; Batsu's constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

; There isn't anything in the Data group you need to change at this point
; in the tutorial. You can leave this group unchanged for now.
[Data]
life = 1000
attack = 100
defence = 500
fall.defence_up = 3
liedown.time = 3
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 10
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

; There are some things in this group that you may want to change.
[Size]
; The next two parameters are the X and Y scale factors of your character's
; sprites. You can leave them at 1 each to keep your sprites at a normal
; size.
xscale = 1
yscale = 1
; Make sure you adjust the width settings below to suit your character.
; These affect how close another character can get to yours. Adjust these
; values and press Ctrl-C in-game. Look at the bar the feet of the
; characters.
ground.back = 7          ;Player width (back, ground)
ground.front = 7         ;Player width (front, ground)
air.back = 7             ;Player width (back, air)
air.front = 7            ;Player width (front, air)
; This is generally fine at 60. Don't make it too big, or other
; characters will have trouble jumping over yours.
height = 60               ;Height of player (for opponent to jump over)
; You can leave the next 3 unchanged.
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
; You can set these accordingly if your character is tall or short.
; Otherwise, these default values should be fine.
head.pos = -5, -90        ;Approximate position of head
mid.pos = -5, -60         ;Approximate position of midsection
; The next 2 parameters don't need to be changed.
shadowoffset = 0
draw.offset = 0,0

; These are the velocities used in various common states that all
; characters have. Adjust these to suit your character.
[Velocity]
walk.fwd  = 2.4           ;Walk forward
walk.back = -2.2          ;Walk backward
run.fwd  = 4.6, 0         ;Run forward (x, y) (y should be 0)
run.back = -4.5,-3.8      ;Hop backward (x, y)
jump.neu = 0,-8.4         ;Neutral jumping velocity (x, y)
jump.back = -2.55         ;Jump back Speed (x, y)
jump.fwd = 2.5            ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

; These are miscellaneous variables used for movement. Set
; accordingly.
[Movement]
airjump.num = 5           ;Number of air jumps allowed (opt)
airjump.height = 35       ;Minimum distance from ground before you
                          ;can air jump (opt)
yaccel = .44              ;Vertical acceleration
stand.friction = .85      ;Friction coefficient when standing
crouch.friction = .82     ;Friction coefficient when crouchingcrouching

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, ex]
type = explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
anim = 1201
ID = 1201
sprpriority = 5
bindtime = -1
ownpal = 1

[State 191, ex]
type = explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 8
trigger3 = AnimElem = 8
anim = 3003
ID = 3003
sprpriority = 5
bindtime = -1
ownpal = 1

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 15,0


[State 191, Snd 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 12,0

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

; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 15,0

[State 195, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 12,2

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose 1 - YOSHA!
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = 181
time = 1

[State 181, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 15,0

[State 181, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 12,3
;---------------------------------------------------------------------------

; Stand Light Punch
; CNS difficulty: easy
[Statedef 7]
anim = 7
ctrl = 0       
type = S       ;*** Add this line ***
movetype = A   
physics = S    ;*** Add this line ***
velset = 0,0    

[State 200, HitDef]
type = HitDef
trigger1 = Time = 0    ;Activate at time = 0 (start of state)
attr = S, NA           ;Attributes of the HitDef (explained later)
damage = 30            ;Damage points to deal
guardflag = MA         
pausetime = 4,12      ;*** Add this line ***
hitsound = s11,1         ;*** Add this line ***
guardsound = 6,0       ;*** Add this line ***
sparkxy = 0,-70        ;*** Add this line ***
animtype = Medium      
ground.type = High     ;*** Add this line ***
ground.slidetime = 10  ;*** Add this line ***
ground.hittime  = 12   ;*** Add this line ***
ground.velocity = -5   ;*** Add this line ***
air.velocity = -2,-3   ;*** Add this line ***

[State 7, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1       

[State 7, 1]
type = PlaySnd
trigger1 = Time = 1
value = 5, 0

[State 7, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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

