;==========================================
; CNS File for Goku by Balthazar & Cybaster
; Trial files : helper for all Challenge mode
;==========================================

;20000 : Initialisation state
;20001 : Difficulty select state
;20002 : Destroyself with temporisation
;20005 : Success! Helper
;20006 : All Clear state
;20007 : Timer helper

;==========================================

;INITIALISATION
[Statedef 20000]
type = S
movetype = I
anim = 15999
sprpriority = 5

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

[State 3510, 4];Press Start ...
type = explod
trigger1 = time%20=0
anim = 20000
pos = 10,50
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 10
ID = 20000
ontop = 1
scale = .5,.5

[State 0, 1]
type = RemoveExplod
trigger1 = (time>=200) || (parent, command = "s")
ID = 20000

[State -2, Groove Select]
type = PlaySnd
trigger1 = parent, command = "s"
value = 60,2
volume = 255

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

[State 7001, 2];to destroyself
type = ChangeState
trigger1 = time=200
value = 20002  

[State 7001, 2]
type = ChangeState
trigger1 = parent, command = "s"
value = 20001

;---------------------------
;DIFFICULTY SELECT

[Statedef 20001]
type = S
movetype = I
sprpriority = 5

[State 0, 1]
type = VarSet
trigger1 = !time
var(0) = 0

[State 0, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[State 0, ]
type = SuperPause
trigger1 = roundstate = 2
time = 2
movetime = 2
anim = -1
darken = 0
ignorehitpause = 0
persistent = 1

[State 3510, 4];portraits
type = explod
trigger1 = 1
anim = 20001+var(0)
pos = 70,240
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 9994
ontop = 1
scale = .75,.75

[State 3510, 4];text + ballon
type = explod
trigger1 = 1
anim = 20006+var(0)
pos = 120,220
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 9994
ontop = 1
scale = .5,.5

[State 3510, 4];in gray
type = explod
trigger1 = 1
anim = 2764
pos = -100,-100
postype = left
sprpriority = 10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 27640
scale = 10,10
trans = addalpha
alpha = 128,128

[State -2, Reset]
type = VarSet
trigger1 = parent, command = "down"
trigger2 = parent, command = "fwd"
v = 0
value = ifelse(Var(0)=2,0,var(0)+1)

[State -2, Reset]
type = VarSet
trigger1 = parent, command = "up"
trigger2 = parent, command = "back"
v = 0
value = ifelse(Var(0)=0,2,var(0)-1)

[State -2, Groove Select]
type = PlaySnd
trigger1 = parent, Command = "up"
trigger2 = parent, Command = "down"
trigger3 = parent, Command = "fwd"
trigger4 = parent, Command = "back"
value = 60,0
channel = 7
volume = 255

[State -2, in case of intro skip]
type = ParentVarset
trigger1 = parent, command = "s"
trigger2 = parent, command = "x" || parent, command = "y" || parent, command = "z"
trigger3 = parent, command = "a" || parent, command = "b" || parent, command = "c"
var(19) = 20100+(var(0)*1000)

[State -2, Groove Select]
type = PlaySnd
triggerall = time > 10
trigger1 = time = 600 || parent, command = "s"
trigger2 = parent, command = "x" || parent, command = "y" || parent, command = "z"
trigger3 = parent, command = "a" || parent, command = "b" || parent, command = "c"
value = 60,1
channel = 7
volume = 255

[State 0, 1];when coming back
type = RemoveExplod
trigger1 = !time
ID = 20999

[State 0, 1]
type = RemoveExplod
triggerall = time > 10
trigger1 = time = 600 || parent, command = "s"
trigger2 = parent, command = "x" || parent, command = "y" || parent, command = "z"
trigger3 = parent, command = "a" || parent, command = "b" || parent, command = "c"
ID = 8000
[State 0, 1];gray
type = RemoveExplod
triggerall = time > 10
trigger1 = time = 600 || parent, command = "s"
trigger2 = parent, command = "x" || parent, command = "y" || parent, command = "z"
trigger3 = parent, command = "a" || parent, command = "b" || parent, command = "c"
ID = 27640

[State 7001, 2]
type = ChangeState
triggerall = time > 10
trigger1 = time > 600 || parent, command = "s"
trigger2 = parent, command = "x" || parent, command = "y" || parent, command = "z"
trigger3 = parent, command = "a" || parent, command = "b" || parent, command = "c"
value = 20100+(var(0)*1000)
;value = 22110

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

;---------------------------
;DESTROY SELF

[Statedef 20002]
type = S
movetype = I
sprpriority = 5

[State 0, 1]
type = RemoveExplod
trigger1 = 1
ID = 20000

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

[State 7001, 2]
type = destroyself
trigger1 = time = 200

;-----------------------------------
;Success! Helper

[Statedef 20005]
type    = A
movetype= I
physics = N
anim = 15999
velset = 0,0
ctrl = 0

[state 17100, Success SFX]
type = playsnd
trigger1 = !time
value = 20000,0

[State 0, 1]
type = BGPalFX
trigger1 = !time
time = 20
sinadd = -150,-150,-150,80
ignorehitpause = 1

[State 0, 1]
type = BGPalFX
trigger1 = time = [20,47]
time = 3
add = -150,-150,-150
ignorehitpause = 1

[State 0, 1]
type = BGPalFX
trigger1 = time = 48
time = 20
add = -150,-150,-150
sinadd = 150,150,150,80
ignorehitpause = 1

[State 3510, 4];SUCCESS!
type = explod
trigger1 = !time
anim = 20010
pos = 160,120
postype = left
sprpriority = 7
ontop = 1
supermove = 1
bindtime = 9999
ID = 20010
ignorehitpause = 1
ownpal = 0
scale = 0.5,0.5
removetime = -2

[state 17100,scale FX]
type = modifyexplod
trigger1 = numexplod(20010)
trigger1 = time>=10
scale = 0.5+0.02*(time-10),0.5+0.02*(time-10)
id = 20010

[State 1150, ChangeState]
type = DestroySelf
trigger1 = time = 56

;-----------------------------------------
; ALL CLEAR

[Statedef 20006]
type = S
ctrl = 0
anim = 15999
velset = 0,0
sprpriority = 4

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 65,2
pan = 0
abspan = 0

[State 0, 1]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
flag = NoFG
flag2 = NoBarDisplay
flag3 = NoMusic

[State 3510, 4];in gray
type = explod
trigger1 = 1
anim = 2764
pos = -100,-100
postype = left
sprpriority = 10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 27640
scale = 10,10
trans = addalpha
alpha = 128,128

[State 0, remove /XXX]
type = removeexplod
trigger1 = !time
ID = 20999

[State 0, 1]
type = varset
trigger1 = prevstateno=20530
var(37) = 1
[State 0, 2]
type = varset
trigger1 = prevstateno=21290
var(37) = 23

[State 0, ]
type = SuperPause
trigger1 = !time
time = 650
movetime = 650
anim = -1
darken = 0
ignorehitpause = 0
persistent = 1

[State 3510, 4];Winning music
type = playsnd
trigger1 = !time
value = 185,0

[State 3510, 4];portrait
type = explod
trigger1 = !time
anim = 20075 + (prevstateno=21290) + 2*(prevstateno=22130)
pos = 70,240
postype = left
sprpriority = 10
supermovetime = 99999
pausemovetime = 99999
removetime = -2
bindtime = -1
ID = 20011
ontop = 1
scale = .75,.75

[State 3510, 4];text + ballon
type = explod
trigger1 = !time
anim = 20070 + (prevstateno=21290) + 2*(prevstateno=22130)
pos = 120,220
postype = left
sprpriority = 10
pausemovetime = 99999
supermovetime = 99999
removetime = -2
bindtime = -1
ontop = 1
scale = .5,.5

[State 0, Congratulations]
type = explod
triggerall = time >= 358
trigger1 = 1
anim = 20040
pos = 160,50
postype = left
sprpriority = -10
supermove = 1
bindtime = -1
removetime = 1
ID = 20001
ontop = 1
scale = .5,.5

[State 0, You've just completed]
type = explod
triggerall = time >= 358
trigger1 = 1
anim = 20041
pos = 160,80
postype = left
sprpriority = -10
supermove = 1
bindtime = -1
removetime = 1
ID = 20001
ontop = 1
scale = .5,.5

[State 0, ... challenge]
type = explod
triggerall = time >= 358
trigger1 = 1
anim = 20042 + (prevstateno=21290) + 2*(prevstateno=22130)
pos = 160,100
postype = left
sprpriority = -10
supermove = 1
bindtime = -1
removetime = 1
ID = 20001
ontop = 1
scale = .5,.5

[State 0, Time Elapsed]
type = explod
triggerall = time >= 358
trigger1 = 1
anim = 20045
pos = 160,130
postype = left
sprpriority = -10
supermove = 1
bindtime = -1
removetime = 1
ID = 20001
ontop = 1
scale = .5,.5

[State TIMER CREATION]
type = helper
triggerall = time >= 358
trigger1 = (prevstateno=20530) && !numhelper(20531)
trigger1 = helper(20007),var(6) < (160*TicksPerSecond/60)
trigger1 = helper(20007),var(6) > (30*TicksPerSecond/60)
helpertype = normal
stateno = 20531
ID = 20531
name = "Challenge_timer"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1
[State TIMER CREATION]
type = helper
triggerall = time >= 358
trigger1 = (prevstateno=21290) && !numhelper(21291)
trigger1 = helper(20007),var(6) < (350*TicksPerSecond/60)
trigger1 = helper(20007),var(6) > (100*TicksPerSecond/60)
helpertype = normal
stateno = 21291
ID = 21291
name = "Challenge_timer"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State .01]
type = explod
triggerall = time >= 358
trigger1 = helper(20007),var(6) < 10000
anim = 20020+ helper(20007),Var(7) - (Floor(helper(20007),Var(7)/10)*10)
;pos = 190,160
pos = 172+18*(helper(20007),var(6)>=100),160
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .35,.35
[State .1]
type = explod
triggerall = time >= 358
trigger1 = helper(20007),var(6) < 10000
anim = 20020+ Floor(helper(20007),Var(7)/10)
;pos = 178,160
pos = 160+18*(helper(20007),var(6)>=100),160
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .35,.35
[State 1]
type = explod
triggerall = time >= 358
trigger1 = helper(20007),var(6) < 10000
anim = 20020+ helper(20007),Var(6)-(Floor(helper(20007),Var(6)/10)*10)
;pos = 160,160
pos = 142+18*(helper(20007),var(6)>=100),160
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State 10]
type = explod
triggerall = time >= 358
trigger1 = helper(20007),var(6) >= 10 && helper(20007),var(6) < 10000
anim = 20020+Floor((helper(20007),Var(6)-(Floor(helper(20007),Var(6)/100)*100))/10)
;pos = 142,160
pos = 124+18*(helper(20007),var(6)>=100),160
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State 100]
type = explod
triggerall = time >= 358
trigger1 = helper(20007),var(6) >=100 && helper(20007),var(6) < 10000
;anim = 20020+ Floor(helper(20007),Var(6)/100)
anim = 20020+Floor((helper(20007),Var(6)-(Floor(helper(20007),Var(6)/1000))*1000)/100)
;pos = 124,160
pos = 106+18*(helper(20007),var(6)>=100),160
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State 1000]
type = explod
triggerall = time >= 358
trigger1 = helper(20007),var(6) >=1000 && var(6) < 10000
anim = 20020+ Floor(helper(20007),Var(6)/1000)
;pos = 106,160
pos = 106,160
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;[State 7001, 2]
;type = ChangeState
;trigger1 = time > 650
;value = 20001

