;========================<KUNG FU PALM>=======================
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0
channel = 0

[State 1000, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 5
value = 1, 2

[State 1000, PosAdd Elem 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1000, PosAdd Elem 3&13]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 10

[State 1000, PosAdd Elem 5]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 1000, PosAdd Elem 9]
type = PosAdd
trigger1 = AnimElem = 9
x = -5

[State 1000, Hit Near] 
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = p2bodydist X < 40 ;this trigger changes the hit defs based on p2's distance
trigger1 = AnimElem = 6
attr = S, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -61
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -6, -6
air.velocity = -6,-5
guard.velocity = -10
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1000, Hit Far] 
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = p2bodydist X >= 40 ;this trigger changes the hit defs based on p2's distance
trigger1 = AnimElem = 6
attr = S, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -61
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -9, 0
air.velocity = -6, -5
guard.velocity = -10
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1000, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I

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

;Medium
[Statedef 1010]
type = S
movetype = A
physics = S
anim = 1010
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1010, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0
channel = 0

[State 1010, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 5
value = 1, 2

[State 1010, PosAdd Elem 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1010, PosAdd Elem 3&13]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 10

[State 1010, PosAdd Elem 5]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 1010, PosAdd Elem 9]
type = PosAdd
trigger1 = AnimElem = 9
x = 2

[State 1010, Hit Near] 
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = p2bodydist X < 40 ;this trigger changes the hit defs based on p2's distance
trigger1 = AnimElem = 6
attr = S, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -61
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -6, -6
air.velocity = -6,-5
guard.velocity = -10
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1010, Hit Far] 
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = p2bodydist X >= 40 ;this trigger changes the hit defs based on p2's distance
trigger1 = AnimElem = 6
attr = S, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -61
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -9, 0
air.velocity = -6, -5
guard.velocity = -10
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1010, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I

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

;Strong
[Statedef 1020]
type = S
movetype = A
physics = S
anim = 1020
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1020, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0
channel = 0

[State 1020, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 5
value = 1, 2

[State 1020, PosAdd Elem 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1020, PosAdd Elem 3&13]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 10

[State 1020, PosAdd Elem 5]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 1020, PosAdd Elem 9]
type = PosAdd
trigger1 = AnimElem = 9
x = 4

[State 1020, Hit Near] 
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = p2bodydist X < 40 ;this trigger changes the hit defs based on p2's distance
trigger1 = AnimElem = 6
attr = S, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -61
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -6, -6
air.velocity = -6,-5
guard.velocity = -10
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1020, Hit Far] 
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = p2bodydist X >= 40 ;this trigger changes the hit defs based on p2's distance
trigger1 = AnimElem = 6
attr = S, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -61
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -9, 0
air.velocity = -6, -5
guard.velocity = -10
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1020, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I

[State 1020, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;=======================<EX KUNG FU PALM>===========================
[Statedef 1030]
type = S
movetype = A
physics = S
anim = 1030
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 1030, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -500

[State 1030, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,12
channel = 0

[State 1030, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 4
value = 1, 2

[State 1030, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, 1000
channel = 1

[State 1030, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 30

[State 1030, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 4, -67
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1030, Fly Snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,1

[State 1030, Dust Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8103
ID = 8100
name = "Dash Dust"
postype = p1
pausemovetime = 255
supermovetime = 255
ownpal = 1

[State 1030, Friction]
type = VelMul
trigger1 = 1
x = .85 * ifelse (AnimElemTime(6) < 0, 1, .8)

[State 1030, PosAdd Elem 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1030, PosAdd Elem 3&12]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
x = 10

[State 1030, PosAdd Elem 4]
type = PosAdd
trigger1 = AnimElem = 4
x = 5

[State 1030, Velocity]
type = VelSet
trigger1 = AnimElem = 4
x = 15

[State 1030, Hit]
type = HitDef
triggerall = !NumTarget(1030)
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S, SA
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S1000,0;S2,2
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -61
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -10,-8
air.velocity = -10,-8
guard.velocity = -10
airguard.velocity = -8.5, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120
id = 1030
p2facing = 1

[State 1030, TargetState];hits foe into wall
type = TargetState
trigger1 = MoveHit && NumTarget(1030)
trigger1 = (Target(1030), StateNo = 5000) || (Target(1030), StateNo = 5010) || (Target(1030), StateNo = 5020)
value = 1031
ID = 1030
ignoreHitPause = 1

[State 1030, VarSet: No Juggle Check]
type = VarSet
trigger1 = MoveHit=1 && NumTarget
var(15) = 0

[State 1030, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I

[State 1030, End]
type = ChangeState
trigger1 = !AnimTime 
value = 0
ctrl = 1

;======================<HIT BY EX KUNG FU PALM>===========================
;Being Launched
[StateDef 1031]
type = A
moveType = H
physics = N
velSet = 0,0

[State 1031, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5002

[State 1031, End]
type = ChangeState
trigger1 = HitShakeOver
value = 1032


;Heading Towards Wall
[StateDef 1032]
type = A
moveType = H
physics = N

[State 1032, HitVelSet]
type = HitVelSet
trigger1 = !Time
x = 1
y = 1

[State 1032, Gravity]
type = VelAdd
trigger1 = 1
y = GetHitVar(yAccel)

