;--------------------------------------------------------------------------
;-|Specials|---------------------------------------------------------------
;--------------------------------------------------------------------------

;Engetsuzan - Dash (Light Ver)
[Statedef 1000,Engetsuzan]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 3                                           
ctrl = 0                         
anim = 1000 
velset = 0,0                      
poweradd = 10                    
sprpriority = 2 


[State 0, VelSet]
type = Velset
triggerall = anim != 1001
trigger1 = animelem = 3
x = 8



[State 0, VelMul]
type = null; VelMul
triggerall =  anim != 1000
trigger1 = animelemtime(3) = 1
x = 1
y = 0
 

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 22
value = 101
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = [12,19]
trigger1 = P2BodyDist X<=75 
value = 1001
ctrl = 0
;-----------------------------------------------------------------------
;Engetsuzan - Attack (Light Ver.)
[Statedef 1001,Engetsuzan]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 2                                           
ctrl = 0                         
anim = 1001                     
poweradd = 10                    
sprpriority = 2 


[State 0, VelSet]
type = VelSet
trigger1 =  animelemtime(1) = 0 && p2statetype != L 
x = 15


[State 0, VelSet]
type = VelSet
trigger1 =  animelemtime(3) = 6
x = 0


[State 0, PlayerPush]
type = PlayerPush
triggerall = AnimElemTime(1)>=2 && AnimElemTime(4)<= 12
trigger1 = 1
value = 0
;ignorehitpause = 
;persistent =

[State 0, Width]
type = Width
trigger1 = p2bodydist X< 0
player = 0,13

[State 0, Width]
type = Width
trigger1 = p2bodydist X< 0
player = 0,25

[State 0, ScreenBound]
type = null; ScreenBound
trigger1 = p2bodydist X< 0
value = 0
movecamera = 30,0
;ignorehitpause = 
;persistent = 




[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA                     
damage = 15, 0                   
animtype = medium                 
guardflag = MA                   
hitflag = MAF                    
priority = 4, Hit                
pausetime = 2, 12               
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 0                 
guardsound = 6, 0                
ground.type = low              
ground.slidetime = 5             
ground.hittime  = 11
;ground.velocity =0,0            
ground.velocity = 6,-5             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = 2,-6           
air.hittime = 15
fall = 1
y.accel = 0.555
ground.cornerpush.veloff = 1

 


 [State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------
;Engetsuzan - Dash (Hard Ver.)
[Statedef 1002,Engetsuzan]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 3                                           
ctrl = 0                         
anim = 1002 
velset = 0,0                      
poweradd = 10                    
sprpriority = 2 


[State 0, VelSet]
type = Velset
triggerall = anim != 1001
trigger1 = animelem = 3
x = 10



[State 0, VelMul]
type = null; VelMul
triggerall =  anim != 1000
trigger1 = animelemtime(3) = 1
x = 1
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 26
value = 101
ctrl = 0

 


[State 0, ChangeState]
type = ChangeState
trigger1 = time = [12,19]
trigger1 = P2BodyDist X<=125 
value = 1003
ctrl = 0


;-----------------------------------------------------------------------
;Engetsuzan - Attack (Hard Version)
[Statedef 1003,Engetsuzan]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 2                                           
ctrl = 0                         
anim = 1003                     
poweradd = 10                    
sprpriority = 2 


[State 0, VelSet]
type = VelSet
trigger1 =  animelemtime(4) = 1
x = 0


[State 0, PlayerPush]
type = null; PlayerPush
triggerall = AnimElemTime(2)>=2 && AnimElemTime(4)<= 12
trigger1 = 1
value = 0
;ignorehitpause = 
;persistent =



[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA                     
damage = 15, 0                   
animtype = Heavy                
guardflag = MA                   
hitflag = MAF                    
priority = 4, Hit                
pausetime = 2, 12                 
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 0                 
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 11            
ground.velocity = 0,-10            
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = 2,-6           
air.hittime = 15
fall = 1
y.accel = 0.355
ground.cornerpush.veloff = 1