; Standing strong punch
; CNS difficulty: easy
; Note the width controller. It makes KFM's push box larger, so he doesn't
; stand so close to the opponent. Hit Ctrl-C and look at the red bar at his
; feet.
; The sprpriority for this state is at -1, instead of the usual 2 for
; attacks. This makes KFM appear behind the opponent initially.
; The SprPriority controller in [State 210, 4] brings KFM to the front when
; his arm has swung over.
; To stop KFM from pausing in his swing frame, there is a ChangeAnim in
; [State 210, 3] that detects if the hit has come in contact with the
; opponent during that frame, and switches to the next animation element
; (notice the elem=6 parameter). If you don't see what I mean, try commenting
; out that controller, then hit someone with this attack.
[Statedef 8]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 8
sprpriority = -1

[State 8, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

[State 8, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 8, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 4,12
sparkno = 1
sparkxy = -10,-70
hitsound   = s11,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 8, 3]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 8
elem = 6

[State 8, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 8, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 15]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 15
sprpriority = 2

[State 15, 1]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 15, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 4,12
sparkno = 0
sparkxy = -10,-37
hitsound   = s11,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 15, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 4,12
sparkno = 1
sparkxy = -10,-60
hitsound   = s11,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 240, 3]
type = PosAdd
trigger1 = AnimElem = 3
x = 12

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 2,8
sparkno = 0
sparkxy = -10,-58
hitsound   = s11,1
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 4,8
sparkno = 1
sparkxy = -5,-35
hitsound   = s11,1
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 630, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

;----------------------------------------------------------------------------
;Guts Bullet_x
[Statedef 1000]
type = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[state 1000, 5]
type = PalFX
trigger1 = time = [3, 5];[8,11]
add = 40,60,60 
time = 1

[state 1000, 6]
type = PalFX
trigger1 = time = [6, 7];[12,14]
add = 80,120,120 
time = 1

[state 1000, 7]
type = PalFX
trigger1 = time = [8, 9];[15,17]
add = 120,180,180 
time = 1

[state 1000, 8]
type = PalFX
trigger1 = time = [10, 11];[18,20]
add = 160,240,240 
time = 1

[state 1000, 9]
type = PalFX
trigger1 = time = 12;21
add = 120,180,180 
time = 1

[state 1000, 10]
type = PalFX
trigger1 = time = 13;22
add = 40,60,60 
time = 1

[State 210, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 11, 0 

[State 630, 1] 
type = PlaySnd
trigger1 = Animelem = 2
value = 15, 0

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1001
projhitanim = 1002
offset = 43, -10
velocity = 3.5, 0
ownpal = 1
;projremovetime = 25
; HitDef part of projectile info
attr = S, SP
damage = 65, 10
animtype = heavy
pausetime = 0,12
sparkno = 0                   
sparkxy = 10,-18
guard.sparkno = S8000
hitsound = s11,9
guardflag = MA
hitflag = MA
guardsound = s120,0
ground.type = high
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
air.recover = 0
fall.recover = 0
palfx.time = 31
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

[State 1000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Guts Bullet_z
[Statedef 1010]
type = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[state 1010, 5]
type = PalFX
trigger1 = time = [3, 5]
add = 40,60,60 
time = 1

[state 1010, 6]
type = PalFX
trigger1 = time = [6, 7]
add = 80,120,120 
time = 1

[state 1010, 7]
type = PalFX
trigger1 = time = [8, 9]
add = 120,180,180 
time = 1

[state 1010, 8]
type = PalFX
trigger1 = time = [10, 11]
add = 160,240,240 
time = 1

[state 1010, 9]
type = PalFX
trigger1 = time = 12
add = 120,180,180 
time = 1

[state 1010, 10]
type = PalFX
trigger1 = time = 13
add = 40,60,60 
time = 1

[State 210, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 11, 0 

[State 630, 1] 
type = PlaySnd
trigger1 = Animelem = 3
value = 15, 0 

[State 1010, 2]
type = Projectile
trigger1 = AnimElem = 2
trigger2 = AnimElem = 2
projanim = 1001
projhitanim = 1002
offset = 43, -10
velocity = 5.5, 0
;projremovetime = 15
; HitDef part of projectile info
attr = S, SP
damage = 75, 13
animtype = heavy
pausetime = 0,12
sparkno = 1                  
sparkxy = 10,-18
guard.sparkno = S8000
hitsound = s11,8
guardflag = MA
hitflag = MA
guardsound = s120,0
ground.type = high
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
air.recover = 0
fall.recover = 0
palfx.time = 31
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

