;----------------------------------------------------------
;shin hadoken1
[Statedef 3001:Shinkuu Hadouken]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 1
poweradd = 0
anim = 3001

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 3001
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(11) = 1

[State 3005, vel]
type = velset
trigger1 = 1
x = 13

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

[State 0, Explod]
type = Explod
triggerall = !numexplod(3001)
trigger1 = !time
anim =  3009
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 = 1.2,1.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
persistent = 1

[State 3005, hit]
type = hitdef
trigger1 = 1
priority = 6,Hit
attr = S,HP
damage = 22
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = s4200+(random%8)
sparkxy = -10,0
guard.sparkno  = s4101
hitsound = s1,9
guardsound = S2,1
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,-4
ground.cornerpush.veloff = 0
air.velocity = -6,-4
p2facing  = 1
fall = 1
fall.recover = 0
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(11)<(ifelse(parent,var(10)=0,8,ifelse(parent,var(10)=1,9,10))),3001,3002)

[State 3005, end]
type = changestate
trigger1 = movehit = 1
value= ifelse(var(11)<(ifelse(parent,var(10)=0,8,ifelse(parent,var(10)=1,9,10))),3001,3002)
;----------------------------------------------------------
;shin hadoken lvl2
[Statedef 3005:Shinkuu Hadouken2]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 1
anim = 3001

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1100,0
volume = 200
channel = -1

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 3001
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(11) = 1

[State 3005, vel]
type = velset
trigger1 = 1
x = 13

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

[State 0, Explod]
type = Explod
triggerall = !numexplod(3001)
trigger1 = !time
anim = 7002
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 = 1.2,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
persistent = 1

[State 3005, hit]
type = hitdef
trigger1 = 1
priority = 6,Hit
attr = S,HP
damage = 24,2
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = s4200+(random%8)
sparkxy = -10,0
guard.sparkno  = s4101
hitsound = s1,9
guardsound = S2,1
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,-4
ground.cornerpush.veloff = 0
air.velocity = -6,-4
p2facing  = 1
fall = 1
fall.recover = 0
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(11)<(ifelse(parent,var(10)=5,8,ifelse(parent,var(10)=6,10,15))),3005,3002)

[State 3005, end]
type = changestate
trigger1 = movehit = 1
value= ifelse(var(11)<(ifelse(parent,var(10)=5,8,ifelse(parent,var(10)=6,10,15))),3005,3002)
;------------------------------------------------------------------
;shin hadouken lvl 3
[StateDef 3021:shinkuu hadouken3]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3021
poweradd = 0
sprpriority = 3

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
;facing = 0
pos = 78,-66
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = parent,stateno = 3020
anim = 9998
ID = 9998
pos = 0,0
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove  = 9999
pausemove = 9999
scale = 1,1
sprpriority = -8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

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

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

[State 0, Explod]
type = Explod
trigger1 = movehit = 1
anim =  4200 +(random%8)
ID = 7000
pos = 0,-70
postype = p2  ;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 0, Explod]
type = Explod
trigger1 = moveguarded = 1
anim =  4101
ID = 7000
pos = 10,-50
postype = p2  ;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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1000,0
volume = 0
channel = 8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1000,0
volume = 0
channel = 8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S2000,2
volume = 0
channel = 3

[State 0, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem =10
trigger11= animelem = 11
trigger12 = animelem =12
trigger13 = animelem =13
trigger14= animelem = 14
trigger15= animelem = 15
trigger16= animelem = 16
trigger17= animelem = 17
trigger18= animelem = 18
trigger19= animelem = 19
trigger20= animelem = 20
trigger21= animelem = 21
trigger22= animelem = 22
trigger23= animelem = 23
trigger24= animelem = 24
trigger25= animelem = 25
attr = S, HP
damage = 22,2;ifelse((parent,var(19)=1),96,26),5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime =1,1
sparkno = -1
sparkxy = -10, -76
guard.sparkno = -1
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -15,-5
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -15,ifelse(p2bodydist y < 10,2,-.2);-.2
air.hittime = 12
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = -9
envshake.freq = 60

