;---------------------------------------------------------------------------;
[Statedef 1099: Dejin Hadouken]
type = A
physics = N
movetype = A
ctrl = 0
velset = ifelse(parent,var(11) = 2,7.2,ifelse(parent,var(11) = 1,6,4)),0
sprpriority = 1
anim = 1197
juggle = 0

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 1099
ignorehitpause = 1

[State 3005,hitby]
type = hitby
trigger1 = 1
time = -1
value = SCA,NP,SP,HP
ignorehitpause  = 1

[State 3005, hitvar]
type = varadd
trigger1 = !time
var(30) = 1

;[State 3005, vel]
;type = velset
;trigger1 = 1
;x = 3

[State 3005, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = !numexplod(3001)
trigger1 = !time
anim =  1196
ID = 3001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 9999999
supermove
pausemove
scale = .85,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 0, Explod]
type = Explod
;triggerall = p2stateno = [5000,5999]
trigger1 = movehit = 1
anim =  4200 +(random%8)
ID = 7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3005, hit]
type = hitdef
trigger1 = 1
priority = 1,Hit
attr = S,HP
damage = 11,3
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 7,8
sparkno = -1;s(parent,var(1)+10)
sparkxy = -10,0
guard.sparkno  = s4101
hitsound = s1,7
guardsound = S2,1
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,0
ground.cornerpush.veloff = 0
air.velocity = -6,-1
p2facing  = 1
fall = 0
air.fall = 1
fall.recover = 1
getpower = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = 6
palfx.color = 32
;palfx.sinadd        = 40,20,60,8
palfx.mul = 80,80,520
palfx.time = 32
sprpriority = 4
persistent = 1

;[State 0, PosFreeze]
;type = PosFreeze
;trigger1 = movecontact =1
;value = 1

[State 901:destroyself]
type = changestate
trigger1 = frontedgedist <= -150
value = 3002

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = ifelse(var(30)<(ifelse(parent,var(10)=6,5,ifelse(parent,var(10)=7,6,ifelse(parent,var(10)=8,7,8)))),1099,3002)

[State 3005, end]
type = changestate
trigger1 = movehit = 1
value = ifelse(var(30)<(ifelse(parent,var(10)=6,5,ifelse(parent,var(10)=7,6,ifelse(parent,var(10)=8,7,8)))),1099,3002)
;------------------------------------------------------------------
[Statedef 10990: Dejin Arriba]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0, ifelse(parent,var(11) = 2,-8,ifelse(parent,var(11) = 1,-7,-5))
sprpriority = 1
anim = 1199
juggle = 0

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 1099
ignorehitpause = 1

[State 3005,hitby]
type = hitby
trigger1 = 1
time = -1
value = SCA,NP,SP,HP
ignorehitpause  = 1

[State 3005, hitvar]
type = varadd
trigger1 = !time
var(30) = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0; && (numhelper(10901)=0)
helpertype = normal ;player
name = "hadouken2"
ID = 109901
stateno = 109901
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

;[State 3005, vel]
;type = velset
;trigger1 = 1
;x = 3

[State 3005, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, Explod]
type = Explod
;triggerall = p2stateno = [5000,5999]
trigger1 = movehit = 1
anim =  4200 +(random%8)
ID = 7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3005, hit]
type = hitdef
trigger1 = 1
priority = 1,Hit
attr = S,HP
damage = 11,3
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 7,8
sparkno = -1;s(parent,var(1)+10)
sparkxy = -10,0
guard.sparkno  = s4101
hitsound = s1,7
guardsound = S2,1
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,0
ground.cornerpush.veloff = 0
air.velocity = -6,-1
p2facing  = 1
fall = 0
air.fall = 1
fall.recover = 1
getpower = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = 6
palfx.color = 32
;palfx.sinadd        = 40,20,60,8
palfx.mul = 80,80,520
palfx.time = 32
sprpriority = 4
persistent = 1

;[State 0, PosFreeze]
;type = PosFreeze
;trigger1 = movecontact =1
;value = 1

[State 901:destroyself]
type = changestate
trigger1 = time >= 70
value = 3006

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = ifelse(var(30)<(ifelse(parent,var(10)=6,5,ifelse(parent,var(10)=7,6,ifelse(parent,var(10)=8,7,8)))),10990,3006)

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = ifelse(var(30)<(ifelse(parent,var(10)=6,5,ifelse(parent,var(10)=7,6,ifelse(parent,var(10)=8,7,8)))),10990,3006)
;------------------------------------------------------------------------
[Statedef 109901]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1196
sprpriority = 4
velset = 0
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0,-5

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, assert]
type=trans
trigger1= 1
trans=addalpha
alpha=256,256
ignorehitpause=1

[State 7509, spin]
type=angleadd
trigger1= time = 0
value=90

[State 7509, spin]
type=angledraw
trigger1= 1
scale=1,1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent,anim !=1199
;trigger2 = animtime=0

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=1199
;trigger2 = animtime=0
;------------------------------------------------------------------
[Statedef 10991: Dejin Abajo]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0, ifelse(parent,var(11) = 2,8,ifelse(parent,var(11) = 1,7,5))
sprpriority = 1
anim = 1199
juggle = 0