[State 1010, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;Guts Upper_x
[Statedef 3001]
type    = S
movetype= A
physics = S
anim = 3001
ctrl = 0

[state 3001, 5]
type = PalFX
trigger1 = time = [3, 5]
add = 120,95,30 
time = 1

[state 3001, 6]
type = PalFX
trigger1 = time = [6, 7]
add = 160,128,41 
time = 1

[state 3001, 7]
type = PalFX
trigger1 = time = [8, 9]
add = 200,160,51 
time = 1

[state 3001, 8]
type = PalFX
trigger1 = time = [10, 11]
add = 240,62,94 
time = 1

[state 3001, 9]
type = PalFX
trigger1 = time = 12
add = 200,160,51 
time = 1

[state 3001, 10]
type = PalFX
trigger1 = time = 13
add = 120,95,30 
time = 1

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 5
value = 11,5

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 4
value = 16,0

[State 3001, Explode]
type = Explod
trigger1 = AnimElem = 5
anim = 3002
ID = 3002
sprpriority = 5
bindtime = -1
ownpal = 1

[State 3001]
type = VelSet
trigger1 = Time = 1
x = 7
y = 0

[State 3001, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 40,10
animtype = Heavy
getpower = 50
givepower = 15
hitflag = MA
pausetime = 4,10
sparkno = 0                    
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s11,6
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,-7
air.velocity = -4.5,-7
fall = 1
air.fall = 1
palfx.time = 31
palfx.add = 220,95,30
palfx.mul = 240,190,60
palfx.sinadd = 80, 80, 80, 5

[State 3001, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;Guts Upper_z
[Statedef 3003]
type    = S
movetype= A
physics = S
anim = 3003
ctrl = 0

[state 3003, 5]
type = PalFX
trigger1 = time = [3, 5]
add = 120,95,30 
time = 1

[state 3003, 6]
type = PalFX
trigger1 = time = [6, 7]
add = 160,128,41 
time = 1

[state 3003, 7]
type = PalFX
trigger1 = time = [8, 9]
add = 200,160,51 
time = 1

[state 3003, 9]
type = PalFX
trigger1 = time = [10, 11]
add = 240,62,94 
time = 1

[state 3003, 10]
type = PalFX
trigger1 = time = 12
add = 200,160,51 
time = 1

[state 3003, 11]
type = PalFX
trigger1 = time = 13
add = 120,95,30 
time = 1

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 5
value = 11,5

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 4
value = 16,0

[State 3003, Explode]
type = Explod
trigger1 = AnimElem = 5
anim = 3002
ID = 3002
sprpriority = 5
bindtime = -1
ownpal = 1

[State 3003]
type = VelSet
trigger1 = Time = 1
x = 10
y = 0

[State 3003, HitDef]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 5
attr = S, SA
damage = 40,10
animtype = Heavy
getpower = 50
givepower = 15
hitflag = MA
pausetime = 4,10
sparkno = 1                   
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s11,7
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,-7
air.velocity = -4.5,-7
fall = 1
air.fall = 1
palfx.time = 31
palfx.add = 220,95,30
palfx.mul = 240,190,60
palfx.sinadd = 80, 80, 80, 5

[State 3003, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
ShinKuu Kick_a
[Statedef 1019]
type    = S
movetype= A
physics = S
anim = 1019
ctrl = 0

[state 1010, 5]
type = PalFX
trigger1 = time = [3, 5]
add = 40,60,60 
time = 1

[state 1010, 6]
type = PalFX
trigger1 = time = [6, 7]
add = 80,120,120 
time = 1

[state 1010, 7]
type = PalFX
trigger1 = time = [8, 9]
add = 120,180,180 
time = 1

[state 1010, 8]
type = PalFX
trigger1 = time = [10, 11]
add = 160,240,240 
time = 1

[state 1010, 9]
type = PalFX
trigger1 = time = 12
add = 120,180,180 
time = 1

[state 1010, 10]
type = PalFX
trigger1 = time = 13
add = 40,60,60 
time = 1

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 11,3

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 1
value = 15,0

[State 1019, Explode]
type = Explod
trigger1 = AnimElem = 2
anim = 1020
ID = 1020
sprpriority = 5
bindtime = -1
ownpal = 1