[State 7001, 2]
type = ChangeState
triggerall = time > 400
trigger1 = parent, command = "s"
trigger2 = parent, command = "x" || parent, command = "y" || parent, command = "z"
trigger3 = parent, command = "a" || parent, command = "b" || parent, command = "c"
value = 20001


;-----------------------------------------
; TIME DISPLAY

[Statedef 20007]
type = S
ctrl = 0
anim = 15999
velset = 0,0

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

[State Reset Timer]
type = VarSet
trigger1 = parent,stateno=20001
var(5) = 0

[State Timer]
type = VarAdd
triggerall = var(6)<10000
triggerall = roundstate=2 && !numhelper(20005)		;Stop timer at beginning or when cleared
trigger1 = parent,stateno!=20006					;Stop timer when All Cleared
var(5) = 1

[State Timer];LOL fix for GK
type = VarAdd
triggerall = var(6)<10000
triggerall = roundstate=2 && !numhelper(20005)		;Stop timer at beginning or when cleared
trigger1 = parent,stateno=20530 && parent,var(1)=1
var(5) = -1

[State Convert to Seconds]
type = VarSet
trigger1 = 1
var(6) = Floor(var(5)/ 60 )

[State Convert to Milliseconds]
type = VarSet
trigger1 = 1
var(7) = Floor((var(5)-(Var(6)*60))*1.66)

[State .01]
type = explod
triggerall = parent,stateno != 20006
trigger1 = var(6) < 10000
anim = 20020+ Var(7) - (Floor(Var(7)/10)*10)
pos = 307,215   ;235
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .35,.35
trans = addalpha
alpha = 128,128

[State .1]
type = explod
triggerall = parent,stateno != 20006
trigger1 = var(6) < 10000
anim = 20020+ Floor(Var(7)/10)
pos = 295,215
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .35,.35
trans = addalpha
alpha = 128,128

[State 1]
type = explod
triggerall = parent,stateno != 20006
trigger1 = var(6) < 10000
anim = 20020+ Var(6)-(Floor(Var(6)/10)*10)
pos = 277,215
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
trans = addalpha
alpha = 128,128

[State 10]
type = explod
triggerall = parent,stateno != 20006
trigger1 = var(6) >= 10 && var(6) < 10000
anim = 20020+Floor((Var(6)-(Floor(Var(6)/100)*100))/10)
pos = 261,215
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
trans = addalpha
alpha = 128,128

[State 100]
type = explod
triggerall = parent,stateno != 20006
trigger1 = var(6) >=100 && var(6) < 10000
;anim = 20020+ Floor(Var(6)/100)
anim = 20020+Floor((Var(6)-(Floor(Var(6)/1000))*1000)/100)
pos = 245,215
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
trans = addalpha
alpha = 128,128

[State 1000]
type = explod
triggerall = parent,stateno != 20006
trigger1 = var(6) >=1000 && var(6) < 10000
anim = 20020+ Floor(Var(6)/1000)
pos = 229,215
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
trans = addalpha
alpha = 128,128

;-----------------------------------------
; Kame Sennin FAIL Helper

[Statedef 20011]
type = S
ctrl = 0
anim = 15999
velset = 0,0

[state 17100, Fail SFX]
type = playsnd
trigger1 = !time
value = 20000,1

[State 181, reset counter]
type = ParentVarSet
trigger1 = !time
var(33) = 0

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

[State 3510, 4];portrait
type = explod
trigger1 = !time
anim = 20014
pos = 70,240
postype = left
sprpriority = 10
supermovetime = 99999
pausemovetime = 99999
removetime = -2
bindtime = -1
ID = 20011
ontop = 1
scale = .75,.75

[State 3510, 4];text + ballon
type = explod
trigger1 = !time
anim = 20011+(random%3)
pos = 120,220
postype = left
sprpriority = 10
pausemovetime = 99999
supermovetime = 99999
removetime = -2
bindtime = -1
ID = 20011
;ontop = 1
scale = .5,.5

[State 3510, 4]
type = removeexplod
trigger1 = numhelper(20005)
trigger2 = parent,stateno=20006
ID = 20011

[State 3510, 4]
type = destroyself
trigger1 = time = 208
trigger2 = numhelper(20005)
trigger3 = parent,stateno=20006


;-----------------------------------------
; Kami Sama FAIL Helper

[Statedef 20012]
type = S
ctrl = 0
anim = 15999
velset = 0,0

[state 17100, Fail SFX]
type = playsnd
trigger1 = !time
value = 20000,1

[State 181, reset counter]
type = ParentVarSet
trigger1 = !time
var(33) = 0

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

[State 3510, 4];portrait
type = explod
trigger1 = !time
anim = 20060
pos = 70,240
postype = left
sprpriority = 10
supermovetime = 99999
pausemovetime = 99999
removetime = -2
bindtime = -1
ID = 20012
ontop = 1
scale = .75,.75

[State 3510, 4];text + ballon
type = explod
trigger1 = !time
anim = 20061+(random%4)
pos = 120,220
postype = left
sprpriority = 10
pausemovetime = 99999
supermovetime = 99999
removetime = -2
bindtime = -1
ID = 20012
;ontop = 1
scale = .5,.5

[State 3510, 4]
type = removeexplod
trigger1 = numhelper(20005)
trigger2 = parent,stateno=20006
ID = 20012

[State 3510, 4]
type = destroyself
trigger1 = time = 208
trigger2 = numhelper(20005)
trigger3 = parent,stateno=20006


;-----------------------------------------
; Kaio Sama FAIL Helper

[Statedef 20013]
type = S
ctrl = 0
anim = 15999
velset = 0,0

[state 17100, Fail SFX]
type = playsnd
trigger1 = !time
value = 20000,1

[State 181, reset counter]
type = ParentVarSet
trigger1 = !time
var(33) = 0

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

[State 3510, 4];portrait
type = explod
trigger1 = !time
anim = 20050
pos = 70,240
postype = left
sprpriority = 10
supermovetime = 99999
pausemovetime = 99999
removetime = -2
bindtime = -1
ID = 20013
ontop = 1
scale = .75,.75

[State 3510, 4];text + ballon
type = explod
trigger1 = !time
anim = 20051+(random%4)
pos = 120,220
postype = left
sprpriority = 10
pausemovetime = 99999
supermovetime = 99999
removetime = -2
bindtime = -1
ID = 20013
;ontop = 1
scale = .5,.5

[State 3510, 4]
type = removeexplod
trigger1 = numhelper(20005)
trigger2 = parent,stateno=20006
ID = 20013

[State 3510, 4]
type = destroyself
trigger1 = time = 208
trigger2 = numhelper(20005)
trigger3 = parent,stateno=20006


;=======================[Beginner Trials]=======================
;1 - Cartwheel Kick : 20100
;2 - Reverse Boomerang Kick : 20105
;3 - Slash Chop : 20110
;4 - Launcher : 20120
;5 - Launcher, Hammer Punch : 20130
;6 - High Z-Counter : 20140
;7 - Low Z-Counter : 20150
;8 - Aerial Punch Z-Counter : 20160 (not possible yet)
;9 - Aerial Kick Z-Counter : 20170
;10 - Headbutt Throw : 20180
;11 - Tomoe Nage Throw : 20190
;-----------------
;12 - Ki-Blast : 20200
;13 - Ki-Blast x2 : 20210
;14 - Ki-Blast x3 : 20220
;15 - Hurricane Kick : 20230
;16 - LK Hurricane Kick > Blur Kick : 20240
;17 - LK Hurricane Kick > Boomerang Kick : 20250
;18 - (on jumping p2) HK Hurricane Kick > Boomerang Kick : 20260
;19 - Aerial Hurricane Kick : 20270
;20 - (on jumping p2) EX Hurricane Kick : 20280
;21 - Slashdown Kick : 20290
;22 - EX Slashdown Kick : 20300
;23 - [Dragon Fist] Circle Punch : 20310
;24 - [Dragon Fist] Circle Punch > Elbow Smash : 20320
;25 - [Dragon Fist] Circle Punch > Elbow Smash > Snap Kick : 20330
;26 - [Dragon Fist] Circle Punch > Elbow Smash > Dragon Upper : 20340
;27 - [Dragon Fist] Circle Punch > Elbow Smash > Dragon Upper > Dragon Kick : 20350
;28 - [Dragon Fist] EX Circle Punch > Elbow Smash > Dragon Upper > EX Dragon Kick : 20360
;-----------------
;29 - Kamehameha : 20370
;30 - U.Kamehameha (Upward Kamehameha) : 20380
;31 - D.Kamehameha (Downward Kamehameha) : 20390
;32 - Bicycle Kick : 20400
;33 - Aerial Bicycle Kick : 20410
;34 - Chou Kamehameha : 20420
;35 - U.C.Kamehameha (Upward Chou Kamehameha) : 20430
;36 - Fully Charged Chou Kamehameha : 20440
;37 - Meteor Kick : 20450
;38 - Aerial Meteor Kick : 20460
;39 - Genki Dama  Charge Activate : 20470
;40 - Genki Dama Charge : 20480
;41 - Genki Dama Launch : 20490
;42 - Kaiyoken Attack - Hyper Kick : 20500
;43 - Kaiyoken Attack - Typhoon Kick : 20510
;44 - Kaiyoken Attack - Back Breaker : 20520
;45 - Kaiyoken Attack - Genki Dama : 20530
;-----------------
;Finished and cleared : 20006