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 1099
ignorehitpause = 1

[State 3005,hitby]
type = hitby
trigger1 = 1
time = -1
value = SCA,NP,SP,HP
ignorehitpause  = 1

[State 3005, hitvar]
type = varadd
trigger1 = !time
var(30) = 1

;[State 3005, vel]
;type = velset
;trigger1 = 1
;x = 3

[State 3005, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = !numexplod(3001)
trigger1 = !time
anim =  11980
ID = 3001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 9999999
supermove
pausemove
scale = 1,.85
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 0, Explod]
type = Explod
;triggerall = p2stateno = [5000,5999]
trigger1 = movehit = 1
anim =  4200 +(random%8)
ID = 7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3005, hit]
type = hitdef
trigger1 = 1
priority = 1,Hit
attr = S,HP
damage = 11,3
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 7,8
sparkno = -1;s(parent,var(1)+10)
sparkxy = -10,0
guard.sparkno  = s4101
hitsound = s1,7
guardsound = S2,1
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,0
ground.cornerpush.veloff = 0
air.velocity = -6,-1
p2facing  = 1
fall = 0
air.fall = 1
fall.recover = 1
getpower = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = 6
palfx.color = 32
;palfx.sinadd        = 40,20,60,8
palfx.mul = 80,80,520
palfx.time = 32
sprpriority = 4
persistent = 1

;[State 0, PosFreeze]
;type = PosFreeze
;trigger1 = movecontact =1
;value = 1

[State 901:destroyself]
type = changestate
trigger1 = time >= 70
value = 3007

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = ifelse(var(30)<(ifelse(parent,var(10)=6,5,ifelse(parent,var(10)=7,6,ifelse(parent,var(10)=8,7,8)))),10991,3007)

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = ifelse(var(30)<(ifelse(parent,var(10)=6,5,ifelse(parent,var(10)=7,6,ifelse(parent,var(10)=8,7,8)))),10991,3007)
;------------------------------------------------------------------
[Statedef 10992: Dejin Diagonal Abajo]
type = A
physics = N
movetype = A
ctrl = 0
velset = ifelse(parent,var(11) = 2,8,ifelse(parent,var(11) = 1,7,5)), ifelse(parent,var(11) = 2,7,ifelse(parent,var(11) = 1,6,4))
sprpriority = 1
anim = 11991
juggle = 0

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 1099
ignorehitpause = 1

[State 3005,hitby]
type = hitby
trigger1 = 1
time = -1
value = SCA,NP,SP,HP
ignorehitpause  = 1

[State 3005, hitvar]
type = varadd
trigger1 = !time
var(30) = 1

[State 3005, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0; && (numhelper(10901)=0)
helpertype = normal ;player
name = "hadouken2"
ID = 109921
stateno = 109921
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =.9
size.yscale =.9

[State 0, Explod]
type = Explod
;triggerall = p2stateno = [5000,5999]
trigger1 = movehit = 1
anim =  4200 +(random%8)
ID = 7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3005, hit]
type = hitdef
trigger1 = 1
priority = 1,Hit
attr = S,HP
damage = 11,3
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 7,8
sparkno = -1;s(parent,var(1)+10)
sparkxy = -10,0
guard.sparkno  = s4101
hitsound = s1,7
guardsound = S2,1
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,0
ground.cornerpush.veloff = 0
air.velocity = -6,-1
p2facing  = 1
fall = 0
air.fall = 1
fall.recover = 1
getpower = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = 6
palfx.color = 32
;palfx.sinadd        = 40,20,60,8
palfx.mul = 80,80,520
palfx.time = 32
sprpriority = 4
persistent = 1

;[State 0, PosFreeze]
;type = PosFreeze
;trigger1 = movecontact =1
;value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = pos y = 0
value = 10994
ctrl = 0

[State 901:destroyself]
type = changestate
trigger1 = time >= 70
value = 3004

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = ifelse(var(30)<(ifelse(parent,var(10)=6,5,ifelse(parent,var(10)=7,6,ifelse(parent,var(10)=8,7,8)))),10992,3004)

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = ifelse(var(30)<(ifelse(parent,var(10)=6,5,ifelse(parent,var(10)=7,6,ifelse(parent,var(10)=8,7,8)))),10992,3004)
;------------------------------------------------------------------------
[Statedef 109921]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1196
sprpriority = 4
velset = 0
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 10,5

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, assert]
type=trans
trigger1= 1
trans=addalpha
alpha=256,256
ignorehitpause=1

[State 7509, spin]
type=angleadd
trigger1= time = 0
value=-35

[State 7509, spin]
type=angledraw
trigger1= 1
scale=1,1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent,anim !=11991
;trigger2 = animtime=0

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=11991
;trigger2 = animtime=0
;------------------------------------------------------------------
[Statedef 10993: Dejin Diagonal Arriba]
type = A
physics = N
movetype = A
ctrl = 0
velset = ifelse(parent,var(11) = 2,8,ifelse(parent,var(11) = 1,7,5)), ifelse(parent,var(11) = 2,-7,ifelse(parent,var(11) = 1,-6,-4))
sprpriority = 1
anim = 11992
juggle = 0