[State 0, end]
type = destroyself
trigger1 = animTime = 0
trigger2 = parent,stateno != 3020
;---------------------------------------------------------------------------;
[Statedef 3002]
type = S
movetype = I
physics = S
juggle = 1
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[state 0, 1]
type = removeexplod
trigger1 = 1
id = 3001

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7001
ID = 3002
pos = -10,-7
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 = 3
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
;----------------------------------------------------------
;shin hadoken1  diagonal arriba
[Statedef 3032:S.H. Diagonal arriba]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 1
anim = 3038

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 3032
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(11) = 1

[State 3005, vel]
type = velset
trigger1 = 1
x = 13
y = -8

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

[State 0, Explod]
type = Explod
triggerall = !numexplod(3001)
trigger1 = !time
anim =  3031
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 = 1.1,1.1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
persistent = 1

[State 3005, hit]
type = hitdef
trigger1 = 1
priority = 6,Hit
attr = S,HP
damage = 22,5
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = s4200+(random%8)
sparkxy = -10,0
guard.sparkno  = s4101
hitsound = s1,9
guardsound = S2,1
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,-4
ground.cornerpush.veloff = 0
air.velocity = -6,-4
p2facing  = 1
fall = 1
fall.recover = 0
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(11)<(ifelse(parent,var(10)=5,8,ifelse(parent,var(10)=6,10,10))),3032,3003)

[State 3005, end]
type = changestate
trigger1 = movehit = 1
value= ifelse(var(11)<(ifelse(parent,var(10)=5,8,ifelse(parent,var(10)=6,10,10))),3032,3003)
;---------------------------------------------------------------------------;
;final de diagonal arriba
[Statedef 3003]
type = S
movetype = I
physics = S
juggle = 1
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[state 0, 1]
type = removeexplod
trigger1 = 1
id = 3001

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1063
ID = 3002
pos = -10,-7
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 = 3
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
;----------------------------------------------------------
;shin hadoken1  diagonal abajo
[Statedef 3033:S.H. Diagonal abajo]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 1
anim = 3039

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 3033
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(11) = 1

[State 3005, vel]
type = velset
trigger1 = 1
x = 13
y = 8

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

[State 0, Explod]
type = Explod
triggerall = !numexplod(3001)
trigger1 = !time
anim =  3031
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 = 1.1,1.1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
persistent = 1

[State 3005, hit]
type = hitdef
trigger1 = 1
priority = 6,Hit
attr = S,HP
damage = 22,5
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = s4200+(random%8)
sparkxy = -10,0
guard.sparkno  = s4101
hitsound = s1,9
guardsound = S2,1
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,-4
ground.cornerpush.veloff = 0
air.velocity = -6,-4
p2facing  = 1
fall = 1
fall.recover = 0
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 = 30330
ctrl = 0

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

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = ifelse(var(11)<(ifelse(parent,var(10)=0,8,ifelse(parent,var(10)=1,9,10))),3033,3004)

[State 3005, end]
type = changestate
trigger1 = movehit = 1
value= ifelse(var(11)<(ifelse(parent,var(10)=0,8,ifelse(parent,var(10)=1,9,10))),3033,3004)
;----------------------------------------------------------
[Statedef 30330:S.H Diagonal Abajo c.piso lvl1]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 3703
juggle = 0

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2000,2
volume = 0
channel = 5

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 1
time = 8
freq = 60
ampl = -6
phase = 90
persistent = 1
ignorehitpause = 1

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

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movecontact
trigger2 = frontedgebodydist <= 0
id =  7002

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 3001
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(11) = 1