;===============================================================

;-----------------------------------------
;1 - Cartwheel Kick

[Statedef 20100]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State TIMER CREATION]
type = helper
trigger1 = !time && !numhelper(20007)
helpertype = normal
stateno = 20007
ID = 20007
name = "Challenge_timer"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM]
type = explod
trigger1 = 1
anim = 20100+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 300) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];1
type = explod
trigger1 = 1
anim = 20021
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State Unites];/
type = explod
trigger1 = !time
anim = 20030
pos = 295,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = -1
removetime = -1
ID = 20999
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Dizaines total];4
type = explod
trigger1 = !time
anim = 20024
;pos = 30,235
pos = 300,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = -1
removetime = -1
ID = 20999
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites total];5
type = explod
trigger1 = !time
anim = 20025
;pos = 40,235
pos = 310,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = -1
removetime = -1
ID = 20999
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20105

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;2 - Reverse Boomerang Kick

[Statedef 20105]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Reverse
type = explod
trigger1 = 1
anim = 20105+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Boomerang Kick
type = explod
trigger1 = 1
anim = 20250+(var(1))
pos = 47,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 660) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];2
type = explod
trigger1 = 1
anim = 20022
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20110

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;3 - Slash Chop

[Statedef 20110]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM]
type = explod
trigger1 = 1
anim = 20110+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1302) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];3
type = explod
trigger1 = 1
anim = 20023
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20120

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;4 - Launcher

[Statedef 20120]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Uppercut
type = explod
trigger1 = 1
anim = 20122+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 225 || parent, stateno = 226) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];4
type = explod
trigger1 = 1
anim = 20024
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20130

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;5 - Launcher > Hammer Punch

[Statedef 20130]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=2
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Uppercut
type = explod
trigger1 = 1
anim = 20122+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];SP
type = explod
trigger1 = 1
anim = 20132+(var(1)>1)
pos = 17,69
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 225 || parent, stateno = 226) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 620) && (parent, movehit=1) && (parent, var(50)) && (var(1)=1)
trigger2 = (var(1) :=2)
trigger3 = (parent,var(50) = 0) && (var(1) < 2)
trigger3 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=2 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];5
type = explod
trigger1 = 1
anim = 20025
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20140

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;6 - Ground Punch Zero Counter

[Statedef 20140]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Ground
type = explod
trigger1 = 1
anim = 20140+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Punch
type = explod
trigger1 = 1
anim = 20142+(var(1))
pos = 42,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Zero Counter
type = explod
trigger1 = 1
anim = 20144+(var(1))
pos = 70,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 751) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];6
type = explod
trigger1 = 1
anim = 20026
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20150

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;7 - Ground Kick Zero Counter

[Statedef 20150]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Ground
type = explod
trigger1 = 1
anim = 20140+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Kick
type = explod
trigger1 = 1
anim = 20150+(var(1))
pos = 42,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Zero Counter
type = explod
trigger1 = 1
anim = 20144+(var(1))
pos = 68,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 752) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];7
type = explod
trigger1 = 1
anim = 20027
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20160

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;8 - Aerial Punch Zero Counter

[Statedef 20160]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Aerial
type = explod
trigger1 = 1
anim = 20270+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Punch
type = explod
trigger1 = 1
anim = 20142+(var(1))
pos = 40,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Zero Counter
type = explod
trigger1 = 1
anim = 20144+(var(1))
pos = 70,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 761) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];8
type = explod
trigger1 = 1
anim = 20028
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20170

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;9 - Aerial Kick Zero Counter

[Statedef 20170]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Aerial
type = explod
trigger1 = 1
anim = 20270+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Kick
type = explod
trigger1 = 1
anim = 20150+(var(1))
pos = 40,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Zero Counter
type = explod
trigger1 = 1
anim = 20144+(var(1))
pos = 70,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 762) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];9
type = explod
trigger1 = 1
anim = 20029
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20180

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;10 - Headbutt Throw

[Statedef 20180]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Headbutt
type = explod
trigger1 = 1
anim = 20180+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Throw
type = explod
trigger1 = 1
anim = 20182+(var(1))
pos = 50,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 821) && parent,var(50)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];0
type = explod
trigger1 = 1
anim = 20020
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20190

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;11 - Tomoe Nage Throw

[Statedef 20190]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Tomoe Nage
type = explod
trigger1 = 1
anim = 20190+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Throw
type = explod
trigger1 = 1
anim = 20182+(var(1))
pos = 60,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 801) && parent,var(50)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];1
type = explod
trigger1 = 1
anim = 20021
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20200

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;12 - Ki Blast

[Statedef 20200]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (numhelper(1010) || numhelper(1013) || numhelper(1016)) && parent,var(50) && parent,var(18)=0
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];2
type = explod
trigger1 = 1
anim = 20022
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20210

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;13 - Ki Blast x 2

[Statedef 20210]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=2
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];x2
type = explod
trigger1 = 1
anim = 20210+(var(1)>1)
pos = 52,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (numhelper(1010) || numhelper(1013) || numhelper(1016)) && parent,var(50) && parent,var(18)=0
trigger1 = (var(1) :=1)
trigger2 = (numhelper(1011) || numhelper(1014) || numhelper(1017)) && parent,var(50) && parent,var(18)=0 && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent,var(50) = 0) && (var(1) < 2)
trigger3 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=2 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];3
type = explod
trigger1 = 1
anim = 20023
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20220

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;14 - Ki Blast x 3

[Statedef 20220]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=3
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];x2
type = explod
trigger1 = 1
anim = 20210+(var(1)>1)
pos = 52,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];x3
type = explod
trigger1 = 1
anim = 20220+(var(1)>2)
pos = 52,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (numhelper(1010) || numhelper(1013) || numhelper(1016)) && parent,var(50) && parent,var(18)=0
trigger1 = (var(1) :=1)
trigger2 = (numhelper(1011) || numhelper(1014) || numhelper(1017)) && parent,var(50) && var(1)=1 && parent,var(18)=0
trigger2 = (var(1) :=2)
trigger3 = (numhelper(1012) || numhelper(1015) || numhelper(1018)) && parent,var(50) && var(1)=2 && parent,var(18)=0
trigger3 = (var(1) :=3)
trigger4 = (parent,var(50) = 0) && (var(1) < 3)
trigger4 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=3 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];4
type = explod
trigger1 = 1
anim = 20024
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20230

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;15 - Hurricane Kick

[Statedef 20230]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1401) && (parent, movehit=1) && (parent,var(16))
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];5
type = explod
trigger1 = 1
anim = 20025
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20240

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;16 - LK Hurricane Kick > Blur Kick

[Statedef 20240]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=2
var(10) = -1

[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>0)
pos = 23,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Blur Kick
type = explod
trigger1 = 1
anim = 20242+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1401) && (parent, movehit=1) && (parent,var(16)) && (parent,var(15)=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 1405) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent,var(50) = 0) && (var(1) < 2)
trigger3 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=2 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];6
type = explod
trigger1 = 1
anim = 20026
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20250

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;17 - LK Hurricane Kick > Boomerang Kick

[Statedef 20250]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=2
var(10) = -1

[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>0)
pos = 23,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Boomerang Kick
type = explod
trigger1 = 1
anim = 20250+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1401) && (parent, movehit=1) && (parent,var(16)) && (parent,var(15)=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 650) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent,var(50) = 0) && (var(1) < 2)
trigger3 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=2 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];7
type = explod
trigger1 = 1
anim = 20027
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20260

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;18 - (jumping P2) SK Hurricane Kick > Boomerang Kick

[Statedef 20260]
type = S
movetype = I
anim = 15999

sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=2
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Jumping P2
type = explod
trigger1 = 1
anim = 20262+(p2statetype=A || var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>0)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>0)
pos = 23,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Boomerang Kick
type = explod
trigger1 = 1
anim = 20250+(var(1)>1)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1401) && (parent, movehit=1) && (parent,var(16)) && (parent,var(15)=3)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 650) && (p2stateno = 651) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent,var(50) = 0) && (var(1) < 2)
trigger3 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=2 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];8
type = explod
trigger1 = 1
anim = 20028
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20270

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;19 - Aerial Hurricane Kick

[Statedef 20270]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Aerial
type = explod
trigger1 = 1
anim = 20270+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1))
pos = 40,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1401) && (parent, movehit=1) && (parent,var(16)=0)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];9
type = explod
trigger1 = 1
anim = 20029
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20280

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;20 - (on jumping P2) EX Hurricane Kick

[Statedef 20280]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Jumping P2
type = explod
trigger1 = 1
anim = 20262+(p2statetype=A)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1))
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1))
pos = 26,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1411) && (parent, movehit=1) && (parent,p2bodydist Y < 0)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];2
type = explod
trigger1 = 1
anim = 20022
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];0
type = explod
trigger1 = 1
anim = 20020
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]

type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20290

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;21 - Slash Down Kick

[Statedef 20290]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Slash Down Kick
type = explod
trigger1 = 1
anim = 20290+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1100) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];2
type = explod
trigger1 = 1
anim = 20022
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];1
type = explod
trigger1 = 1
anim = 20021
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20300

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;22 - EX Slash Down Kick

[Statedef 20300]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Slash Down Kick
type = explod
trigger1 = 1
anim = 20290+(var(1))
pos = 26,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1110) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];2
type = explod
trigger1 = 1
anim = 20022
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];2
type = explod
trigger1 = 1
anim = 20022
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20310

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;23 - Dragon Fist

[Statedef 20310]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1200) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];2
type = explod
trigger1 = 1
anim = 20022
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];3
type = explod
trigger1 = 1
anim = 20023
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20320

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;24 - Dragon Fist > Elbow Smash

[Statedef 20320]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=2
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1200) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent,var(50) = 0) && (var(1) < 2)
trigger3 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=2 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];2
type = explod
trigger1 = 1
anim = 20022
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];4
type = explod
trigger1 = 1
anim = 20024
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20330

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;25 - Dragon Fist > Elbow Smash > Snap Kick

[Statedef 20330]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=3
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Snap Kick
type = explod
trigger1 = 1
anim = 20330+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1200) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 1210) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent,var(50) = 0) && (var(1) < 3)
trigger4 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=3 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];2
type = explod
trigger1 = 1
anim = 20022
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];5
type = explod
trigger1 = 1
anim = 20025
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20340

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;26 - Dragon Fist > Elbow Smash > Dragon Blast Uppercut

[Statedef 20340]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=3
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Uppercut
type = explod
trigger1 = 1
anim = 20340+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1200) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 1203) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent,var(50) = 0) && (var(1) < 3)
trigger4 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=3 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];2
type = explod
trigger1 = 1
anim = 20022
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];6
type = explod
trigger1 = 1
anim = 20026
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20350

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;27 - Dragon Fist > Elbow Smash > Dragon Blast Uppercut > Dragon Kick