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 1099
ignorehitpause = 1

[State 3005,hitby]
type = hitby
trigger1 = 1
time = -1
value = SCA,NP,SP,HP
ignorehitpause  = 1

[State 3005, hitvar]
type = varadd
trigger1 = !time
var(30) = 1

[State 3005, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0; && (numhelper(10901)=0)
helpertype = normal ;player
name = "hadouken2"
ID = 109931
stateno = 109931
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =.9
size.yscale =.9

[State 0, Explod]
type = Explod
;triggerall = p2stateno = [5000,5999]
trigger1 = movehit = 1
anim =  4200 +(random%8)
ID = 7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3005, hit]
type = hitdef
trigger1 = 1
priority = 1,Hit
attr = S,HP
damage = 11,3
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 7,8
sparkno = -1;s(parent,var(1)+10)
sparkxy = -10,0
guard.sparkno  = s4101
hitsound = s1,7
guardsound = S2,1
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,0
ground.cornerpush.veloff = 0
air.velocity = -6,-1
p2facing  = 1
fall = 0
air.fall = 1
fall.recover = 1
getpower = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = 6
palfx.color = 32
;palfx.sinadd        = 40,20,60,8
palfx.mul = 80,80,520
palfx.time = 32
sprpriority = 4
persistent = 1

;[State 0, PosFreeze]
;type = PosFreeze
;trigger1 = movecontact =1
;value = 1

[State 901:destroyself]
type = changestate
trigger1 = frontedgedist <= -150
value = 3003

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = ifelse(var(30)<(ifelse(parent,var(10)=6,5,ifelse(parent,var(10)=7,6,ifelse(parent,var(10)=8,7,8)))),10993,3003)

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = ifelse(var(30)<(ifelse(parent,var(10)=6,5,ifelse(parent,var(10)=7,6,ifelse(parent,var(10)=8,7,8)))),10993,3003)
;------------------------------------------------------------------------
[Statedef 109931]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1196
sprpriority = 4
velset = 0
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 5,0

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, assert]
type=trans
trigger1= 1
trans=addalpha
alpha=256,256
ignorehitpause=1

[State 7509, spin]
type=angleadd
trigger1= time = 0
value=35

[State 7509, spin]
type=angledraw
trigger1= 1
scale=1,1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent,anim !=11992
;trigger2 = animtime=0

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=11992
;trigger2 = animtime=0
;---------------------------------------------------------------------------;
[Statedef 10994: Dejin Repuken]
type = C
physics = N
movetype = A
ctrl = 0
velset = ifelse(parent,var(11) = 2,7.2,ifelse(parent,var(11) = 1,6,4)),0
sprpriority = 1
anim = 11995
juggle = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3001

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 10994
ignorehitpause = 1

[State 3005,hitby]
type = hitby
trigger1 = 1
time = -1
value = SCA,NP,SP,HP
ignorehitpause  = 1

[State 3005, hitvar]
type = varadd
trigger1 = !time
var(30) = 1

;[State 3005, vel]
;type = velset
;trigger1 = 1
;x = 3

[State 3005, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = !numexplod(11994)
trigger1 = !time
anim =  11994
ID = 11994
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 9999999
supermove
pausemove
scale = 1.2,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 0, Explod]
type = Explod
;triggerall = p2stateno = [5000,5999]
trigger1 = movehit = 1
anim =  4200 +(random%8)
ID = 7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3005, hit]
type = hitdef
trigger1 = 1
priority = 1,Hit
attr = S,HP
damage = 11,3
animtype = Back
hitflag = MAF
guardflag = L
pausetime = 7,8
sparkno = -1;s4200+(random%8)
sparkxy = -10,0
guard.sparkno  = s4101
hitsound = s1,7
guardsound = S1,11
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,0
ground.cornerpush.veloff = 0
air.velocity = -6,-1
p2facing  = 1
fall = 0
air.fall = 1
fall.recover = 1
getpower = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = 6
palfx.color = 32
;palfx.sinadd        = 40,20,60,8
palfx.mul = 80,80,520
palfx.time = 32
sprpriority = 4
persistent = 1

[State 901:destroyself]
type = changestate
trigger1 = frontedgedist <= -150
value = 109944

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = ifelse(var(30)<(ifelse(parent,var(10)=6,5,ifelse(parent,var(10)=7,6,ifelse(parent,var(10)=8,7,8)))),10994,109944)

[State 3005, end]
type = changestate
trigger1 = movehit = 1
value = ifelse(var(30)<(ifelse(parent,var(10)=6,5,ifelse(parent,var(10)=7,6,ifelse(parent,var(10)=8,7,8)))),10994,109944)
;--------------------------------------------------------------------
;Dejin repuken final
[Statedef 109944: Repuken final]
type = S
movetype = I
physics = S
juggle = 0
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0

[state 0, 1]
type = removeexplod
trigger1 = 1
id = 11994

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 11996
ID = 3002
pos = 10,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time = 1