[State 1019, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 40,10
animtype = Heavy
getpower = 50
givepower = 15
guardflag = M
hitflag = MA
pausetime = 4,10
sparkno = 0                    
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s11,1
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,-7
air.velocity = -4.5,-7
fall = 1
air.fall = 1
value = push_flag
palfx.time = 31
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

[State 1019]
type = VelSet
trigger1 = Time = 1
x = 25
y = 0



[State 1019, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
ShinKuu Kick_c
[Statedef 1011]
type    = S
movetype= A
physics = S
anim = 1011
ctrl = 0
  
[state 1010, 5]
type = PalFX
trigger1 = time = [3, 5]
add = 40,60,60 
time = 1

[state 1010, 6]
type = PalFX
trigger1 = time = [6, 7]
add = 80,120,120 
time = 1

[state 1010, 7]
type = PalFX
trigger1 = time = [8, 9]
add = 120,180,180 
time = 1

[state 1010, 8]
type = PalFX
trigger1 = time = [10, 11]
add = 160,240,240 
time = 1

[state 1010, 9]
type = PalFX
trigger1 = time = 12
add = 120,180,180 
time = 1

[state 1010, 10]
type = PalFX
trigger1 = time = 13
add = 40,60,60 
time = 1

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 11,4

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 1
value = 15,0

[State 1011, Explode]
type = Explod
trigger1 = AnimElem = 2
anim = 1020
ID = 1020
sprpriority = 5
bindtime = -1
ownpal = 1

[State 1011]
type = VelSet
trigger1 = Time = 1
x = 35
y = 0

[State 1011, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 2
attr = S, SA
damage = 40,10
animtype = Heavy
getpower = 50
givepower = 15
guardflag = M
hitflag = MA
pausetime = 4,10
sparkno = 1                    
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s12,1
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,-7
air.velocity = -4.5,-7
fall = 1
air.fall = 1
palfx.time = 31
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

[State 1011, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
;Deijin Thunder
[Statedef 1111]
type    = S
movetype= A
physics = S
anim = 1111
ctrl = 0

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
value = 11,5

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 3
value = 16,0

[State 1111, Explode]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
anim = 1201
ID = 1201
sprpriority = 5
bindtime = -1
ownpal = 1

[State 1111, 1]
type = VelSet
trigger1 = Time = 1
x = 7
y = -7

[State 1111, 2]
type = Velset
trigger1 = AnimElem = 4
x = 7
y = 7

[State 1111, 3]
type = Velset
trigger1 = AnimElem = 4
x = 7
y = 7

[State 1111, 4]
type = Velset
trigger1 = AnimElem = 4
x = 7
y = 7

[State 1111, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S,SA
damage = 40,10
animtype = Heavy
getpower = 50
givepower = 15
hitflag = MA
pausetime = 4,10
sparkno = 1                   
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s11,7
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3
air.velocity = -4.5
fall = 1
air.fall = 1

[State 1111, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S,SA
damage = 40,10
animtype = Heavy
getpower = 50
givepower = 15
hitflag = MA
pausetime = 4,10
sparkno = 1                   
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s11,7
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,15
air.velocity = -4.5,15
fall = 1
air.fall = 1
palfx.time = 31
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

[State 1111, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------
;Deijin Thunder 2
[Statedef 1112]
type    = S
movetype= A
physics = S
anim = 1111
ctrl = 0

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 4
value = 11,5

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 4
value = 16,0

[State 1112, Explode]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
anim = 1201
ID = 1201
sprpriority = 5
bindtime = -1
ownpal = 1

[State 1112]
type = VelSet
trigger1 = Time = 1
x = 10
y = -10

[State 1112, 2]
type = Velset
trigger1 = AnimElem = 4
x = 10
y = 10

[State 1112, 3]
type = Velset
trigger1 = AnimElem = 4
x = 10
y = 10

[State 1112, 4]
type = Velset
trigger1 = AnimElem = 4
x = 10
y = 10

[State 1112, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S,SA
damage = 40,10
animtype = Heavy
getpower = 50
givepower = 15
hitflag = MA
pausetime = 4,10
sparkno = 1                   
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s11,7
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3
air.velocity = -4.5
fall = 1
air.fall = 1