[Statedef 20350]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=4
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Uppercut
type = explod
trigger1 = 1
anim = 20340+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Kick
type = explod
trigger1 = 1
anim = 20350+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1200) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 1203) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 1215) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent,var(50) = 0) && (var(1) < 4)
trigger5 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=4 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];2
type = explod
trigger1 = 1
anim = 20022
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];7
type = explod
trigger1 = 1
anim = 20027
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20360

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;28 - Ex Dragon Fist > Elbow Smash > Dragon Blast Uppercut > Ex Dragon Kick

[Statedef 20360]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=4
var(10) = -1

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>0)
pos = 26,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Uppercut
type = explod
trigger1 = 1
anim = 20340+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Kick
type = explod
trigger1 = 1
anim = 20350+(var(1)>3)
pos = 26,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1250) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 1203) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 1255) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent,var(50) = 0) && (var(1) < 4)
trigger5 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=4 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];2
type = explod
trigger1 = 1
anim = 20022
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];8
type = explod
trigger1 = 1
anim = 20028
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20370

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;29 - Kamehameha

[Statedef 20370]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = numhelper(2001) && parent,var(50) && parent,var(18)=0
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60

helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];2
type = explod
trigger1 = 1
anim = 20022
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];9
type = explod
trigger1 = 1
anim = 20029
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20380

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;30 - Up Kamehameha

[Statedef 20380]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Up
type = explod
trigger1 = 1
anim = 20380+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1))
pos = 26,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = numhelper(2101) && parent,var(50) && parent,var(18)=0
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];3
type = explod
trigger1 = 1
anim = 20023
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];0
type = explod
trigger1 = 1
anim = 20020
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20390

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;31 - Aerial Kamehameha

[Statedef 20390]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Aerial
type = explod
trigger1 = 1
anim = 20270+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1))
pos = 40,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = numhelper(2201) && parent,var(50) && parent,var(18)=0
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];3
type = explod
trigger1 = 1
anim = 20023
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];1
type = explod
trigger1 = 1
anim = 20021
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20400

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;32 - Bicycle Kick

[Statedef 20400]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Bicycle Kick
type = explod
trigger1 = 1
anim = 20400+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 2302) && (parent, prevstateno = 2300) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];3
type = explod
trigger1 = 1
anim = 20023
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];2
type = explod
trigger1 = 1
anim = 20022
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20410

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;33 - Aerial Bicycle Kick

[Statedef 20410]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Aerial
type = explod
trigger1 = 1
anim = 20270+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Bicycle Kick
type = explod
trigger1 = 1
anim = 20400+(var(1))
pos = 40,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 2302) && (parent, prevstateno = 2301) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];3
type = explod
trigger1 = 1
anim = 20023
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];3
type = explod
trigger1 = 1
anim = 20023
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20420

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;34 - Chou Kamehameha

[Statedef 20420]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Chou
type = explod
trigger1 = 1
anim = 20420+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1))
pos = 35,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = numhelper(2402) && parent,var(50) && parent,var(18)=0
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];3
type = explod
trigger1 = 1
anim = 20023
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];4
type = explod
trigger1 = 1
anim = 20024
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20430

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;35 - Up Chou Kamehameha

[Statedef 20430]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Up
type = explod
trigger1 = 1
anim = 20380+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Chou
type = explod
trigger1 = 1
anim = 20420+(var(1))
pos = 26,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1))
pos = 51,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = numhelper(2462) && parent,var(50) && parent,var(18)=0
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];3
type = explod
trigger1 = 1
anim = 20023
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];5
type = explod
trigger1 = 1
anim = 20025
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20440

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;36 - Max Chou Kamehameha

[Statedef 20440]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)

var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Max
type = explod
trigger1 = 1
anim = 20440+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Chou
type = explod
trigger1 = 1
anim = 20420+(var(1))
pos = 35,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1))
pos = 60,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (numhelper(2402) || numhelper(2462)) && (parent,var(25)=20) && parent,var(50) && parent,var(18)=0
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];3
type = explod
trigger1 = 1
anim = 20023
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];6
type = explod
trigger1 = 1
anim = 20026
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20450

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;37 - Meteor Kick

[Statedef 20450]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Meteor Kick
type = explod
trigger1 = 1
anim = 20450+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 2602) && (parent, prevstateno = 2600) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];3
type = explod
trigger1 = 1
anim = 20023
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];7
type = explod
trigger1 = 1
anim = 20027
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20460

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;38 - Aerial Meteor Kick

[Statedef 20460]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Aerial
type = explod
trigger1 = 1
anim = 20270+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Meteor Kick
type = explod
trigger1 = 1
anim = 20450+(var(1))
pos = 40,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 2602) && (parent, prevstateno = 2601) && (parent, movehit=1)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];3
type = explod
trigger1 = 1
anim = 20023
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];8
type = explod
trigger1 = 1
anim = 20028
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20470

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;39 - Genkidama Activation

[Statedef 20470]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Genkidama
type = explod
trigger1 = 1
anim = 20470+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 2501)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];3
type = explod
trigger1 = 1
anim = 20023
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];9
type = explod
trigger1 = 1
anim = 20029
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20480

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;40 - Genkidama Charge

[Statedef 20480]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Genkidama
type = explod
trigger1 = 1
anim = 20470+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Charge
type = explod
trigger1 = 1
anim = 20480+(var(1))
pos = 64,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 2503) || (parent,fvar(28) >= 300) 
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];4
type = explod
trigger1 = 1
anim = 20024
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];0
type = explod
trigger1 = 1
anim = 20020
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20490

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;41 - Genkidama Launch

[Statedef 20490]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Genkidama
type = explod
trigger1 = 1
anim = 20470+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Launch
type = explod
trigger1 = 1
anim = 20120+(var(1))
pos = 64,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (numhelper(2511) || numhelper(2521) || numhelper(2531)) && parent,var(50) && parent,var(18)=0
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];4
type = explod
trigger1 = 1
anim = 20024
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];1
type = explod
trigger1 = 1
anim = 20021
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20500

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;42 - Kaiyoken - Hyper Kick

[Statedef 20500]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Kaiyoken
type = explod
trigger1 = 1
anim = 20500+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];,,,,
type = explod
trigger1 = 1
anim = 20502+(var(1))
pos = 46,59
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Hyper Kick
type = explod
trigger1 = 1
anim = 20504+(var(1))
pos = 50,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent,stateno = 2765) && parent,var(50)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];4
type = explod
trigger1 = 1
anim = 20024
pos = 275,195
postype = left

sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];2
type = explod
trigger1 = 1
anim = 20022
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 20510

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;43 - Kaiyoken - Typhoon Kick

[Statedef 20510]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Kaiyoken
type = explod
trigger1 = 1
anim = 20500+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];,,,,
type = explod
trigger1 = 1
anim = 20502+(var(1))
pos = 46,59
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Typhoon Kick
type = explod
trigger1 = 1
anim = 20510+(var(1))
pos = 50,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent,stateno = 2795) && parent,var(50)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];4
type = explod
trigger1 = 1
anim = 20024
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];3
type = explod
trigger1 = 1
anim = 20023
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
;trigger1 = var(1) && parent,stateno=0
value = 20520

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;44 - Kaiyoken - Back Breaker

[Statedef 20520]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Kaiyoken
type = explod
trigger1 = 1
anim = 20500+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];,,,,
type = explod
trigger1 = 1
anim = 20502+(var(1))
pos = 46,59
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Back Breaker
type = explod
trigger1 = 1
anim = 20520+(var(1))
pos = 50,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent,stateno = 2825) && parent,var(50)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];4
type = explod
trigger1 = 1
anim = 20024
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];4
type = explod
trigger1 = 1
anim = 20024
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
;trigger1 = var(1) && parent,stateno=0
value = 20530

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;45 - Kaiyoken - Genkidama

[Statedef 20530]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20011)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20011) && var(33)>=1800
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20011
ID = 20011
name = "FAIL KAME"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Kaiyoken
type = explod
trigger1 = 1
anim = 20500+(var(1))
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];,,,,
type = explod
trigger1 = 1
anim = 20502+(var(1))
pos = 46,59
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Genkidama
type = explod
trigger1 = 1
anim = 20470+(var(1))
pos = 50,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent,stateno = 2900) && parent,var(50)
trigger1 = (var(1) :=1)

[State SUCCESS]
type = helper
trigger1 = var(1) && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];4
type = explod
trigger1 = 1
anim = 20024
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];5
type = explod
trigger1 = 1
anim = 20025
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && parent,stateno=0 && time>10
value = 20006

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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





;=======================[Intermediate Trials]=======================
;1 - Combo 1 : 21100
;	Slashdown Kick, s.LK, s.MK(close), s.SK, LK Hurricane Kick, Boomerang Kick.
;2 - Combo 2 : 21110
;	s.LP(close), s.MK(close), c.SP, (up), a.LP, a.MP, a.SP.
;3 - Combo 3 : 21120
;	a.MP, s.LK, s.MK(close), s.MP, s.SK, LK Hurricane Kick > Blur Kick.
;4 - Combo 4 : 21130
;	s.LK, s.MP, s.SK, Ki-blast X3, Kamehameha.
;5 - Combo 5 : 21140						
;	a.MK, s.MK(close), s.SK, Dragon Fist > Elbow Smash > Dragon Upper > Aerial Kamehameha.
;6 - Combo 6 : 21150
;	s.LP(close), c.MK, c.SP, (up), a.LP, a.MP, a.SK, Cartwheel Kick, Hurricane Kick (3 hits), Bicycle Kick. 
;7 - Combo 7 : 21160
;	Cartwheel Kick, SK Hurricane Kick (1 hit), Meteor Kick, Hurricane Kick (4 hit) > Blur Kick
;8 - Combo 8 : 21170
;	Cartwheel Kick, EX Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, EX Dragon Fist > Elbow Smash > Snap Kick  	
;9 - Combo 9 : 21180
;	Slashdown Kick, s.LK, s.MP, s.MP combo, s.SK, Dragon Fist > Elbow Smash > Dragon Upper, EX Dragon Kick, (up), a.LP, a.MK, a.SK.
;10 - Combo 10 : 21190
;	Cartwheel Kick, Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, EX Hurricane Kick (5 hit), Meteor Kick.
;11 - Combo 11 : 21200
;	Cartwheel Kick, EX Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, Bicycle Kick, Kamehameha.
;12 - Combo 12 : 21210
;	a.LK, EX Slashdown Kick, s.LK, s.MK, s.MP, s.SK, LK Hurricane Kick, Bicycle Kick, Upward Kamehameha.	
;13 - Combo 13 : 21220
;	Ki-Blast x3, Kamehameha, Chou Kamehameha.							
;14 - Combo 14 : 21230
;	s.LP(close), s.MP, s.SP, Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, (up), a.LP, a.MP, EX Aerial Hurricane Kick (7 hits), Bicycle Kick, Upward Chou Kamehameha.
;15 - Combo 15 : 21240
;	cross-up a.MK, s.MK(close), c.SP, (jump) a.MK, SK Hurricane Kick (1 hit) > Boomerang Kick, s.MK(close), Hurricane Kick, Bicycle Kick.
;16 - Combo 16 : 21250
;	s.LP, s.MP, s.SP, EX Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, Genkidama activation, Ki Blast x3, Genkidama Launch.
;17 - Combo 17 : 21260
;	Slashdown Kick, s.LP, s.MK, s.MP Combo, Uppercut, a.LK, a.MP, a.SK, s.SK, Kaiyoken (Hyper Kick).
;18 - Combo 18 : 21270
;	a.MP, c.LK, c.MK, s.SP, Dragon Fist, Turn Elbow, Dragon Blast Uppercut, EX Dragon Kick, s.LK, s.SK, Hurricane Kick, Meteor Kick, (superjump), EX Slashdown-Kick.
;18 - Combo 19 : 21280
;	EX Slashdown Kick, c.MK, c.SP (up) a.SK, Dragon Fist, Hurricane Kick, Bicycle Kick, Kamehameha Up.
;20 - Combo 20 : 21290
;	a.MK, s.LP, c.MK, Dragon Fist, Turn Elbow, Dragon Uppercut, EX Dragon Kick, Hurricane Kick, Aerial Kamehameha, Kamehameha.
;===================================================================