[State 1032, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,1

[State 1032, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1032, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(SelfAnimExist(5052), 5052, 5030)

[State 1032, Bounce Off Wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 10 || FrontEdgeBodyDist <= 10
value = 1033

[State 1032, End]
type = SelfState
trigger1 = vel y > 0 && pos y >= 0
value = 5100


;Impacting Wall
[StateDef 1033]
type = A
moveType = H
physics = N

[State 1033, Turn]
type = Turn
trigger1 = !Time
trigger1 = FrontEdgeDist < BackEdgeDist

[State 1033, PosSet]
type = PosSet
trigger1 = 1
x = -160 * Facing

[State 1033, PosFreeze]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1033, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,1

[State 1033, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1033, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5010

[State 1033, Impact Sound]
type = PlaySnd
trigger1 = !Time
value = F7,0

[State 1033, End]
type = ChangeState
trigger1 = Time >= 4
value = 1034


;Bouncing Off Wall
[Statedef 1034]
type = A
moveType = H
physics = N

[State 1034, Turn]
type = Turn
trigger1 = !Time

[State 1034, Gravity]
type = VelAdd
trigger1 = 1
y = 0.5

[State 1034, VelSet]
type = VelSet
trigger1 = !Time
x = -2.5 ;-2.85
y = -8.5

[State 1034, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(SelfAnimExist(5051), 5051, 5030)

[State 1034, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5030 && !AnimTime
value = 5050

[State 1034, ChangeAnim]
type = ChangeAnim
trigger1 = vel y > -3 && Anim = 5051 && SelfAnimExist(5061)
value = 5061

[State 1034, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0

[State 1034, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1034, End]
type = SelfState
trigger1 = vel y > 0 && pos y >= 0
value = 5100

;========================<KUNG FU UPPER>=======================
[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0
channel = 0

[State 1100, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 3
value = 1, 2

[State 1100, Muteki]
type = Nothitby
trigger1 = AnimElemTime(3)<= 0
time = 1
value = SCA

[State 1100, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(13) < 0
value = 5,0

[State 1100, Hit 1] 
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = S, SA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 8,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -62
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2.85, 0
air.velocity = -3,-3
guard.velocity = -5
airguard.velocity = -3.5, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1100, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger1 = AnimElem = 6 < 0

[State 1100, Hit 2] 
type = HitDef
triggerall = !NumTarget(3100)
trigger1 = !var(16) && var(15) < 2
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem = 7 || AnimElem = 8
attr = S, SA
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 7
priority = 4, hit
animtype = Up
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -110
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2.5, -11
air.velocity = -2.5, -11
guard.velocity = -8
airguard.velocity = -8, -4
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1100, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
movetype = I

[State 1100, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;Strong
[Statedef 1110]
type = S
movetype = A
physics = S
anim = 1110
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1110, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0
channel = 0

[State 1110, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 3
value = 1, 2

[State 1110, Muteki]
type = Nothitby
trigger1 = AnimElemTime(3)<= 0
time = 1
value = SCA

[State 1110, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(13) < 0
value = 5,0

[State 1110, Hit 1] 
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = S, SA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 8,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -62
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -3, 0
air.velocity = -3.5,-3
guard.velocity = -5
airguard.velocity = -3.5, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1110, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger1 = AnimElem = 6 < 0

[State 1110, Hit 2] 
type = HitDef
triggerall = !NumTarget(3100)
trigger1 = !var(16) && var(15) < 2
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem = 7 || AnimElem = 8
attr = S, SA
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 7
priority = 4, hit
animtype = Up
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -110
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2.5, -11
air.velocity = -2.5, -11
guard.velocity = -8
airguard.velocity = -8, -4
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1110, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
movetype = I

[State 1110, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;=======================<EX KUNG FU UPPER>===========================
[Statedef 1120]
type = S
movetype = A
physics = S
anim = 1120
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 1120, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -500

[State 1120, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,5
channel = 0

[State 1120, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 3
value = 1, 2

[State 1120, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, 1000
channel = 1

[State 1120, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 25

[State 1120, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 3, -68
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1120, Muteki]
type = Nothitby
trigger1 = AnimElemTime(4)<= 0
time = 1
value = SCA

[State 1120, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(13) < 0
value = 5,0

[State 1120, Hit 1&2] 
type = HitDef
trigger1 = !var(16) && var(15) < 3
trigger1 = AnimElem = 3 || AnimElem = 4
attr = S, SA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 20,22
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -62
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -3, 0
air.velocity = -3,-2
guard.velocity = -5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
p2facing = 1
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 16
envshake.ampl = 4
envShake.freq = 120

[State 1120, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger1 = AnimElem = 6 < 0

