AnimTime || Pos Y = 0
value = 50
ctrl = 0
;-------------------------------------------------------------------------
;ki blast - hard
[StateDef 1055]
type = S
movetype= A
physics = S
juggle = 2
velset = 0,0
ctrl = 0
anim = 1350
poweradd = -250
sprpriority = 2

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

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

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

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



[State 0, Explod]
type = Explod
trigger1 = Anim = 1350
trigger1 = (time%15)=0
anim = 8112
ID =   8112
pos = 0,-40
facing = -1
scale = 2,1.4
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
ontop = 0


[State 0, VarAdd]
type = VarAdd
trigger1 = (Anim = 1350) && (AnimElemtime(2)>=5) && (command = "holda")
v = 20
value = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1350 && AnimElemTime(2)>= 5-(prevstateno = 1050)*1
trigger1 = command != "holda"
trigger2 = var(20) >= 70
value = 1351


[State 0, PowerAdd]
type = PowerAdd
triggerall = var(20)
trigger1 = (Anim = 1350) && (AnimElem = 2,>=5) && (command = "holda")
value = -10


[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(20) >=16
value = S700,0
volumescale = 255
channel = -1
persistent = 0


[State 0, Helper]
type = Helper
trigger1 = var(20) >=16
helpertype = normal ;player
name = "Aura Up"
ID = 8000
stateno = 8000
pos = ifelse(random>500,3,ifelse(random>500,-5,15)),0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 999
pausemovetime = 999

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

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

[State 0, PalFX]
type = PalFX
trigger1 = (Anim = 1351 && AnimElem = 2)
time = 10
add = 128,128,128
mul = 356,356,256
sinadd = -128,-128,-128,40

[State 0, Helper]
type = Helper
trigger1 = (Anim = 1351 && AnimElem = 2)
helpertype = normal
name = "Kiblast Strong"
ID = 1330
stateno = 1330
pos = 55,-59
postype = p1
facing = 1
ownpal = 1
size.xscale = .76
size.yscale = .6

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

;--------------------------------------------------------------------------
;Power Stun
[StateDef 1060]
type = S
movetype= A
physics = S
juggle = 3
velset = 0,0
ctrl = 0
anim = 1060
poweradd = 0;20
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = var(20) = 1
anim = 8450
ID = 8450
pos = 4,-59
postype = p1  ;p2,front,back,left,right
bindtime = -1
scale = .8,.8
sprpriority = 4
ignorehitpause = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = !time
trigger2 = command != "holdz"
v = 20
value = 0


[State 0, VarSet]
type = VarSet
trigger1 = prevstateno = [202,203]
v = 20
value = 10
persistent = 0


[State 0, VelSet]
type = null; VelSet
trigger1 = AnimElem = 3
x = 2
y = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = animelemtime(2) > 0  && animelemtime(3) < 0 && (command = "holdz")&& var(20)<=15 
v = 20
value = 1
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(20) >= 15 || (command != "holdz")
value = Anim
elem = 3
persistent = 0
ignorehitpause = 0


[State 0, ]
type = PlaySnd
trigger1 = var(20)= 6
value = 203,0
volume = 255
channel = 1
ignorehitpause = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = var(20)= 15
time = 12
add = 0,0,256
mul = 256,256,256
sinadd = 0,0,256,12
invertall = 0
color = 256
ignorehitpause = 1
persistent = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(20)= 15
flag = unguardable
ignorehitpause = 1

[State 0, ]
type = PlaySnd
trigger1 = AnimElemtime(3) = 3 && var(20)= 0
value = 200,4
volume = 255
channel = 1

[State 0, ]
type = PlaySnd
trigger1 = AnimElemtime(4) = 0 && var(20)= 15
value = 200,5
volume = 255
channel = 1

[State 0, ]
type = PlaySnd
trigger1 = !time && random < 400
value = ifelse(random > 500,210,-1),ifelse(random > 500,0,ifelse(random > 500,1,2))
volume = 255
channel = 2




[State 0, ]
type 			= HitDef
trigger1 			= AnimElem = 4
attr 			= S, NA
damage 			= 41+var(20), 5
animtype 			= Hard
guardflag 		= MA
hitflag 			= MAF
priority 			= 3, Hit
pausetime 		= 13+2*(var(20)=15), 15 +2*(var(20)=15)
sparkno		    	= S8011+(random%3)
guard.sparkno           	= S8020+(random%2) 
sparkxy 			= -17, -48
hitsound 			= S301,2
guardsound 		= S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.type 		= Low
ground.slidetime 		= 17
ground.hittime  		= 17
ground.velocity 		= ifelse(var(20) >= 15, -7,-3),0
air.type 			= Low
air.hittime 		= 15
air.velocity 		= -2,-3
airguard.velocity 		= -2,0
getpower 			= 0;20
envshake.time 		= 15
envshake.freq 		= 120
envshake.ampl 		= 6
persistent 		= 1