;-----------------------------------------
;1 - Combo 1 :
; Slashdown Kick, s.LK, s.MK(close), s.SK, LK Hurricane Kick, Boomerang Kick.

[Statedef 21100]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State TIMER CREATION]
type = helper
trigger1 = !time && !numhelper(20007)
helpertype = normal
stateno = 20007
ID = 20007
name = "Challenge_timer"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=6
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Slash Down Kick
type = explod
trigger1 = 1
anim = 20290+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>2)
pos = 17,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>3)
pos = 17,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>4)
pos = 23,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Boomerang Kick
type = explod
trigger1 = 1
anim = 20250+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1100) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 230) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 240) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 250) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 1401) && (parent, movehit=1) && (parent,var(16)) && (parent,var(15)=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 650) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent,var(50) = 0) && (var(1) < 6)
trigger7 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=6 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];1
type = explod
trigger1 = 1
anim = 20021
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State Unites];/
type = explod
trigger1 = !time
anim = 20030
pos = 295,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = -1
removetime = -1
ID = 20999
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Dizaines total];2
type = explod
trigger1 = !time
anim = 20022
;pos = 30,235
pos = 300,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = -1
removetime = -1
ID = 20999
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites total];0
type = explod
trigger1 = !time
anim = 20020
;pos = 40,235
pos = 310,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = -1
removetime = -1
ID = 20999
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21110

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;2 - Combo 2 :
;	s.LP(close), s.MK(close), c.SP, (up), a.LP, a.MP, a.SP.

[Statedef 21110]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=6
var(10) = -1

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LP
type = explod
trigger1 = 1
anim = 21110+(var(1)>0)
pos = 17,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Uppercut
type = explod
trigger1 = 1
anim = 20122+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LP
type = explod
trigger1 = 1
anim = 21110+(var(1)>3)
pos = 17,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>4)
pos = 17,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SP
type = explod
trigger1 = 1
anim = 20132+(var(1)>5)
pos = 17,109
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	s.LP(close), s.MK(close), c.SP, (up), a.LP, a.MP, a.SP.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 200) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 240) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 225 || parent, stateno = 226) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 600) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 610) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 620) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent,var(50) = 0) && (var(1) < 6)
trigger7 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=6 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];2
type = explod
trigger1 = 1
anim = 20022
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21120

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;3 - Combo 3 : 21120
;	a.MP, s.LK, s.MK(close), s.MP Combo, s.SK, LK Hurricane Kick > Blur Kick.

[Statedef 21120]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=7
var(10) = -1

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>0)
pos = 17,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>2)
pos = 17,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>3)
pos = 17,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Combo
type = explod
trigger1 = 1
anim = 21120+(var(1)>3)
pos = 32,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>4)
pos = 17,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>5)
pos = 23,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Blur Kick
type = explod
trigger1 = 1
anim = 20242+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	a.MP, s.LK, s.MK(close), s.MP Combo, s.SK, LK Hurricane Kick > Blur Kick.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 610) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 230) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 240) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 215) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 250) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 1401) && (parent, movehit=1) && (parent,var(16)) && (parent,var(15)=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 1405) && (parent, movehit=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = (parent,var(50) = 0) && (var(1) < 7)
trigger8 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=7 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];3
type = explod
trigger1 = 1
anim = 20023
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21130

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;4 - Combo 4 : 21130
;	s.LK, s.MP, s.SK, Ki-blast X3, Kamehameha.

[Statedef 21130]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=7
var(10) = -1

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>0)
pos = 17,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>2)
pos = 17,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];x2
type = explod
trigger1 = 1
anim = 20210+(var(1)>4)
pos = 52,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];x3
type = explod
trigger1 = 1
anim = 20220+(var(1)>5)
pos = 52,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	s.LK, s.MP, s.SK, Ki-blast X3, Kamehameha.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 230) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 210) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 250) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (numhelper(1010) || numhelper(1013) || numhelper(1016)) && parent,var(50) && var(1)=3 && parent,var(18)=0
trigger4 = (var(1) :=4)
trigger5 = (numhelper(1011) || numhelper(1014) || numhelper(1017)) && parent,var(50) && var(1)=4 && parent,var(18)=0
trigger5 = (var(1) :=5)
trigger6 = (numhelper(1012) || numhelper(1015) || numhelper(1018)) && parent,var(50) && var(1)=5 && parent,var(18)=0
trigger6 = (var(1) :=6)
trigger7 = numhelper(2001) && parent,var(50) && var(1)=6 && parent,var(18)=0
trigger7 = (var(1) :=7)
trigger8 = (parent,var(50) = 0) && (var(1) < 7)
trigger8 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=7 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];4
type = explod
trigger1 = 1
anim = 20024
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21140

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;5 - Combo 5 : 21140						
;	a.MK, s.MK(close), s.SK, Dragon Fist > Elbow Smash > Dragon Upper > Aerial Kamehameha.

[Statedef 21140]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=7
var(10) = -1

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>0)
pos = 17,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>2)
pos = 17,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Uppercut
type = explod
trigger1 = 1
anim = 20340+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Aerial
type = explod
trigger1 = 1
anim = 20270+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1)>6)
pos = 40,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	a.MK, s.MK(close), s.SK, Dragon Fist > Elbow Smash > Dragon Upper > Aerial Kamehameha.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 640) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 240) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 250) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 1200) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 1203) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = numhelper(2201) && parent,var(50) && var(1)=6 && parent,var(18)=0
trigger7 = (var(1) :=7)
trigger8 = (parent,var(50) = 0) && (var(1) < 7)
trigger8 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=7 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];5
type = explod
trigger1 = 1
anim = 20025
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21150

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;6 - Combo 6 : 21150
;	s.LP(close), c.MK, c.SP, (up), a.LP, a.MP, a.SK, Cartwheel Kick, Hurricane Kick (3 hits), Bicycle Kick. 

[Statedef 21150]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=9
var(10) = -1

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LP
type = explod
trigger1 = 1
anim = 21110+(var(1)>0)
pos = 17,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];c.
type = explod
trigger1 = 1
anim = 21170+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Uppercut
type = explod
trigger1 = 1
anim = 20122+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LP
type = explod
trigger1 = 1
anim = 21110+(var(1)>3)
pos = 17,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>4)
pos = 17,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>5)
pos = 17,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Cartwheel Kick
type = explod
trigger1 = 1
anim = 20100+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>7)
pos = 10,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Bicycle Kick
type = explod
trigger1 = 1
anim = 20400+(var(1)>8)
pos = 10,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	s.LP(close), c.MK, c.SP, (up), a.LP, a.MP, a.SK, Cartwheel Kick, SK Hurricane Kick (3 hits), Bicycle Kick. 
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 200) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 440) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 226) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 600) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 610) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 650) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 300) && (parent, movehit=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = (parent, stateno = 1401) && (parent, movehit=1) && var(1)=7
trigger8 = (var(1) :=8)
trigger9 = (parent, stateno = 2302) && (parent, movehit=1) && var(1)=8
trigger9 = (var(1) :=9)
trigger10 = (parent,var(50) = 0) && (var(1) < 9)
trigger10 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=9 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];6
type = explod
trigger1 = 1
anim = 20026
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21160

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;7 - Combo 7 : 21160
;	Cartwheel Kick, SK Hurricane Kick (1 hit), Meteor Kick, Hurricane Kick, Blur Kick

[Statedef 21160]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=5
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Cartwheel Kick
type = explod
trigger1 = 1
anim = 20100+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>1)
pos = 23,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Meteor Kick
type = explod
trigger1 = 1
anim = 20450+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Blur Kick
type = explod
trigger1 = 1
anim = 20242+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	Cartwheel Kick, SK Hurricane Kick (1 hit), Meteor Kick, Hurricane Kick > Blur Kick
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 300) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 1401) && (parent, movehit=1) && (parent,var(15)=3) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 2602) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 1401) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 1405) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent,var(50) = 0) && (var(1) < 5)
trigger6 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=5 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];7
type = explod
trigger1 = 1
anim = 20027
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21170

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;8 - Combo 8 : 21170
;	Cartwheel Kick, EX Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, EX Dragon Fist > Elbow Smash > Snap Kick

[Statedef 21170]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=8
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Cartwheel Kick
type = explod
trigger1 = 1
anim = 20100+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>1)
pos = 26,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Uppercut
type = explod
trigger1 = 1
anim = 20340+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Dragon Kick
type = explod
trigger1 = 1
anim = 20350+(var(1)>4)
pos = 26,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>5)
pos = 26,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Snap Kick
type = explod
trigger1 = 1
anim = 20330+(var(1)>7)
pos = 10,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	Cartwheel Kick, EX Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, EX Dragon Fist > Elbow Smash > Snap Kick
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 300) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 1250) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 1203) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 1255) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 1250) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = (parent, stateno = 1210) && (parent, movehit=1) && var(1)=7
trigger8 = (var(1) :=8)
trigger9 = (parent,var(50) = 0) && (var(1) < 8)
trigger9 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=8 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];8
type = explod
trigger1 = 1
anim = 20028
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21180

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;9 - Combo 9 : 21180
;	Slashdown Kick, s.LK, s.MP, s.MP combo, s.SK, Dragon Fist > Elbow Smash > Dragon Upper, EX Dragon Kick, (up), a.LP, a.MK, a.SK.