[State 3005, vel]
type = velset
trigger1 != time
y = 0
x = 0

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

[State 0, Explod]
type = Explod
triggerall = p2stateno = [5000,5999]
trigger1 = movehit = 1
anim =  4020 +(random%8)
ID = 7000
pos = 0,-50
postype = p2  ;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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = p2bodydist x = [-40,120]
triggerall = p2bodydist y = [-40,30]
trigger1 = moveguarded = 1
anim =  4101
ID = 7000
pos = 10,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3702
ID = 3702
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 = .85,.85
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0

[State 3005, hit]
type = hitdef
trigger1 =1;animelem = 1
priority = 6,Hit
attr = S,HP
damage = 70,5
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 1,1
sparkno = -1
sparkxy = -10,0
guard.sparkno  = -1
hitsound = s1,7
guardsound = S2,1
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -4,-5
air.velocity = -4,-4
p2facing  = 1
fall = 1
fall.recover = 0
getpower = 0
palfx.color = 32
;palfx.sinadd        = 40,20,60,8
palfx.mul = 80,80,520
palfx.time = 32
sprpriority = 4
persistent = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, Helper]
type = Helper
trigger1 = numhelper(3705) = 0
trigger1 = animelem = 7
helpertype = normal ;player
name = "diagonal contra piso"
ID = 3705
stateno = 30330
pos = 50,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = numhelper(3706) = 0
trigger1 = animelem = 14
helpertype = normal ;player
name = "diagonal contra piso"
ID = 3706
stateno = 30330
pos = 110,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

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

[State 0, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 5

[State 0, DestroySelf]
type = DestroySelf
;trigger1 = !numexplod(3050)
trigger1 = animtime = 0
;---------------------------------------------------------------------------;
;final de diagonal abajo
[Statedef 3004]
type = S
movetype = I
physics = S
juggle = 1
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[state 0, 1]
type = removeexplod
trigger1 = 1
id = 3001

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1063
ID = 3002
pos = -10,-7
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 = 3
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
;----------------------------------------------------------
;shin hadoken1
[Statedef 3034:S.H. Arriba]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 1
anim = 3040

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 3034
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(11) = 1

[State 3005, vel]
type = velset
trigger1 != time
y = -13

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

[State 0, Explod]
type = Explod
triggerall = !numexplod(3001)
trigger1 = !time
anim =  3033
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 = 1.2,1.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
persistent = 1

[State 3005, hit]
type = hitdef
trigger1 = 1
priority = 6,Hit
attr = S,HP
damage = 22,5
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = s4200+(random%8)
sparkxy = -10,0
guard.sparkno  = s4101
hitsound = s1,9
guardsound = S2,1
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,-4
ground.cornerpush.veloff = 0
air.velocity = -6,-4
p2facing  = 1
fall = 1
fall.recover = 0
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(11)<(ifelse(parent,var(10)=5,8,ifelse(parent,var(10)=6,10,10))),3034,3006)

[State 3005, end]
type = changestate
trigger1 = movehit = 1
value= ifelse(var(11)<(ifelse(parent,var(10)=5,8,ifelse(parent,var(10)=6,10,10))),3034,3006)
;---------------------------------------------------------------------------;
;final de arriba
[Statedef 3006]
type = S
movetype = I
physics = S
juggle = 1
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[state 0, 1]
type = removeexplod
trigger1 = 1
id = 3001

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 3046
ID = 3002
pos = -10,-7
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 = 3
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
;----------------------------------------------------------
;shin hadoken1
[Statedef 3035:S.H. Abajo]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 1
anim = 3041

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 3035
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(11) = 1

[State 3005, vel]
type = velset
trigger1 != time
y = 13

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

[State 0, Explod]
type = Explod
triggerall = !numexplod(3001)
trigger1 = !time
anim =  3033
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 = 1.2,1.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
persistent = 1