[State 1112, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S,SA
damage = 40,10
animtype = Heavy
getpower = 50
givepower = 15
hitflag = MA
pausetime = 4,10
sparkno = 1                   
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s11,7
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,15
air.velocity = -5,15
fall = 1
air.fall = 1
palfx.time = 31
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

[State 1112, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------
;---------------------------------------------------------------------
;Deijin Thunder Air
[Statedef 1113]
type    = A
movetype= A
physics = A
anim = 1111
ctrl = 0

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
value = 11,5

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 3
value = 16,0

[State 1113, Explode]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
anim = 1201
ID = 1201
sprpriority = 5
bindtime = -1
ownpal = 1

[State 1113, 1]
type = VelSet
trigger1 = Time = 1
x = 0
y = 0

[State 1113, 2]
type = Velset
trigger1 = AnimElem = 3
x = 7
y = 7

[State 1113, 3]
type = Velset
trigger1 = AnimElem = 4
x = 7
y = 7

[State 1113, 4]
type = Velset
trigger1 = AnimElem = 4
x = 7
y = 7

[State 1113, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,SA
damage = 40,10
animtype = Heavy
getpower = 50
givepower = 15
hitflag = MA
pausetime = 4,10
sparkno = 1                   
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s11,7
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3
air.velocity = -4.5
fall = 1
air.fall = 1

[State 1113, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = A,SA
damage = 40,10
animtype = Heavy
getpower = 50
givepower = 15
hitflag = MA
pausetime = 4,10
sparkno = 1                   
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s11,7
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,15
air.velocity = -4.5,15
fall = 1
air.fall = 1
palfx.time = 31
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

[State 1113, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------
;Deijin Thunder 2 Air
[Statedef 1114]
type    = A
movetype= A
physics = A
anim = 1111
ctrl = 0

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 4
value = 11,5

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 4
value = 16,0

[State 1114, Explode]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
anim = 1201
ID = 1201
sprpriority = 5
bindtime = -1
ownpal = 1

[State 1114]
type = VelSet
trigger1 = Time = 1
x = 0
y = 0

[State 1114, 2]
type = Velset
trigger1 = AnimElem = 3
x = 10
y = 10

[State 1114, 3]
type = Velset
trigger1 = AnimElem = 4
x = 10
y = 10

[State 1114, 4]
type = Velset
trigger1 = AnimElem = 4
x = 10
y = 10

[State 1114, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,SA
damage = 40,10
animtype = Heavy
getpower = 50
givepower = 15
hitflag = MA
pausetime = 4,10
sparkno = 1                   
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s11,7
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3
air.velocity = -4.5
fall = 1
air.fall = 1

[State 1114, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = A,SA
damage = 40,10
animtype = Heavy
getpower = 50
givepower = 15
hitflag = MA
pausetime = 4,10
sparkno = 1                   
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s11,7
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,15
air.velocity = -5,15
fall = 1
air.fall = 1
palfx.time = 31
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

[State 1114, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
ShinKuu Bullet 
[statedef 1115]
type = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
velset = 0
anim = 1000

[State 1115, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 25, -57
anim = 30
sound = s12,2
poweradd = -1000

[State 1115, Super B]
type = AfterImage
trigger1 = AnimElem = 2
time = 2

[State 1115, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 1115, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 11

[State 1115, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(14) < 0
value2 = C, NA
time = 1

[state 1115, 5]
type = PalFX
trigger1 = time = [3, 5];[8,11]
add = 40,60,60 
time = 1

[state 1115, 6]
type = PalFX
trigger1 = time = [6, 7];[12,14]
add = 80,120,120 
time = 1

[state 1115, 7]
type = PalFX
trigger1 = time = [8, 9];[15,17]
add = 120,180,180 
time = 1

[state 1115, 8]
type = PalFX
trigger1 = time = [10, 11];[18,20]
add = 160,240,240 
time = 1