[Statedef 21180]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=12
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Slash Down Kick
type = explod
trigger1 = 1
anim = 20290+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>2)
pos = 17,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>3)
pos = 17,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Combo
type = explod
trigger1 = 1
anim = 21120+(var(1)>3)
pos = 32,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>4)
pos = 17,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Uppercut
type = explod
trigger1 = 1
anim = 20340+(var(1)>7)
pos = 10,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>8)
pos = 10,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Dragon Kick
type = explod
trigger1 = 1
anim = 20350+(var(1)>8)
pos = 26,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>9)
pos = 10,150
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LP
type = explod
trigger1 = 1
anim = 21110+(var(1)>9)
pos = 17,150
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>10)
pos = 10,160
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>10)
pos = 17,160
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>11)
pos = 10,170
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>11)
pos = 17,170
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	Slashdown Kick, s.LK, s.MP, s.MP combo, s.SK, LP Dragon Fist > Elbow Smash > Dragon Upper, EX Dragon Kick, (up), a.LP, a.MK, a.SK.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1100) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 230) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 210) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 215) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 250) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 1200) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = (parent, stateno = 1203) && (parent, movehit=1) && var(1)=7
trigger8 = (var(1) :=8)
trigger9 = (parent, stateno = 1255) && (parent, movehit=1) && var(1)=8
trigger9 = (var(1) :=9)
trigger10 = (parent, stateno = 600) && (parent, movehit=1) && var(1)=9
trigger10 = (var(1) :=10)
trigger11 = (parent, stateno = 640) && (parent, movehit=1) && var(1)=10
trigger11 = (var(1) :=11)
trigger12 = (parent, stateno = 650) && (parent, movehit=1) && var(1)=11
trigger12 = (var(1) :=12)
trigger13 = (parent,var(50) = 0) && (var(1) < 12)
trigger13 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=12 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];9
type = explod
trigger1 = 1
anim = 20029
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21190

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;10 - Combo 10 : 21190
;	Cartwheel Kick, Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, EX Hurricane Kick (5 hit), Meteor Kick.

[Statedef 21190]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=7
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Cartwheel Kick
type = explod
trigger1 = 1
anim = 20100+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Uppercut
type = explod
trigger1 = 1
anim = 20340+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Dragon Kick
type = explod
trigger1 = 1
anim = 20350+(var(1)>4)
pos = 26,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>5)
pos = 26,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Meteor Kick
type = explod
trigger1 = 1
anim = 20450+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	Cartwheel Kick, Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, EX Hurricane Kick (5 hit), Meteor Kick.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 300) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 1200) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 1203) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 1255) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 1411) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 2602) && (parent, movehit=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = (parent,var(50) = 0) && (var(1) < 7)
trigger8 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=7 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];0
type = explod
trigger1 = 1
anim = 20020
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21200

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;11 - Combo 11 : 21200
;	Cartwheel Kick, EX Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, Bicycle Kick, Kamehameha.

[Statedef 21200]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=7
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Cartwheel Kick
type = explod
trigger1 = 1
anim = 20100+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>1)
pos = 26,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Uppercut
type = explod
trigger1 = 1
anim = 20340+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Dragon Kick
type = explod
trigger1 = 1
anim = 20350+(var(1)>4)
pos = 26,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Bicycle Kick
type = explod
trigger1 = 1
anim = 20400+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	Cartwheel Kick, EX Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, Bicycle Kick, Kamehameha.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 300) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 1250) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 1203) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 1255) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 2302) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = numhelper(2001) && parent,var(50) && var(1)=6 && parent,var(18)=0
trigger7 = (var(1) :=7)
trigger8 = (parent,var(50) = 0) && (var(1) < 7)
trigger8 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=7 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];1
type = explod
trigger1 = 1
anim = 20021
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21210

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;12 - Combo 12 : 21210
;	a.LK, EX Slashdown Kick, s.LK, s.MK, s.MP, s.SK, LK Hurricane Kick, Bicycle Kick, Upward Kamehameha.

[Statedef 21210]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=9
var(10) = -1

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>0)
pos = 17,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Slash Down Kick
type = explod
trigger1 = 1
anim = 20290+(var(1)>1)
pos = 26,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>2)
pos = 17,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>3)
pos = 17,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>4)
pos = 17,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Combo
type = explod
trigger1 = 1
anim = 21120+(var(1)>4)
pos = 32,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>5)
pos = 17,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>6)
pos = 23,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Bicycle Kick
type = explod
trigger1 = 1
anim = 20400+(var(1)>7)
pos = 10,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Up
type = explod
trigger1 = 1
anim = 20380+(var(1)>8)
pos = 10,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1)>8)
pos = 26,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	a.LK, EX Slashdown Kick, s.LK, s.MK, s.MP, s.SK, LK Hurricane Kick, Bicycle Kick, Upward Kamehameha.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 630) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 1110) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 230) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 240) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 215) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 250) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 1401) && (parent, movehit=1) && (parent,var(16)) && (parent,var(15)=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = (parent, stateno = 2302) && (parent, movehit=1) && var(1)=7
trigger8 = (var(1) :=8)
trigger9 = numhelper(2101) && parent,var(50) && var(1)=8 && parent,var(18)=0
trigger9 = (var(1) :=9)
trigger10 = (parent,var(50) = 0) && (var(1) < 9)
trigger10 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=9 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];2
type = explod
trigger1 = 1
anim = 20022
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21220

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;13 - Combo 13 : 21230
;	Ki-Blast x3, Kamehameha, Chou Kamehameha.

[Statedef 21220]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=5
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];x2
type = explod
trigger1 = 1
anim = 20210+(var(1)>1)
pos = 52,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];x3
type = explod
trigger1 = 1
anim = 20220+(var(1)>2)
pos = 52,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Chou
type = explod
trigger1 = 1
anim = 20420+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1)>4)
pos = 35,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	Ki-Blast x3, Kamehameha, Chou Kamehameha.
[State DETECTION]
type = Null
trigger1 = (numhelper(1010) || numhelper(1013) || numhelper(1016)) && parent,var(50) && parent,var(18)=0
trigger1 = (var(1) :=1)
trigger2 = (numhelper(1011) || numhelper(1014) || numhelper(1017)) && parent,var(50) && var(1)=1 && parent,var(18)=0
trigger2 = (var(1) :=2)
trigger3 = (numhelper(1012) || numhelper(1015) || numhelper(1018)) && parent,var(50) && var(1)=2 && parent,var(18)=0
trigger3 = (var(1) :=3)
trigger4 = numhelper(2001) && parent,var(50) && var(1)=3 && parent,var(18)=0
trigger4 = (var(1) :=4)
trigger5 = numhelper(2402) && parent,var(50) && var(1)=4 && parent,var(18)=0
trigger5 = (var(1) :=5)
trigger6 = (parent,var(50) = 0) && (var(1) < 5)
trigger6 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=5 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];3
type = explod
trigger1 = 1
anim = 20023
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21230

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;14 - Combo 14 : 21230
;	s.LP, s.MP, s.SP, Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, (up), a.LP, a.MP, EX Aerial Hurricane Kick, Bicycle Kick, Upward Kamehameha (not Chou, too many powerbars needed :P)

[Statedef 21230]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=12
var(10) = -1

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LP
type = explod
trigger1 = 1
anim = 21110+(var(1)>0)
pos = 17,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SP
type = explod
trigger1 = 1
anim = 20132+(var(1)>2)
pos = 17,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Uppercut
type = explod
trigger1 = 1
anim = 20340+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Dragon Kick
type = explod
trigger1 = 1
anim = 20350+(var(1)>6)
pos = 26,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>7)
pos = 10,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LP
type = explod
trigger1 = 1
anim = 21110+(var(1)>7)
pos = 17,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>8)
pos = 10,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>8)
pos = 17,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>9)
pos = 10,150
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>9)
pos = 26,150
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Bicycle Kick
type = explod
trigger1 = 1
anim = 20400+(var(1)>10)
pos = 10,160
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Up
type = explod
trigger1 = 1
anim = 20380+(var(1)>11)
pos = 10,170
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1)>11)
pos = 26,170
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	s.LP, s.MP, s.SP, Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, (up), a.LP, a.MP, EX Aerial Hurricane Kick, Bicycle Kick, Upward Kamehameha
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 200) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 210) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 220) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 1200) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 1203) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 1255) && (parent, movehit=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = (parent, stateno = 600) && (parent, movehit=1) && var(1)=7
trigger8 = (var(1) :=8)
trigger9 = (parent, stateno = 610) && (parent, movehit=1) && var(1)=8
trigger9 = (var(1) :=9)
trigger10 = (parent, stateno = 1411) && (parent, movehit=1) && var(1)=9
trigger10 = (var(1) :=10)
trigger11 = (parent, stateno = 2302) && (parent, movehit=1) && var(1)=10
trigger11 = (var(1) :=11)
trigger12 = numhelper(2101) && parent,var(50) && var(1)=11 && parent,var(18)=0
trigger12 = (var(1) :=12)
trigger13 = (parent,var(50) = 0) && (var(1) < 12)
trigger13 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=12 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];4
type = explod
trigger1 = 1
anim = 20024
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21240

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;15 - Combo 15 : 21240
;	cross-up a.MK, s.MK(close), c.SP, (jump) a.MK, SK Hurricane Kick (1 hit) > Boomerang Kick, s.MK(close), Hurricane Kick, Bicycle Kick.

[Statedef 21240]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=9
var(10) = -1

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>0)
pos = 17,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Uppercut
type = explod
trigger1 = 1
anim = 20122+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>3)
pos = 17,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>4)
pos = 23,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Boomerang Kick
type = explod
trigger1 = 1
anim = 20250+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>6)
pos = 17,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>7)
pos = 10,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Bicycle Kick
type = explod
trigger1 = 1
anim = 20400+(var(1)>8)
pos = 10,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;cross-up a.MK, s.MK(close), c.SP, (jump) a.MK, SK Hurricane Kick (1 hit) > Boomerang Kick, s.MK(close), Hurricane Kick, Bicycle Kick.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 640) && (parent, movehit=1) && var(1)=0
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 240) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 226) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 640) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 1401) && (parent, movehit=1) && (parent,var(15)=3) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 650) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 240) && (parent, movehit=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = (parent, stateno = 1401) && (parent, movehit=1) && var(1)=7
trigger8 = (var(1) :=8)
trigger9 = (parent, stateno = 2302) && (parent, movehit=1) && var(1)=8
trigger9 = (var(1) :=9)
trigger10 = (parent,var(50) = 0) && (var(1) < 9)
trigger10 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=9 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];5
type = explod
trigger1 = 1
anim = 20025
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;Time Display not put

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21250

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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


;-----------------------------------------
;16 - Combo 16 : 21250
;	s.LP, s.MP, s.SP, EX Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, Genkidama activation, Ki Blast x3, Genkidama Launch.