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

;--------------------------------------------------------------------------
;Power Break
[StateDef 1061]
type = S
movetype= A
physics = S
juggle = 2
velset = 0,0
ctrl = 0
anim = 1061
poweradd = -500;20
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = var(20) = 2
anim = 8450
ID = 8450
pos = 4,-59
postype = p1  ;p2,front,back,left,right
bindtime = -1
scale = .8,.8
sprpriority = 1
ignorehitpause = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = !time
trigger2 = command != "holdz"
v = 21
value = 0

[State 1220		Veladd]
type			= Veladd
trigger1		= animelem = 2
x			= 2.5

[State 1220		Veladd]
type			= Velset
trigger1		= animelemtime(3)>= 3
x			= 12

[State 1220		Veladd]
type			= Velset
trigger1		= Movehit
x			= 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit
v = 21
value = 1
ignorehitpause = 1

[State 0, ChangeAnim]
type = null; ChangeAnim
trigger1 = var(21) >= 15 || (command != "holdz")
value = Anim
elem = 3
persistent = 0
ignorehitpause = 0


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(21)= 15
flag = unguardable
ignorehitpause = 1

[State 0, ]
type = PlaySnd
trigger1 = AnimElemtime(1) = 3
value = 200,3
volume = 255
channel = 1

[State 0, ]
type = PlaySnd
trigger1 = !time && random < 400
value = ifelse(random > 500,210,-1),ifelse(random > 500,0,ifelse(random > 500,1,2))
volume = 255
channel = 2

[State 0, ]
type 			= HitDef
trigger1 			= AnimElem = 4
attr 			= S, NA
damage 			= 50
animtype 			= Hard
guardflag 		= MA
hitflag 			= MAF
priority 			= 3, Hit
pausetime 		= 10+5*(var(21)=15), 10 +5*(var(21)=15)
sparkno		    	= S8015
guard.sparkno           	= S8020+(random%2) 
sparkxy 			= -10, -53
hitsound     		= S301, 3
guardsound 		= S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.type 		= High
ground.slidetime 		= 17
ground.hittime  		= 17
ground.velocity 		= -8,0
air.type 			= Low
air.hittime 		= 15
air.velocity 		= -2,-3
airguard.velocity 		= -2,0
getpower 			= 0;20
envshake.time 		= 15
envshake.freq 		= 120
envshake.ampl 		= 6
persistent 		= 1

[State 0, ]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;--------------------------------------------------------------------------
;Power Crush - Punt Kick
[StateDef 1063]
type = S
movetype= A
physics = S
juggle = 5
;velset = 0,0
ctrl = 0
anim = 221
poweradd = -500;30
sprpriority = 2



[State 0, ]
type = Explod
triggerall = pos Y >= 0 && prevstateno != 100
trigger1 = AnimElem = 2
anim = 8100
ID = 8100
pos = 0,0
facing = 1
scale = 1,1
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

;[State 0, ]
;type = AfterImage
;trigger1 = AnimElem = 2
;time = 22
;length = 4
;palbright = 10,10,10
;palcontrast = 120,120,120
;paladd = 0,0,0
;palmul = 1,1,1
;timegap = 2
;framegap = 1
;trans = Add

 [State 0, VelSet]
type = VelSet
trigger1 = AnimElemtime(2) = 2
x = 3.4
y = -6.1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemtime(2) = 2
statetype = A
movetype = A
physics = A


[State 0, Woosh]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,5
volume = 255
channel = 1

[State 0, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,6
volume = 255
channel = 2

[State 0: Pause]
type                    = Pause
triggerall              = movehit
trigger1                = gametime%2 = 0
time                    = 1


[State 0, ]
type 			= HitDef
trigger1 			= AnimElem = 3
attr 			= A, NA
damage 			= 60, 12
animtype 			= back
guardflag 		= MA
hitflag 			= MAFD
priority 			= 3, Hit
pausetime 		= 16, 12
sparkno		    	= S7034
guard.sparkno           	= S8020+(random%2) 
sparkxy 			= -30, -69
hitsound 			= S1010, 0
guardsound 		= S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 0, 1))
ground.type 		= High
ground.slidetime 		= 15
ground.hittime  		= 20
ground.velocity 		= -10,-7
Fall 			= 1
;p2stateno 		= 6000
air.type 			= High
air.hittime 		= 20
air.velocity 		= -15,-5
airguard.velocity 		= -3,0
getpower 			= 0;30
givepower                     = 70
envshake.time 		= 15
envshake.freq 		= 120
envshake.ampl 		= 6