[State 3005, hit]
type = hitdef
trigger1 = 1
priority = 6,Hit
attr = S,HP
damage = 22,5
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = s4200+(random%8)
sparkxy = -10,0
guard.sparkno  = s4101
hitsound = s1,9
guardsound = S2,1
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,-4
ground.cornerpush.veloff = 0
air.velocity = -6,-4
p2facing  = 1
fall = 1
fall.recover = 0
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 = 3038
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = ifelse(var(11)<(ifelse(parent,var(10)=5,8,ifelse(parent,var(10)=6,10,10))),3035,3007)

[State 3005, end]
type = changestate
trigger1 = movehit = 1
value= ifelse(var(11)<(ifelse(parent,var(10)=5,8,ifelse(parent,var(10)=6,10,10))),3035,3007)
;----------------------------------------------------------
[Statedef 3038:S.H Abajo c.piso lvl1]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 1195

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2000,2
volume = 0
channel = 5

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 1
time = 8
freq = 60
ampl = -6
phase = 90
persistent = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 30006
ID =  30006
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 = 99999
pausemove = 99999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

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

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movecontact
trigger2 = frontedgebodydist <= 0
id =  7002

[State 3005, hitoverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 3001
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(11) = 1

[State 3005, vel]
type = velset
trigger1 != time
y = 0
x = 0

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

[State 0, Explod]
type = Explod
triggerall = p2stateno = [5000,5999]
trigger1 = movehit = 1
anim =  4020 +(random%8)
ID = 7000
pos = 0,-50
postype = p2  ;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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = p2bodydist x = [-40,120]
triggerall = p2bodydist y = [-40,30]
trigger1 = moveguarded = 1
anim =  4101
ID = 7000
pos = 10,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 3005, hit]
type = hitdef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
priority = 6,Hit
attr = S,HP
damage = 37,5
animtype = Back
hitflag = MAFD
guardflag = MA
pausetime = 1,1
sparkno = -1
sparkxy = -10,0
guard.sparkno  = -1
hitsound = s1,7
guardsound = S2,1
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
ground.velocity = 0,-8
air.velocity = 0,-7
p2facing  = 1
fall = 1
fall.recover = 0
getpower = 0
palfx.color = 32
;palfx.sinadd        = 40,20,60,8
palfx.mul = 80,80,520
palfx.time = 32
sprpriority = 4
persistent = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

[State 0, DestroySelf]
type = DestroySelf
;trigger1 = !numexplod(3050)
trigger1 = animtime = 0
;---------------------------------------------------------------------------;
;final de abajo
[Statedef 3007]
type = S
movetype = I
physics = S
juggle = 1
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[state 0, 1]
type = removeexplod
trigger1 = 1
id = 3001

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 3046
ID = 3002
pos = -10,-7
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 = 3
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
;-----------------------------------------------------------------
[Statedef 3064: Super Gou Hadouken]
type = S
movetype = A
physics  = N
ctrl = 0
anim = 71010
sprpriority = 3
velset = 7.5,5.7
juggle = 0
poweradd = 0

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1100,0
volume = 200
channel = -1

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

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

[State 901:NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 901:HitBy]
type = HitBy
trigger1 = Time >= 0
value  = SCA,AP
time  = 1
ignorehitpause = 1

[State 901:hitoverride]
type = HitOverride
trigger1 = 1
stateno = 1062
attr = SCA,AP
slot = 0
time = -1

[State 1001:hitdef 5]
type = HitDef
Trigger1 = !time
sparkno = s4200+(random%8)
sparkxy = 5,5
guard.sparkno = s4101
attr = S, NA
damage = 30,5
animtype = hard
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 4,12
hitsound = s1,9
guardsound = s2,1
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -2,0
guard.velocity = -10.5
air.velocity = -2, -1
fall = 1
fall.recover = 0
;air.juggle = 2
air.fall = 1
air.recover = 0
envshake.time = 8
envshake.ampl = 2

[State 0, Explod]
type = Explod
triggerall = !numexplod(7103)
trigger1 = !time
anim =  3061
ID = 3061
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 = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movecontact
trigger2 = pos y >= 0
id =  3061