[Statedef 21250]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=12
var(10) = -1

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LP
type = explod
trigger1 = 1
anim = 21110+(var(1)>0)
pos = 17,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SP
type = explod
trigger1 = 1
anim = 20132+(var(1)>2)
pos = 17,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>3)
pos = 26,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Uppercut
type = explod
trigger1 = 1
anim = 20340+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Dragon Kick
type = explod
trigger1 = 1
anim = 20350+(var(1)>6)
pos = 26,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Genkidama
type = explod
trigger1 = 1
anim = 20470+(var(1)>7)
pos = 10,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>8)
pos = 10,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>9)
pos = 10,150
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];x2
type = explod
trigger1 = 1
anim = 20210+(var(1)>9)
pos = 52,150
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Ki Blast
type = explod
trigger1 = 1
anim = 20200+(var(1)>10)
pos = 10,160
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];x3
type = explod
trigger1 = 1
anim = 20220+(var(1)>10)
pos = 52,160
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Genkidama
type = explod
trigger1 = 1
anim = 20470+(var(1)>11)
pos = 10,170
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Launch
type = explod
trigger1 = 1
anim = 20120+(var(1)>11)
pos = 64,170
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	s.LP, s.MP, s.SP, EX Dragon Fist > Elbow Smash > Dragon Upper > EX Dragon Kick, Genkidama activation, Ki Blast x3, Genkidama Launch.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 200) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 210) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 220) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 1250) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 1203) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 1255) && (parent, movehit=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = (parent, stateno = 2501) && (parent, var(50)) && var(1)=7
trigger8 = (var(1) :=8)
trigger9 = (numhelper(1010) || numhelper(1013) || numhelper(1016)) && parent,var(50) && parent,var(18)=0 && var(1)=8
trigger9 = (var(1) :=9)
trigger10 = (numhelper(1011) || numhelper(1014) || numhelper(1017)) && parent,var(50) && var(1)=9 && parent,var(18)=0
trigger10 = (var(1) :=10)
trigger11 = (numhelper(1012) || numhelper(1015) || numhelper(1018)) && parent,var(50) && var(1)=10 && parent,var(18)=0
trigger11 = (var(1) :=11)
trigger12 = (numhelper(2511) || numhelper(2521) || numhelper(2531)) && parent,var(50) && parent,var(18)=0 && var(1)=11
trigger12 = (var(1) :=12)
trigger13 = (parent,var(50) = 0) && (var(1) < 12)
trigger13 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=12 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];6
type = explod
trigger1 = 1
anim = 20026
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21260

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;17 - Combo 17 : 21260
;	Slashdown Kick, s.LP, s.MK, s.MP Combo, Uppercut, a.LK, a.MP, a.SK, s.SK, Kaiyoken (Hyper Kick).

[Statedef 21260]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=10
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Slash Down Kick
type = explod
trigger1 = 1
anim = 20290+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LP
type = explod
trigger1 = 1
anim = 21110+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>2)
pos = 17,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>3)
pos = 17,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Combo
type = explod
trigger1 = 1
anim = 21120+(var(1)>3)
pos = 32,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Uppercut
type = explod
trigger1 = 1
anim = 20122+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>5)
pos = 17,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>6)
pos = 17,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>7)
pos = 10,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>7)
pos = 17,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>8)
pos = 10,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>8)
pos = 17,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Kaiyoken
type = explod
trigger1 = 1
anim = 20500+(var(1)>9)
pos = 10,150
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];,,,,
type = explod
trigger1 = 1
anim = 20502+(var(1)>9)
pos = 46,149
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Hyper Kick
type = explod
trigger1 = 1
anim = 20504+(var(1)>9)
pos = 50,150
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	Slashdown Kick, s.LP, s.MK, s.MP Combo, Uppercut, a.LK, a.MP, a.SK, s.SK, Kaiyoken (Hyper Kick).
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1100) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 200) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 240) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 215) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 226) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 630) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 610) && (parent, movehit=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = (parent, stateno = 650) && (parent, movehit=1) && var(1)=7
trigger8 = (var(1) :=8)
trigger9 = (parent, stateno = 250) && (parent, movehit=1) && var(1)=8
trigger9 = (var(1) :=9)
trigger10 = (parent,stateno = 2765) && parent,var(50) && var(1)=9
trigger10 = (var(1) :=10)
trigger11 = (parent,var(50) = 0) && (var(1) < 10)
trigger11 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=10 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];7
type = explod
trigger1 = 1
anim = 20027
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
;trigger1 = var(1)=10 && (parent,stateno=0)
trigger1 = var(1)=10 && !Var(10)
value = 21270

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;18 - Combo 18 : 21270
;	a.MP, c.LK, c.MK, s.SP, Dragon Fist, Elbow Smash, Dragon Blast Uppercut, EX Dragon Kick, s.LK, s.SK, Hurricane Kick, Meteor Kick, (superjump), EX Slashdown-Kick.

[Statedef 21270]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=13
var(10) = -1

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>0)
pos = 17,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];c.
type = explod
trigger1 = 1
anim = 21170+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];c.
type = explod
trigger1 = 1
anim = 21170+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>2)
pos = 17,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SP
type = explod
trigger1 = 1
anim = 20132+(var(1)>3)
pos = 17,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Uppercut
type = explod
trigger1 = 1
anim = 20340+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>7)
pos = 10,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Dragon Kick
type = explod
trigger1 = 1
anim = 20350+(var(1)>7)
pos = 26,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>8)
pos = 10,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>8)
pos = 17,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>9)
pos = 10,150
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>9)
pos = 17,150
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>10)
pos = 10,160
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Meteor Kick
type = explod
trigger1 = 1
anim = 20450+(var(1)>11)
pos = 10,170
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>12)
pos = 10,180
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Slash Down Kick
type = explod
trigger1 = 1
anim = 20290+(var(1)>12)
pos = 26,180
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	a.MP, c.LK, c.MK, s.SP, Dragon Fist, Turn Elbow, Dragon Blast Uppercut, EX Dragon Kick, s.LK, s.SK, Hurricane Kick, Meteor Kick, (superjump), EX Slashdown-Kick.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 610) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 430) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 440) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 220) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 1200) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 1203) && (parent, movehit=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = (parent, stateno = 1255) && (parent, movehit=1) && var(1)=7
trigger8 = (var(1) :=8)
trigger9 = (parent, stateno = 230) && (parent, movehit=1) && var(1)=8
trigger9 = (var(1) :=9)
trigger10 = (parent, stateno = 250) && (parent, movehit=1) && var(1)=9
trigger10 = (var(1) :=10)
trigger11 = (parent, stateno = 1401) && (parent, movehit=1) && (parent,var(16)) && var(1)=10
trigger11 = (var(1) :=11)
trigger12 = (parent, stateno = 2602) && (parent, movehit=1) && var(1)=11
trigger12 = (var(1) :=12)
trigger13 = (parent, stateno = 1110) && (parent, movehit=1) && var(1)=12
trigger13 = (var(1) :=13)
trigger14 = (parent,var(50) = 0) && (var(1) < 13)
trigger14 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=13 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];8
type = explod
trigger1 = 1
anim = 20028
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21280

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;19 - Combo 19 : 21280
;	EX Slashdown Kick, c.MK, c.SP (up) a.SK, Dragon Fist, Hurricane Kick, Bicycle Kick, Kamehameha Up.

[Statedef 21280]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=8
var(10) = -1

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Slash Down Kick
type = explod
trigger1 = 1
anim = 20290+(var(1)>0)
pos = 26,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];c.
type = explod
trigger1 = 1
anim = 21170+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Uppercut
type = explod
trigger1 = 1
anim = 20122+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>3)
pos = 17,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Bicycle Kick
type = explod
trigger1 = 1
anim = 20400+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Up
type = explod
trigger1 = 1
anim = 20380+(var(1)>7)
pos = 10,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1)>7)
pos = 26,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	EX Slashdown Kick, c.MK, c.SP (up) a.SK, MP Dragon Fist, Hurricane Kick, Bicycle Kick, Kamehameha Up.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1110) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 440) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 226) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 650) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 1200) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 1401) && (parent, movehit=1) && (parent,var(16)) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 2302) && (parent, movehit=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = numhelper(2101) && parent,var(50) && var(1)=7 && parent,var(18)=0
trigger8 = (var(1) :=8)
trigger9 = (parent,var(50) = 0) && (var(1) < 8)
trigger9 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=8 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];1
type = explod
trigger1 = 1
anim = 20021
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];9
type = explod
trigger1 = 1
anim = 20029
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 21290

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;20 - Combo 20 : 21290
;	a.MK, s.LP, c.MK, Dragon Fist, Turn Elbow, Dragon Uppercut, EX Dragon Kick, Hurricane Kick, Aerial Kamehameha, Kamehameha.