[State 0, ChangeState]
type = ChangeState
triggerall = Statetype = A
trigger1 = !animtime
value = 50
ctrl = 1

;--------------------------------------------------------------------------
;Launcher after stun
[StateDef 1070]
type = S
movetype= A
physics = S
juggle = 6
velset = 0,0
ctrl = 0
anim = 1070
poweradd = 0;30
sprpriority = 2

[State 0, ]
type = Explod
triggerall = Animelem = 5,>=1 && AnimElem = 6,<3
trigger1 = (time%6)=0
anim = 8100
ID = 8100
pos = 0,0-pos Y
facing = 1
scale = 1,.5
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 0

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 210,6
volume = 255
channel = 1

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

[State 0, ]
type = AfterImage
trigger1 = AnimElem = 4
time = 18
length = 11
palbright = 0,0,0
palcontrast = 120,120,120
paladd = 0,0,0
palmul = 1,1,1
timegap = 1
framegap = 2
trans = Add

[State 0, VelSet]
type = VelSet
trigger1 = AnimELem = 5,=[1,4]
x = 7
y = 0

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

[State 0, ]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 48, 9
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15, 15
sparkno = S8010
guard.sparkno = S8022+(random%2)
sparkxy = -10, -47
hitsound = S203, 1
guardsound = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -14,-4
p2stateno = 6000
Fall = 1
air.type = Low
air.hittime = 35
air.velocity = -14,-4
airguard.velocity = -4.5,0
getpower = 0;30
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
yaccel = .3

[State 0, ScreenBound]
type = ScreenBound
trigger1 = AnimElem = 5,>=1
value = 0
movecamera = 0,0
ignorehitpause = 1

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

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

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

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


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


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

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

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

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

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

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

[State 0: Helper]
type                    = Helper
trigger1                = time = 0
helpertype              = normal
ID                      = 8001
pos                     = ifelse(random>500,3,ifelse(random>500,-5,15)),0
postype                 = p1
facing                  = 1
stateno                 = 8000
ownpal                  = 1
size.xscale             = .8
size.yscale             = 1.0
supermovetime = 999
pausemovetime = 999

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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


[State 100, 4]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Dash Burst End AIR
[Statedef 1102]
type    = A
physics = A
anim = 1102
sprpriority = 1
ctrl = 1


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


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

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

;-------------------------------------------------------------------------
;Sayajin Beat Down (High) - Elbow
[Statedef 1200]
type	          = S
movetype		= A
physics		= S
anim		= 1200
ctrl		= 0
poweradd		= 50
facep2		= 1
hitdefpersist 	= 0
movehitpersist	= 0
hitcountpersist	= 1
sprpriority 	= 2
juggle = 2

[State 1200,1		Veladd]
type			= Veladd
trigger1		= animelem = 3
x			= 28

[State 1200,2		dash]
type			= PlaySND
trigger1		          = animelem = 3
value			= S100,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S210,4


[State 0, VarSet]
type = VarSet
trigger1 = (command = "QCF_x")
v = 8    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = (command = "QCF_y")
v = 8    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 


[State 1200,3		dash dust]
type			= explod
trigger1		          = animelem = 3
Anim 			= 8100
pos 			= 0,0
Id 			= 8100
sprpriority 	          = 1
ontop 		          = 0
removeongethit 	          = 1
removetime 		= -2
scale 		          = 1, 1
SuperMove 		= 1
ownpal 		          = 1
persistent 		= 0


[State 1200,4		Hitdef]
type		= Hitdef
trigger1		= animelem = 3
attr 		= S, NA
hitflag		= MAF
animtype 		= Heavy
guardflag 	= MA
priority 		= 2, Hit
damage 		= 55,5
pausetime 	= 15,10
guard.pausetime	= 10,12
numhits 		= 1   
sparkno             = S8030+(random%5)
guard.sparkno       = S8022+(random%2)
sparkxy	 	= 0, -59
hitsound 		= S300, 1
guardsound          = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.type 	= High
air.type 		= Low
ground.slidetime 	= 10
ground.hittime	= 30
air.hittime 	= 10
ground.velocity	= -10
guard.velocity	= -4
air.velocity	= -4.5,-4.7
airguard.velocity	= -4.5,-4.7
ground.cornerpush.veloff = -4.5
air.cornerpush.veloff = -6
id		= 200
getpower		= 20,10
givepower		= 10,20
envshake.time   	= 5
envshake.freq   	= 140
envshake.ampl   	= -2
envshake.phase  	= 90

;[State 1201:	Fading Afterimage]
;type			= helper
;trigger1 		= movecontact &
;stateno 		= 1001
;ID 			= 1001
;pos 			= 0,0
;ownpal 		= 1
;keyctrl		= 0
;pausemovetime 	= 99
;ignorehitpause	= 1