[State 1001: destroyself]
type  = Changestate
;trigger1 = frontedgebodydist <= 1
trigger1  = Movecontact
trigger2 = pos y >= 0
value = 1062

;-------------------------------------------------------------
;tatzumaki jala
[Statedef 3406:tatzumaki jala]
physics=N
velset=0,0
anim=3406

[State 3406, nhb]
type=nothitby
trigger1=1
time=-1
value=SCA

[State 3406, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA
stateno=3406
ignorehitpause=1

[State 3406, bound]
type=screenbound
trigger1=1
value=0

[State 3406, turn]
type=turn
trigger1=(facing=root,facing)

[State 3406, push]
type=playerpush
trigger1=p2bodydist x=[-5,5]
value=1

[State 3406, pos]
type=posset
trigger1=1
y=0

[State 3406, vel]
type=velset
trigger1=rootdist x>=0
x=ifelse((rootdist x=[0,100]),5,ifelse((rootdist x=[100,200]),4,3))

[State 3406, pos]
type=posadd
trigger1=p2bodydist x!=[-5,5]
x=ceil(p2dist x)-enemynear,const(size.ground.back)-5

[State 3406, end]
type=destroyself
trigger1=root,stateno!=3400||(root,anim!=[3400,3401])||root,movecontact

;---------------------------------------------------------------------------
;Dalling kick land
[Statedef 3501]
type = S
physics = S
ctrl = 0
sprpriority = 0
anim = 3503

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  30520

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 1
y = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 != time
;trigger1 = abs(vel x) < 2
;trigger2 = Time = 4
x = 4

[State 3502, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;falling kick echo
[StateDef 3502]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3502
poweradd = 0
sprpriority = 2

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2000,9
volume = 255
channel = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,5
volume = 255
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2000,9
volume = 255
channel = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 =time = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 999

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 1
time = 300
add = 0,-200,-200
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0

[State 0, Helper]
type = Helper
trigger1 = movehit && !numhelper(3503)
helpertype = normal ;player
name = "falling kick echo"
ID = 3503
stateno = 3503
pos = -50,-32
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time = [1,10]
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = time > 10
x = 13.5
y = 12

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

[State 1400, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 79,10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1,30
sparkno = s4200+(random%8)
guard.sparkno = s4101
sparkxy = -20, -10
hitsound = s1,6
guardsound = s2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-10
airguard.velocity = -1.9,-.8
air.type = High
persistent = 0
air.velocity = 0,-10
air.hittime = 12
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
envshake.time = 12
envshake.ampl = 3
;fall.recovertime = 20

[State 3500, end]
type = Destroyself
triggerall = movehit
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) >= 2

[State 3000, end]
type = Destroyself
;triggerall != movehit
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) >= 2
;---------------------------------------------------------------------------
[StateDef 3503]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3502
poweradd = 0
sprpriority = 2

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2000,9
volume = 255
channel = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,5
volume = 255
channel = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 !=time
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 999

[State 0, PalFXWiz]
type = PalFX
trigger1 != time
time = 30
add = 0,-200,-200
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time = [1,10]
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = time > 10
x = 13.5
y = 12

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

[State 1400, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 79,10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s4200+(random%8)
guard.sparkno = s4101
sparkxy = -20, -10
hitsound = s8,5
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-7
airguard.velocity = -1.9,-.8
air.type = High
persistent = 0
air.velocity = 0,-7
air.hittime = 12
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
envshake.time = 12
envshake.ampl = 3
;fall.recovertime = 20

[State 3500, end]
type = Destroyself
triggerall = movehit
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) >= 2

[State 3000, end]
type = Destroyself
;triggerall != movehit
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) >= 2
;--------------------------------------------------------
;ground hit
[StateDef 3705]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3706
poweradd = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S2000,2
volume = 0
channel = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S2000,1
volume = 0
channel = 4