[Statedef 21290]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20012)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20012) && var(33)>=3600
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20012
ID = 20012
name = "FAIL KAMI"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=10
var(10) = -1

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>0)
pos = 17,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LP
type = explod
trigger1 = 1
anim = 21110+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];c.
type = explod
trigger1 = 1
anim = 21170+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>2)
pos = 17,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Fist
type = explod
trigger1 = 1
anim = 20310+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Elbow Smash
type = explod
trigger1 = 1
anim = 20320+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Dragon Uppercut
type = explod
trigger1 = 1
anim = 20340+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Dragon Kick
type = explod
trigger1 = 1
anim = 20350+(var(1)>6)
pos = 26,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>7)
pos = 10,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Aerial
type = explod
trigger1 = 1
anim = 20270+(var(1)>8)
pos = 10,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1)>8)
pos = 40,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1)>9)
pos = 10,150
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	a.MK, s.LP, c.MK, Dragon Fist, Turn Elbow, Dragon Uppercut, EX Dragon Kick, Hurricane Kick, Aerial Kamehameha, Kamehameha.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 640) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 200) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 440) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 1200) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 1201) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 1203) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 1255) && (parent, movehit=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = (parent, stateno = 1401) && (parent, movehit=1) && var(1)=7
trigger8 = (var(1) :=8)
trigger9 = numhelper(2201) && (parent,var(50)) && (parent,var(18)=0) && var(1)=8
trigger9 = (var(1) :=9)
trigger10 = numhelper(2001) && (parent,var(50)) && (parent,var(18)=0) && var(1)=9
trigger10 = (var(1) :=10)
trigger11 = (parent,var(50) = 0) && (var(1) < 10)
trigger11 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=10 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];2
type = explod
trigger1 = 1
anim = 20022
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];0
type = explod
trigger1 = 1
anim = 20020
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1)=10 && parent,stateno=0
value = 20006

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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




;=======================[Expert Trials]=======================
;1 - Expert 1 : 22100
;	cross-up a.MK, s.LP(close), c.LK, s.MK(close), s.MP, c.SP, a.LK, a.MP, a.SK, EX Hurricane Kick > Blur Kick.
;2 - Expert 2 : 22110
;	(Jumping P2), Reverse Boomerang Kick, Reverse Boomerang Kick.
;3 - Expert 3 : 22120
;	Tomoe Nage -> Aerial Kamehameha
;4 - Expert 4 : 22130
;	Fully charged Slash Chop -> backdash cancel -> aerial kamehameha
;===================================================================


;-----------------------------------------
;1 - Expert 1 : 22100
;	cross-up a.MK, s.LP(close), c.LK, s.MK(close), s.MP, c.SP, a.LK, a.MP, a.SK, EX Hurricane Kick > Blur Kick.

[Statedef 22100]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State TIMER CREATION]
type = helper
trigger1 = !time && !numhelper(20007)
helpertype = normal
stateno = 20007
ID = 20007
name = "Challenge_timer"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20013)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20013) && var(33)>=7200
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20013
ID = 20013
name = "FAIL KAIO"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=11
var(10) = -1

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>0)
pos = 17,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LP
type = explod
trigger1 = 1
anim = 21110+(var(1)>1)
pos = 17,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];c.
type = explod
trigger1 = 1
anim = 21170+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>2)
pos = 17,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>3)
pos = 10,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MK
type = explod
trigger1 = 1
anim = 21102+(var(1)>3)
pos = 17,90
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];s.
type = explod
trigger1 = 1
anim = 21100+(var(1)>4)
pos = 10,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>4)
pos = 17,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Combo
type = explod
trigger1 = 1
anim = 21120+(var(1)>4)
pos = 32,100
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Uppercut
type = explod
trigger1 = 1
anim = 20122+(var(1)>5)
pos = 10,110
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>6)
pos = 10,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];LK
type = explod
trigger1 = 1
anim = 20240+(var(1)>6)
pos = 17,120
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>7)
pos = 10,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];MP
type = explod
trigger1 = 1
anim = 21112+(var(1)>7)
pos = 17,130
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];a.
type = explod
trigger1 = 1
anim = 20130+(var(1)>8)
pos = 10,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];SK
type = explod
trigger1 = 1
anim = 20260+(var(1)>8)
pos = 17,140
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];EX
type = explod
trigger1 = 1
anim = 20280+(var(1)>9)
pos = 10,150
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Hurricane Kick
type = explod
trigger1 = 1
anim = 20230+(var(1)>9)
pos = 26,150
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Blur Kick
type = explod
trigger1 = 1
anim = 20242+(var(1)>10)
pos = 10,160
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

;	cross-up a.MK, s.LP(close), c.LK, s.MK(close), s.MP, c.SP, a.LK, a.MP, a.SK, EX Hurricane Kick > Blur Kick.
[State DETECTION]
type = Null
trigger1 = (parent, stateno = 640) && (parent, movehit=1)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 200) && (parent, movehit=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent, stateno = 430) && (parent, movehit=1) && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent, stateno = 240) && (parent, movehit=1) && var(1)=3
trigger4 = (var(1) :=4)
trigger5 = (parent, stateno = 215) && (parent, movehit=1) && var(1)=4
trigger5 = (var(1) :=5)
trigger6 = (parent, stateno = 226) && (parent, movehit=1) && var(1)=5
trigger6 = (var(1) :=6)
trigger7 = (parent, stateno = 630) && (parent, movehit=1) && var(1)=6
trigger7 = (var(1) :=7)
trigger8 = (parent, stateno = 610) && (parent, movehit=1) && var(1)=7
trigger8 = (var(1) :=8)
trigger9 = (parent, stateno = 650) && (parent, movehit=1) && var(1)=8
trigger9 = (var(1) :=9)
trigger10 = (parent, stateno = 1411) && (parent, movehit=1) && var(1)=9
trigger10 = (var(1) :=10)
trigger11 = (parent, stateno = 1405) && (parent, movehit=1) && var(1)=10
trigger11 = (var(1) :=11)
trigger12 = (parent,var(50) = 0) && (var(1) < 11)
trigger12 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=11 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];1
type = explod
trigger1 = 1
anim = 20021
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State Unites];/
type = explod
trigger1 = !time
anim = 20030
pos = 295,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = -1
removetime = -1
ID = 20999
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Dizaines total];9
type = explod
trigger1 = !time
anim = 20029
pos = 300,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = -1
removetime = -1
ID = 20999
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites total];9
type = explod
trigger1 = !time
anim = 20029
pos = 310,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = -1
removetime = -1
ID = 20999
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 22110

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;2 - Expert 2 : 22110
;	(Jumping P2), Reverse Boomerang Kick, Reverse Boomerang Kick.

[Statedef 22110]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20013)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20013) && var(33)>=7200
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20013
ID = 20013
name = "FAIL KAIO"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=2
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Jumping P2
type = explod
trigger1 = 1
anim = 20262+(p2statetype=A || var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Reverse
type = explod
trigger1 = 1
anim = 20105+(var(1)>0)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Boomerang Kick
type = explod
trigger1 = 1
anim = 20250+(var(1)>0)
pos = 47,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Reverse
type = explod
trigger1 = 1
anim = 20105+(var(1)>1)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Boomerang Kick
type = explod
trigger1 = 1
anim = 20250+(var(1)>1)

pos = 47,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 660) && (parent, movehit=1) && (parent,var(7)=0) && var(1)=0
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 660) && (parent, movehit=1) && (parent,var(7)=1) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent,var(50) = 0) && (var(1) < 2)
trigger3 = (var(1) :=0)
trigger4 = (numhelper(2511) || numhelper(2521) || numhelper(2531)) && parent,var(50) ;Don't cheat with Genkidama!
trigger4 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=2 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];2
type = explod
trigger1 = 1
anim = 20022
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 22120

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;3 - Expert 3 : 22120
;	Tomoe Nage -> Aerial Kamehameha

[Statedef 22120]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20013)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20013) && var(33)>=7200
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20013
ID = 20013
name = "FAIL KAIO"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=2
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Tomoe Nage
type = explod
trigger1 = 1
anim = 20190+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Throw
type = explod
trigger1 = 1
anim = 20182+(var(1)>0)
pos = 60,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Aerial
type = explod
trigger1 = 1
anim = 20270+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1)>1)
pos = 40,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 801) && parent,var(50)
trigger1 = (var(1) :=1)
trigger2 = numhelper(2201) && parent,var(50) && parent,var(18)=0 && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = (parent,var(50) = 0) && (var(1) < 2)
trigger3 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=2 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];3
type = explod
trigger1 = 1
anim = 20023
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

[State NEXT TRIAL]
type = ChangeState
trigger1 = var(1) && !Var(10)
value = 22130

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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

;-----------------------------------------
;4 - Expert 4 : 22130
;	Fully charged Slash Chop -> backdash cancel -> aerial kamehameha

[Statedef 22130]
type = S
movetype = I
anim = 15999
sprpriority = 5

[State FAIL]
type = VarSet
trigger1 = !time
var(33) = 0
[State FAIL]
type = VarAdd
trigger1 = roundstate=2 && !numhelper(20013)
var(33) = 1
[State FAIL]
type = helper
trigger1 = !numhelper(20013) && var(33)>=7200
trigger1 = parent,movehit=0 && var(1)=0 && parent,var(50)=0
helpertype = normal
stateno = 20013
ID = 20013
name = "FAIL KAIO"
postype = left
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State NO INPUTS]
type = VarSet
trigger1 = !time
var(1) = 0

[State DELAY]
type = VarSet
trigger1 = !var(1)
var(10) = 60

[State DELAY]
type = VarAdd
trigger1 = var(1)=3
var(10) = -1

[State DISPLAY MOVE TO PERFORM];Max
type = explod
trigger1 = 1
anim = 20440+(var(1)>0)
pos = 10,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Slash Chop
type = explod
trigger1 = 1
anim = 20110+(var(1)>0)
pos = 35,60
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Backdash
type = explod
trigger1 = 1
anim = 22100+(var(1)>1)
pos = 10,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Cancel
type = explod
trigger1 = 1
anim = 22102+(var(1)>1)
pos = 53,70
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DISPLAY MOVE TO PERFORM];Aerial
type = explod
trigger1 = 1
anim = 20270+(var(1)>2)
pos = 10,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5
[State DISPLAY MOVE TO PERFORM];Kamehameha
type = explod
trigger1 = 1
anim = 20370+(var(1)>2)
pos = 40,80
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .5,.5

[State DETECTION]
type = Null
trigger1 = (parent, stateno = 1302) && (parent, movehit=1) && (parent,fvar(9)=60)
trigger1 = (var(1) :=1)
trigger2 = (parent, stateno = 105) && (parent,var(50)) && var(1)=1
trigger2 = (var(1) :=2)
trigger3 = numhelper(2201) && parent,var(50) && parent,var(18)=0 && var(1)=2
trigger3 = (var(1) :=3)
trigger4 = (parent,var(50) = 0) && (var(1) < 3)
trigger4 = (var(1) :=0)

[State SUCCESS]
type = helper
trigger1 = var(1)=3 && var(10) = 60
helpertype = normal
stateno = 20005
ID = 20005
name = "Success"
postype = p1
pos = -0,0
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State Dizaines];0
type = explod
trigger1 = 1
anim = 20020
pos = 275,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128
[State Unites];4
type = explod
trigger1 = 1
anim = 20023
pos = 285,195
postype = left
sprpriority = -10
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
removetime = 1
ID = 20000
ontop = 1
scale = .25,.25
trans = addalpha
alpha = 128,128

;[State NEXT TRIAL]
;type = ChangeState
;trigger1 = var(1) && !Var(10)
;value = 22140

[State GO TO BEGINNING FOR NOW]
type = ChangeState
trigger1 = var(1)=3 && parent,stateno=0
value = 20001   ;20006

[State GO BACK]
type = ChangeState
trigger1 = parent,command = "tripleS"
value = 20001

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