[State 1200,5	Port]
type			= posadd
trigger1		          = movecontact
x			= p2bodydist X -90
y			= 0

[State 1200,6	Fading Afterimage]
type		= helper
trigger1 		= movecontact && var(23)=0
stateno 		= 1003
ID 		= 1003
pos 		= 0,0
ownpal 		= 1
keyctrl		= 0
pausemovetime 	= 99
ignorehitpause	= 1

[State 1200,7	Change]
type			= changestate
trigger1		          = var(8) = 0 && movecontact 
value			= 1201
ctrl                          = 0

[State 1200,7	Change]
type			= changestate
trigger1		          = var(8) = 1 && movecontact 
value			= 1202
ctrl                          = 0

[State 1200,8		End]
type			= Changestate
trigger1		= time = 16
value			= 0
ctrl			= 1
;--------------------------------------------------------------------------
;Sayajin Beat Down (High) - Kick
[Statedef 1201]
type		= A
movetype		= A
physics		= A
anim		= 1201
ctrl		= 0
poweradd		= 50
facep2		= 0
hitdefpersist 	= 0
movehitpersist	= 0
hitcountpersist	= 1
sprpriority 	= 2
juggle = 2


[State 1201:	Velset]
type			= velset
trigger1		= time = 0
x			= 7.2
y                       = -9.3

[State 1201:	Stop]
type			= statetypeset
trigger1		= animelem = 6
physics		= N

[State 1201:	Stop]
type			= velset
trigger1		= animelem = 6
x			= 0
y			= 0

[State 1201:	Whoosh]
type			= playSND
trigger1		= animelem = 5
value			= S200,1

[State 1201:	Voice]
type			= playSND
trigger1		= animelem = 5
value			= S210,6

[State 1201:	Hitdef]
type			= Hitdef
trigger1		= !time
attr            	= C, NA
hitflag         	= MAFD
guardflag       	= HA
animtype        	= back
air.animtype    	= back
ground.type     	= high
priority        	= 4,Hit
damage          	= 60, 5
pausetime       	= 12, 12
guard.pausetime 	= 7, 8
sparkno             = S8030+(random%5)
guard.sparkno       = S8022+(random%2)
sparkxy         	= -35, 2
hitsound        	= S300,3
guardsound          = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.slidetime  = 15
ground.cornerpush.veloff = -4
ground.hittime  	= 7
guard.hittime   	= 7
air.hittime     	= 14
ground.velocity 	= -8,7
air.velocity    	= -5,10
air.juggle      	= 1
fall            	= 1
fall.recover	= 0
fall.damage     	= 0
air.fall        	= 1
down.velocity   	= -3, -2
down.hittime    	= 0
down.bounce     	= 0
ID              	= 212
chainID         	= -1
numhits         	= 1
getpower        	= 10, 3
givepower       	= 20, 3
envshake.time   	= 0
envshake.freq   	= 60
envshake.ampl   	= -2
envshake.phase  	= 1




[State 1201, VelSet]
type = VelSet
trigger1 = movecontact
x = -2
y = -6
;ignorehitpause =
;persistent =


[State 1201:	End]
type			= changestate
trigger1		= movecontact
value			= 50
ctrl			= 1


[State 1201:		End]
type			= Changestate
trigger1		          = time = 20
value			= 50
ctrl			= 1

;--------------------------------------------------------------------------
;Sayajin Beat Down - Slidekick
[Statedef 1202]
type		= C
movetype		= A
physics		= C
anim		= 1202
ctrl		= 0
poweradd		= 50
facep2		= 0
hitdefpersist 	= 0
movehitpersist	= 0
hitcountpersist	= 1
sprpriority 	= 2
juggle = 2

[State 1202:	Velset]
type		= velset
trigger1		= time = 0
x		= 18

[State 1202:	Whoosh]
type		= playSND
trigger1		= animelem = 3
value		= S50,1

[State 1202:	Voice]
type		= playSND
trigger1		= animelem = 2
value		= S210,5

[State 1202:	Hitdef]
type		= Hitdef
trigger1		= animelem = 3
attr            	= C, SA
hitflag         	= MAFD
guardflag       	= L
animtype        	= back
air.animtype    	= back
ground.type     	= trip
priority        	= 4,Hit
damage          	= 30,5
pausetime       	= 12, 17
guard.pausetime 	= 7, 8
sparkno             = S8030+(random%5)
guard.sparkno       = S8022+(random%2)
sparkxy         	= -15, 2
hitsound        	= S300,3
guardsound          = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.slidetime    = 15
ground.cornerpush.veloff = -4
ground.hittime  	= 7
guard.hittime   	= 7
air.hittime     	= 14
ground.velocity 	= -4, 0
air.velocity    	= -5, 0
fall = 1
air.juggle      	= 1
down.velocity   	= -3, -2
down.hittime    	= 0
down.bounce     	= 0
ID              	= 212
chainID         	= -1
numhits         	= 1
getpower        	= 10, 3
givepower       	= 20, 3
envshake.time   	= 0
envshake.freq   	= 60
envshake.ampl   	= -2
envshake.phase  	= 1