[state 1115, 9]
type = PalFX
trigger1 = time = 12;21
add = 120,180,180 
time = 1

[state 1115, 10]
type = PalFX
trigger1 = time = 13;22
add = 40,60,60 
time = 1

[State 210, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12, 1 

[State 630, 1] 
type = PlaySnd
trigger1 = Animelem = 2
value = 15, 0

[State 1115, 2]
type = Projectile
trigger1 = AnimElem = 2 
projanim = 1001
projhitanim = 1002
offset = 43, -10
velocity = 10
projhits = 2
projpriority = 3
; HitDef part of projectile info
attr = S,HA
damage = 45, 10
animtype = heavy
pausetime = 4,0
sparkno = S6000                   
sparkxy = 10,-18
guard.sparkno = S8000
hitsound = s12,1
guardflag = M
hitflag = MAF
guardsound = s120,0
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -35
air.animtype = Back
air.velocity = -25,-3
air.juggle = 3
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
palfx.time = 31
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

[State 1115, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Reppuu Upper
[Statedef 1116]
type    = S
movetype= A
physics = S
anim = 3003
ctrl = 0

[State 1116, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 25, -57
anim = 30
sound = s12,2
poweradd = -1000

[State 1116, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 1116, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 1116, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 11

[State 1116, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(14) < 0
value2 = C, NA
time = 1

[state 1116, 5]
type = PalFX
trigger1 = time = [3, 5]
add = 120,95,30 
time = 1

[state 1116, 6]
type = PalFX
trigger1 = time = [6, 7]
add = 160,128,41 
time = 1

[state 1116, 7]
type = PalFX
trigger1 = time = [8, 9]
add = 200,160,51 
time = 1

[state 1116, 9]
type = PalFX
trigger1 = time = [10, 11]
add = 240,62,94 
time = 1

[state 1116, 10]
type = PalFX
trigger1 = time = 12
add = 200,160,51 
time = 1

[state 1116, 11]
type = PalFX
trigger1 = time = 13
add = 120,95,30 
time = 1

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 5
value = 11,5

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 4
value = 16,0

[State 1116, Explode]
type = Explod
trigger1 = AnimElem = 5
anim = 3002
ID = 3002
sprpriority = 5
bindtime = -1
ownpal = 1

[State 1116]
type = VelSet
trigger1 = Time = 1
x = 25
y = 0

[State 1116, HitDef]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 5
attr = S,HA
damage = 40,10
animtype = Heavy
getpower = 50
givepower = 15
hitflag = MA
pausetime = 4,10
sparkno = 1                   
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s11,7
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 0,-18
air.velocity = 0,-18
fall = 1
air.fall = 1
palfx.time = 31
palfx.add = 220,95,30
palfx.mul = 240,190,60
palfx.sinadd = 80, 80, 80, 5

[State 1116, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
JinRai Kick
[Statedef 1117]
type    = S
movetype= A
physics = S
anim = 1011
ctrl = 0

[State 1117, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 25, -57
anim = 30
sound = s12,2
poweradd = -1000

[State 1117, Super B]
type = AfterImage
trigger1 = AnimElem = 2
time = 2

[State 1117, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 1117, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 11

[State 1117, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(14) < 0
value2 = C, NA
time = 1
  
[state 1117, 5]
type = PalFX
trigger1 = time = [3, 5]
add = 40,60,60 
time = 1

[state 1117, 6]
type = PalFX
trigger1 = time = [6, 7]
add = 80,120,120 
time = 1

[state 1117, 7]
type = PalFX
trigger1 = time = [8, 9]
add = 120,180,180 
time = 1

[state 1117, 8]
type = PalFX
trigger1 = time = [10, 11]
add = 160,240,240 
time = 1

[state 1117, 9]
type = PalFX
trigger1 = time = 12
add = 120,180,180 
time = 1

[state 1117, 10]
type = PalFX
trigger1 = time = 13
add = 40,60,60 
time = 1

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 11,4

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 1
value = 15,0

[State 1117, Explode]
type = Explod
trigger1 = AnimElem = 2
anim = 1020
ID = 1020
sprpriority = 5
bindtime = -1
ownpal = 1

[State 1117]
type = VelSet
trigger1 = Time = 1
x = 55
y = 0

[State 1117, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 2
attr = S, SA
damage = 55
animtype = Heavy
getpower = 50
givepower = 15
guardflag = M
hitflag = MA
pausetime = 4,10
sparkno = 1                    
sparkxy = 4,-72
guard.sparkno = S8000
hitsound = s11,4
guardsound = s120,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -35,-15
air.velocity = -4.5,-15
fall = 1
air.fall = 1
palfx.time = 31
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

[State 1117, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1