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 1
time = 25
freq = 60
ampl = -11
;phase = 90
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = movehit = 1
anim =  4020 +(random%8)
ID = 7000
pos = 0,-50
postype = p2  ;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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = moveguarded = 1
anim =  4101
ID = 7000
pos = 10,-50
postype = p2  ;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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = p2stateno = [5000,5999]
trigger1 = movehit = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3705, Dampener]
type=attackmulset
trigger1= 1
value=root,fvar(10)
ignorehitpause=1

[State 3700, 1]
type = HitDef
trigger1 = 1
attr = S, NA
damage = 380,40
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 2,2
sparkno = -1;s(var(1)+20)
guard.sparkno = -1;s4101
sparkxy = -7, -140
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -7,-10
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity =-5,-8
air.hittime = 12
persistent = 0
fall = 1
guard.ctrltime = 29
airguard.velocity = -3, -1.5
fall.recover = 0
;envshake.time = 12
;envshake.ampl =4
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, StopSnd]
type = StopSnd
trigger1 = AnimTime = 0
channel = 3

[State 3705, end]
type = Destroyself
trigger1 = AnimTime = 0
;---------------------------------------------------------------
;groundhit explod
[Statedef 3707]
type = S
movetype = I
physics = S
juggle = 1
ctrl = 0
anim = 3704
velset = 0,0
poweradd = 0
sprpriority=3

[State 0, Helper]
type = Helper
trigger1 = time = 0
;trigger1=!animelemtime(19)
helpertype = normal ;player
name = "ground hit explosion2"
ID = 3705
stateno = 3705
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove = 9999
pausemove =9999
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "hitboxes"
ID = 3708
stateno = 3708
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove = 9999
pausemove = 9999

[State 4206, trans]
type=trans
trigger1=1
trans=addalpha
alpha=256,256
ignorehitpause=1

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

[State 0, VarSet]
type = VarSet
trigger1 = parent, stateno != 3700
v = 13    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = parent, stateno = 3700
v = 13    ;fv = 10
value = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, stateno != 3700
;---------------------------------------------------------------
;Hit boxes
[Statedef 3708]
type = S
movetype = I
physics = N
ctrl = 0
anim = 3705
sprpriority=3

[State 0, BindToParent]
type = BindToParent
trigger1 = time = 1
time = 2
pos = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4206, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,NP,SP,HP
stateno=3708
ignorehitpause=1

[State 4206,hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(1) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(2) < 0
value = 3705
elem = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(2) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(3) < 0
value = 3705
elem = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(3) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(4) < 0
value = 3705
elem = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(4) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(5) < 0
value = 3705
elem = 4

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(5) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(6) < 0
value = 3705
elem = 5

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(6) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(7) < 0
value = 3705
elem = 6

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(7) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(8) < 0
value = 3705
elem = 7

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(8) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(9) < 0
value = 3705
elem = 8

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(9) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(10) < 0
value = 3705
elem = 9

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(10) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(11) < 0
value = 3705
elem = 10

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(11) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(12) < 0
value = 3705
elem = 11

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(12) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(13) < 0
value = 3705
elem = 12

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(13) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(14) < 0
value = 3705
elem = 13

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(14) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(15) < 0
value = 3705
elem = 14

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(15) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(16) < 0
value = 3705
elem = 15

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(16) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(17) < 0
value = 3705
elem = 16

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(17) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(18) < 0
value = 3705
elem = 17

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(18) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(19) < 0
value = 3705
elem = 18

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(19) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(20) < 0
value = 3705
elem = 19

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(20) >= 0
trigger1 = parent,stateno = 3707 && parent,animelemtime(21) < 0
value = 3705
elem = 20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 3707 && parent,animelemtime(21) >= 0
value = 3705
elem = 21

[State 901:destroyself]
type = destroyself
trigger1 = parent,var(13) = 0
trigger2 = animtime = 0