[State 1202:	End]
type			= changestate
trigger1		          = !animtime
value			= 11
ctrl			= 1

;-------------------------------------------------------------------------
;Sayajin Beat Down Launch - Elbow
[Statedef 1220]
type		= S
movetype		= A
physics		= S
anim		= 1220
ctrl		= 0
poweradd		= 100
facep2		= 1
hitdefpersist 	= 0
movehitpersist	= 0
hitcountpersist	= 1
sprpriority 	= 2
juggle              = 7


[State 1220		Veladd]
type			= Veladd
trigger1		= animelem = 2
x			= 2.5

[State 1220		Veladd]
type			= Veladd
trigger1		= animelem = 3
x			= 15

[State 1220:	Whoosh]
type		= playSND
trigger1		= animelem = 3
value		= S50,1

[State 1202:	Voice]
type		= playSND
trigger1		= animelem = 2
value		= S210,5

[State 1220,3		dash dust]
type			= explod
trigger1		          = animelem = 3
Anim 			= 8100
pos 			= 0,0
Id 			= 8100
sprpriority 	          = 1
ontop 		          = 0
removeongethit 	          = 1
removetime 		= -2
scale 		          = 1, 1
SuperMove 		= 1
ownpal 		          = 1
persistent 		= 0

[State 700		Hitdef]
type		= Hitdef
trigger1		= !time
attr 		= S, NA
hitflag		= HAF
animtype 		= Heavy
guardflag 	= MA
priority 		= 2, Hit
damage 		= 125,10
pausetime 	= 20,10
guard.pausetime	= 10,12
numhits 		= 1
sparkno             = S8030+(random%5)
guard.sparkno       = S8022+(random%2)
sparkxy	 	= -17, -53
hitsound 		= S301, 2
guardsound          = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.type 	= High
air.type 		= Low
ground.slidetime 	= 10
ground.hittime	= 30
air.hittime 	= 10
ground.velocity	= -9,-7
guard.velocity	= -8
air.velocity	= -7.5,1.7
airguard.velocity	= -4.5,-4.7
ground.cornerpush.veloff = -4.5
air.cornerpush.veloff = -6
id			= 200
down.velocity = -4,-5
down.hittime = 12
down.bounce = 1
getpower		= 20,10
givepower		= 10,20
Fall                    = 1
envshake.time   	= 5
envshake.freq   	= 140
envshake.ampl   	= -2
envshake.phase  	= 90
p2stateno           = 6000






[State 1201:	Fading Afterimage]
type			= helper
trigger1 		= movecontact && var(23)=0
stateno 		= 1003
ID 			= 1003
pos 			= 0,0
ownpal 		= 1
keyctrl		= 0
pausemovetime 	= 99
ignorehitpause	= 1


[State 1200		End]
type			= Changestate
trigger1                = !movecontact && time = 25
value			= 0
ctrl			= 1



[State 1200		End]
type			= Changestate
trigger1                = movecontact
value			= 0
ctrl			= 1


;-------------------------------------------------------------------------
;Air Raid - Jump
[Statedef 1260]
type		= S
movetype		= A
physics		= S
anim		= 1260
ctrl		= 0
poweradd		= 0
juggle		= 2
facep2		= 1
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1
sprpriority		= 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = S         ;A,C,S,N
;ignorehitpause = 
;persistent = 

[State 40, PlaySnd]
type = PlaySnd
trigger1 = Time = 1 && prevstateno!= 54
value = S20, 1

[State 40, ]
type = Explod
trigger1 = time=0 && (prevstateno!= 54) && (prevstateno!= 40)
anim = 8110
ID = 8110
pos = 0,0
postype = p1
facing = -1
bindtime = 1
;vel = 2,0
;scale=.7,.7
removetime = -2
sprpriority = 10
ownpal = 1


[State 1050:	Posadd Too Close to Wall]
type			= Posadd
trigger1		= time = 0 && backedgebodydist < 10
x			= 4

[State 1050:	Velset Enemy Close]
type			= Velset
trigger1		= time = 0 && p2bodydist x <= 20
x			= 2
y			= -10.888

[State 1050:	Velset Enemy CloseMid]
type			= Velset
trigger1		= time = 0 && (p2bodydist x > 20) && (p2bodydist x <= 60)
x			= 4
y			= -10.888

[State 1050:	Velset Enemy Mid]
type			= Velset
trigger1		= time = 0 && (p2bodydist x > 60) && (p2bodydist x <= 100)
x			= 6
y			= -10.888