 

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

;-------------------------------------------------------------------------
;Gazan - Light  
[Statedef 1010,Gazan]
type    = S                      
movetype= A                      
physics = N                     
juggle  = 2                                           
ctrl = 0                         
anim = 1010 
velset = 0,0                   
poweradd = 10                    
sprpriority = 2 


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



[State 0, VelSet]
type = VelSet
trigger1 =  animelemtime(4) = 0
y = -6
X = 1.1 


[State 0, VelSet]
type = VelSet
trigger1 =  animelemtime(8) = 0
y = 3
X = 1.3




[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA                     
damage = 15, 0                   
animtype = Heavy                
guardflag = HA                   
hitflag = MAF                    
priority = 4, Hit                
pausetime = 2, 9                
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 0                 
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 11            
ground.velocity = -1.77,-8           
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = 0,-5.44        
air.hittime = 15
fall = 1
y.accel = 0.455
ground.cornerpush.veloff = 1


[State 200, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA                     
damage = 15, 0                   
animtype = Heavy                
guardflag = HA                   
hitflag = MAF                    
priority = 4, Hit                
pausetime = 4, 12                 
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 0                 
guardsound = 6, 0                
ground.type             = High
ground.slidetime        = 12
ground.hittime          = 12
ground.velocity         = -12
airguard.velocity       = -3.9,-1
air.type                = High
air.velocity            = -7, 12
air.hittime             = 12
fall                    = 0
air.fall                = 1
getpower                = 95
givepower		        = 0
envshake.time           = 10
envshake.freq           = 120
envshake.ampl           = -2
envshake.phase          = 90
fall.envshake.time      = 10
fall.envshake.freq      = 120
fall.envshake.ampl      = -2
fall.envshake.phase     = 90
yaccel		            = 0.5
 

 [State 0, ChangeState]
type = ChangeState
trigger1 = pos Y>= 0 && animelemtime(8) >= 0
value = 52
ctrl = 1

;------------------------------------------------------------------------
;Gazan - Hard
[Statedef 1011,Gazan]
type    = S                      
movetype= A                      
physics = N
Velset = 0,0                   
juggle  = 2                                           
ctrl = 0                         
anim = 1011                   
poweradd = 10                    
sprpriority = 2 


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



[State 0, VelSet]
type = VelSet
trigger1 =  animelemtime(4) = 0
y = -8.5
X = 2.3

[State 0, VelSet]
type = VelSet
trigger1 =  animelemtime(8) = 0
y = 4.4
X = 2.7




[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA                     
damage = 15, 0                   
animtype = Heavy                
guardflag = HA                   
hitflag = MAF                    
priority = 4, Hit                
pausetime = 2, 9                
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 0                 
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 11            
ground.velocity = -1.77,-9           
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = 0,-5.44        
air.hittime = 15
fall = 1
y.accel = 0.455
ground.cornerpush.veloff = 1


[State 200, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA                     
damage = 15, 0                   
animtype = Heavy                
guardflag = HA                   
hitflag = MAF                    
priority = 4, Hit                
pausetime = 4, 12                 
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 0                 
guardsound = 6, 0                
ground.type             = High
ground.slidetime        = 12
ground.hittime          = 12
ground.velocity         = -12
airguard.velocity       = -3.9,-1
air.type                = High
air.velocity            = -7, 12
air.hittime             = 12
fall                    = 0
air.fall                = 1
getpower                = 95
givepower		        = 0
envshake.time           = 10
envshake.freq           = 120
envshake.ampl           = -2
envshake.phase          = 90
fall.envshake.time      = 10
fall.envshake.freq      = 120
fall.envshake.ampl      = -2
fall.envshake.phase     = 90
yaccel		            = 0.5
 

 [State 0, ChangeState]
type = ChangeState
trigger1 = pos Y>= 0 && animelemtime(8) >= 0
value = 52
ctrl = 1