[State 1050:	Velset Enemy MidFar]
type			= Velset
trigger1		= time = 0 && (p2bodydist x > 100) && (p2bodydist x <= 140)
x			= 8
y			= -10.8888

[State 1050:	Velset Enemy Far]
type			= Velset
trigger1		= time = 0 && (p2bodydist x > 140) && (p2bodydist x <= 180)
x			= 10
y			= -10.888

[State 1050:	Velset Enemy FarL]
type			= Velset
trigger1		= time = 0 && (p2bodydist x > 180) && (p2bodydist x <= 220)
x			= 12
y			= -10.8888

[State 1050:	Velset Enemy FarXL]
type			= Velset
trigger1		= time = 0 && (p2bodydist x > 220) && (p2bodydist x <= 260)
x			= 14
y			= -10.8888

[State 1050:	Changetoair]
type			= Statetypeset
trigger1		= time = 1
physics		= A

[State 1050:	End]
type			= Changestate
trigger1		= p2dist x < 10.777
value			= 1261

;------------------------------------------------------------------------------------------
;Air Raid - Shoot
[Statedef 1261]
type		= A
movetype		= A
physics		= N
anim		= 1261
ctrl		= 0
poweradd		= 0
juggle		= 2
facep2		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1
sprpriority	= 3

[State 1051:	Velset]
type			= Velset
trigger1		= time = 0
x			= 0
y			= 0

[State 1051:	Voice]
type			= PlaySND
trigger1		= Animelem = 2
value			= S210,4

[State 1051:	Shot1]
type			= PlaySND
trigger1		= Animelem = 2
value			= S1610,0
volume		= 100


;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
triggerall = Anim = 1261
trigger1 = (time%5)=0
time = 5
add = 50,50,150
mul = 300,300,300
sinadd = 50,50,150,10
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State 1051:	Ball charge ]
type		= Helper
trigger1		= Animelem = 1
helpertype 	= Normal
pos		= -2,-8
facing 		= 1
stateno 		= 1400
ID 		= 6051
keyctrl 		= 0
ownpal 		= 1
supermovetime 	= 200
pausemovetime 	= 200



[State 1051:	Ball]
type		= Helper
trigger1		= Animelem = 2
helpertype 	= Normal
pos		= -2,-8
facing 		= 1
stateno 		= 9050
ID 		= 6051
keyctrl 		= 0
ownpal 		= 1
supermovetime 	= 200
pausemovetime 	= 200
size.xscale         = .5      
size.yscale         = .5


[State 40, ]
type = Explod
trigger1 = animelem = 1
anim = 8520
ID = 8520
pos = 3,-45
postype = p1
facing = 1
bindtime = 1
;vel = 2,0
scale=.9,.8
removetime = -2
sprpriority = 1
ownpal = 1



[State 1051:	End]
type			= Changestate
trigger1		= !animtime
value			= 1262

;------------------------------------------------------------------------------------------
;Air Raid - Fall
[Statedef 1262]
type			= A
movetype		= I
physics		= A
anim			= 1262
ctrl			= 0
poweradd		= 0
juggle		= 4
velset		= 0,0
facep2		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1
sprpriority		= 2

[State 1052:	Turn]
type			= Turn
trigger1		= time = 2 && p2dist x < 0

[State 1052:	Move]
type			= velset
trigger1		= time = 0
x			= 4

[State 1052:	Reset]
type			= Varset
trigger1		= time = 0
v			= 18
value			= 0

[State 1052:	Reset]
type			= Varset
trigger1		= time = 1
v			= 19
value			= 0

[State 1052:	End]
type			= Changestate
trigger1		= !animtime
value			= 50
ctrl			= 1
;-------------------------------------------------------------------------
; Sayajin Dive Light
[StateDef 1500]
type = A
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 30
sprpriority = 2

[State 0, ]
type = AfterImage
trigger1 = AnimElem = 1
time = 25
length = 6
palbright = 10,10,10
palcontrast = 120,120,120
paladd = 0,0,0
palmul = 1,1,1
timegap = 2
framegap = 2
trans = Add

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 8
y = 10

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 100,0
volume = 255
channel = 1

[State 0, ]
type = PlaySnd
trigger1 = !time && random < 800
value = 210,12
volume = 255
channel = 2

[State 0, ]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 55, 10
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 12, 16
sparkno = S8030+(random%5)
guard.sparkno = S8022+(random%2)
sparkxy = -10, 0
hitsound = S301, 3
guardsound = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.type = Low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -9
air.type = Low
air.hittime = 16
Air.Fall = 1
air.velocity = -8,4
airguard.velocity = -4,0
getpower = 30
envshake.time = 10
envshake.freq = 110
envshake.ampl = 3

[State 0, ]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y >= 0)
value = 52
ctrl = 0

;--------------------------------------------------------------------------
;Sayajin Dive Medium
[StateDef 1501]
type = A
movetype= A
physics = N
juggle = 2
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 0;30
sprpriority = 2

[State 0, ]
type = AfterImage
trigger1 = AnimElem = 1
time = 25
length = 6
palbright = 10,10,10
palcontrast = 120,120,120
paladd = 0,0,0
palmul = 1,1,1
timegap = 2
framegap = 2
trans = Add

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 9
y = 10

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 100,0
volume = 255
channel = 1

[State 0, ]
type = PlaySnd
trigger1 = !time && random < 800
value = 210,12
volume = 255
channel = 2

[State 0, ]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 65, 11
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8, 16
sparkno = S8030+(random%5)
guard.sparkno = S8022+(random%2)
sparkxy = -10, 0
hitsound = S301, 3
guardsound = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.type = Low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -9
air.type = Low
air.hittime = 16
p1stateno = 1505
Air.Fall = 1
air.velocity = -8,5
airguard.velocity = -4,0
getpower = 0;30
envshake.time = 10
envshake.freq = 110
envshake.ampl = 3

[State 0, ]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y >= 0)
value = 52
ctrl = 0

;--------------------------------------------------------------------------
;Sayajin Dive Heavy 
[StateDef 1502]
type = A
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 0;30
sprpriority = 2

[State 0, ]
type = AfterImage
trigger1 = AnimElem = 1
time = 25
length = 6
palbright = 10,10,10
palcontrast = 120,120,120
paladd = 0,0,0
palmul = 1,1,1
timegap = 2
framegap = 2
trans = Add

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 10
y = 10

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 100,0
volume = 255
channel = 1

[State 0, ]
type = PlaySnd
trigger1 = !time && random < 800
value = 210,4
volume = 255
channel = 2

[State 0, ]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 25, 12
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 15
sparkno = S8030+(random%5)
guard.sparkno = S8022+(random%2)
sparkxy = -10, 0
hitsound = S301, 3
guardsound = S2,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 35
ground.velocity = 0,0
air.type = Low
air.hittime = 35
p1stateno = 1504
air.velocity = 0,0
airguard.velocity = 0,0
getpower = 0;30

[State 0, ]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y >= 0) 
value = 52
ctrl = 0

;--------------------------------------------------------------------------
;Sayajin Dive Heavy - multi hits
[StateDef 1504]
type = A
movetype= A
physics = N
juggle = 2
velset = 0,0
ctrl = 0
anim = 1504
poweradd = 0;30
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S215,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2 || animelem = 4 || animelem = 6
value = S200,3





[State 0, ]
type = AfterImage
trigger1 = AnimElem = 1
time = 35
length = 6
palbright = 10,10,10
palcontrast = 120,120,120
paladd = 0,0,0
palmul = 1,1,1
timegap = 2
framegap = 2
trans = Add

[State 0, ]
type = HitDef
trigger1 = AnimElem = 2  || AnimElem = 4
attr = A, NA
damage = 15, 8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 2, 16
sparkno = S8030+(random%5)
guard.sparkno = S8022+(random%2)
sparkxy = -10, 0
hitsound = S300, 4
guardsound = S400,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 35
ground.velocity = 0
air.type = Low
air.hittime = 35
air.velocity = 0,0
airguard.velocity = -4,0
getpower = 0;30

[State 0, ]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage = 35, 9
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10, 16
sparkno = S7034
guard.sparkno = S8022+(random%2)
sparkxy = -14, -17
hitsound = S1010, 0
guardsound = S400,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 35
ground.velocity = -9,12
air.type = Low
air.hittime = 35
p1stateno = 1506
air.velocity = -9,5
Fall = 1
airguard.velocity = -4,0
getpower = 0;30

[State 0, ]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y >= 0)
value = 52
ctrl = 0

[State 0, ]
type = ChangeState
trigger1 = AnimElem = 6,>=4 
value = 1506
ctrl = 0
;------------------------------------------------------------------------
;Sayajin Dive 2 Leap 
[StateDef 1505]
type = A
movetype= A
physics = A
juggle = 0
velset = 5,-8
ctrl = 0
anim = 42
poweradd = 0;00
sprpriority = 2


[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 30
value = 1
persistent = 0

[State 0, Turn]
type = Turn
trigger1 = P2BodyDist X < 10
persistent = 0

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -5
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 0, ]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y >= 0)
value = 52
ctrl = 0
;--------------------------------------------------------------------------
;Sayajin Dive Launch leap back
[StateDef 1506]
type = A
movetype= A
physics = A
juggle = 0
velset = -3,-5
ctrl = 0
anim = 43
poweradd = 0;0
sprpriority = 2

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -5
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 0, ]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y >= 0)
value = 52
ctrl = 0
;-------------------------------------------------------------------------
;ki blast weak
[StateDef 1300]
type = S
movetype= A
physics = N
juggle = 6
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 0
sprpriority = 2

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

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

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

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

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

[State 0, PalFX]
type = PalFX
trigger1 = AnimElem = 3,1
time = 10
add = 128,128,128
mul = 356,356,256
sinadd = -128,-128,-128,40

[State 0, Helper]
type = Helper
trigger1 = anim = 1300 && AnimElem = 3
helpertype = normal
name = "Kiblast weak"
ID = 1310
stateno = 1310
pos = 70,-65
postype = p1
facing = 1
ownpal = 1
size.xscale = .15
size.yscale = .15

[State 0, Helper]
type = Helper
trigger1 = anim = 1301 && AnimElem = 3
helpertype = normal
name = "Kiblast weak"
ID = 1310
stateno = 1310
pos = 59,-63
postype = p1
facing = 1
ownpal = 1
size.xscale = .15
size.yscale = .15





[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Power > 0 && command = "b" && var(13) < 7
trigger1 = anim = 1300 && AnimElem = 3,>5
value = 1301
elem = 2
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Power > 0 && command = "b" && var(13) < 7
trigger1 = anim = 1301 && AnimElem = 3,>5
value = 1300
elem = 2
ignorehitpause = 1


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

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

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,1
value = S210,6
volume = 255
channel = 3



[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2,1
anim = 8112
ID =   8141
pos = 0,0
scale = 1.3, 1.3
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
ontop = 0



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



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

;--------------------------------------------------------------------------
;Powering up
[StateDef 2001]
type = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2002
poweradd = 0;0
sprpriority = 2


[State 1701, VarSet]
type = Varset
trigger1 = !time
v = 10
value = 0

[State 1701, VarSet]
type = Varset
trigger1 = !time
v = 11
value = 0

[State 1701, VarSet]
type = Varset
trigger1 = Var(10) = -60
v = 11
value = 1

[State 1701, VarSet]
type = Varset
trigger1 = Var(10) = 0
v = 11
value = 0

[State 1701, VarAdd]
type = VarAdd
trigger1 = time >= 50 && Var(11) = 0
v = 10
value = -1

[State 1701, VarAdd]
type = VarAdd
trigger1 = time >= 50 && Var(11) = 1
v = 10
value = 1

[state 1701, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(10),Var(10),Var(10)


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

[State 0, Explod]
type = Explod
trigger1 = (time%15)=0
anim = 8112
ID =   8112
pos = 0,-40
facing = -1
scale = 2,1.4
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
ontop = 0

[State 0, Explod]
type = Explod
triggerall = power >=1500
trigger1 = (time%10)=0
anim = 15175
ID =   8112
pos = 0,15
facing = -1
scale = 1,1
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
ontop = 0



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

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

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

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time < 60
value = 4

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = [60,119]
value = 5

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time  = [120,179]
value = 8

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time >= 180
value = 12



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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S2000,1
volume = 255
channel = 7
loop = 1

[State 1701, RumbleSND]
type = PlaySnd
triggerall = time >= 40
trigger1 = TimeMod = 24,0
value = 1701,0

[state 1701, ColorFX]
type = PalFX
trigger1 = Time > 0
trigger1 = TimeMod = 9,0
time = 2
add = 64,64,64

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

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

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

[State 0: Helper]
type                    = Helper
Triggerall              = Power >= 4100
trigger1                = ((GameTime%90) = 0)
helpertype              = normal
ID                      = 8008
;pos                     = 0,0
postype                 = Front
facing                  = IfElse (Random <500, -1, 1)
stateno                 = 8008
ownpal                  = 1
pausemovetime           = 9999


[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Aura Up"
ID = 8000
stateno = 8000
pos = ifelse(random>500,3,ifelse(random>500,-5,15)),0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999



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

;--------------------------------------------------------------------------
;Zanzoken - Start
[StateDef 2100]
type = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 100
poweradd = -500
sprpriority = 2

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S2100,0
volume = 255
channel = 6

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S2100,0
volume = 255
channel = 6

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

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

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

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

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

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

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


[State 0, Pause]
type = Pause
trigger1 = Prevstateno = [130,151]
time = 25
movetime = 25

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

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

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

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

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

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

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

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

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

[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = 200,3
volume = 255
channel = 1

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



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

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

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

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

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

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

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 2100,3
volume = 255
channel = 1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = 200,4
volume = 255
channel = 1


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

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

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

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

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

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

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

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

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

[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = 200,5
volume = 255
channel = 1


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

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

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


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

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

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


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

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

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

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

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

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

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