[State 1120, Hit 3] 
type = HitDef
trigger1 = !var(16) && var(15) < 4
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem = 7 || AnimElem = 8
attr = S, SA
damage = ceil(ifElse(fvar(11) * 98 < 7, 7, fvar(11) * 98)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S1000,0;S2,2
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -110
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -3.5, -13
air.velocity = -3.5, -13
guard.velocity = -8
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
p2facing = 1
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 16
envshake.ampl = 4
envShake.freq = 120
mindist = 50,-100            ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
maxdist = 100,-10	         ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below

[State 1120, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
movetype = I

[State 1120, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;========================<KUNG FU BLOW>=======================
[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0
channel = 0

[State 1200, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 2

[State 1200, Smash Snd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1000, 2

[State 1200, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1200, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1200, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 6
time = 16     ;Time to shake screen
ampl = 6     ;Amount to shake
freq = 150   ;A frequency of 150 shakes the screen a little less rapidly than 180

[State 1200, Power Dust FX]
type= Explod
trigger1 = AnimElem = 6
anim = 8105
sprpriority = -3
postype = P1
pos = 23,-ceil(pos y)
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1200, Projectile Shield]
type= Helper
trigger1= AnimElem = 6
helpertype= Normal
stateno= 1250
ID= 1250
name= "Shield"
postype= p1
ownpal= 1

[State 1200, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6
attr = S, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -65
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -9, 0
air.velocity = -5,-3.5
guard.velocity = -10
airguard.velocity = -5, -3.5
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 16
envshake.ampl = 6
envShake.freq = 150

[State 1200, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I

[State 1200, End]
type = ChangeState
trigger1 = !AnimTime 
value = 0
ctrl = 1

;Strong
[Statedef 1210]
type = S
movetype = A
physics = S
anim = 1210
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1210, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0
channel = 0

[State 1210, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 2

[State 1210, Smash Snd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1000, 2

[State 1210, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1210, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1210, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 6
time = 16     ;Time to shake screen
ampl = 6     ;Amount to shake
freq = 150   ;A frequency of 150 shakes the screen a little less rapidly than 180

[State 1210, Power Dust FX]
type= Explod
trigger1 = AnimElem = 6
anim = 8105
sprpriority = -3
postype = P1
pos = 23,-ceil(pos y)
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1210, Projectile Shield]
type= Helper
trigger1= AnimElem = 6
helpertype= Normal
stateno= 1252
ID= 1250
name= "Shield"
postype= p1
ownpal= 1

[State 1210, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6
attr = S, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -65
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 18
ground.velocity = -10, 0
air.velocity = -5.25,-3.5
guard.velocity = -11
airguard.velocity = -5.25, -3.5
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 16
envshake.ampl = 6
envShake.freq = 150

[State 1210, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I

[State 1210, End]
type = ChangeState
trigger1 = !AnimTime 
value = 0
ctrl = 1

;========================<EX KUNG FU BLOW>=======================
[Statedef 1220]
type = S
movetype = A
physics = S
anim = 1220
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 1220, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -500

[State 1220, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,3
channel = 0

[State 1220, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 2

[State 1220, Smash Snd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1000, 2

[State 1220, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, 1000
channel = 1

[State 1220, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 30

[State 1220, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 3, -68
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1220, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1220, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1220, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 6
time = 16     ;Time to shake screen
ampl = 6     ;Amount to shake
freq = 150   ;A frequency of 150 shakes the screen a little less rapidly than 180

[State 1220, Power Dust FX]
type= Explod
trigger1 = AnimElem = 6
anim = 8105
sprpriority = -3
postype = P1
pos = 23,-ceil(pos y)
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1220, Projectile Shield]
type= Helper
trigger1= AnimElem = 6
helpertype= Normal
stateno= 1253
ID= 1250
name= "Shield"
postype= p1
ownpal= 1

[State 1220, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6
attr = S, SA
damage = ceil(ifElse(fvar(11) * 105 < 7, 7, fvar(11) * 105)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S1000,0;S2,2
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -65
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 23
ground.hittime  = 23
guard.hittime = 18
ground.velocity = -12, 0
air.velocity = -6,-4
guard.velocity = -12
airguard.velocity = -6, -4
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 16
envshake.ampl = 6
envShake.freq = 150

[State 1220, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I

[State 1220, End]
type = ChangeState
trigger1 = !AnimTime 
value = 0
ctrl = 1

;========================<KUNG FU KNEE>=======================
[Statedef 1300]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1300, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0
channel = 0

[State 1300, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 3
value = 1, 4

[State 1300, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 40,0
channel = 3

[State 1300, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = 20

[State 1300, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 5
stateType = A
physics = N

[State 1300, Dust Helper]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1300, Rising Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 2
y = -6

[State 1300, Gravity]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = 0.45

[State 1300, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 4
attr = A, SA
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 10,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 85), var(36) := -65
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -4.5, -6.5
air.velocity = -4.5,-6.5
guard.velocity = -8
airguard.velocity = -6, -4
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1300, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 1300, Follow Up Kick]
type = ChangeState
triggerall = StateType = A
trigger1 = Command = "a" || Command = "b" || Command = "c"
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(9) < 0 ;Vel y < -1
value = 1305

[State 1300, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1301

;Landing
[Statedef 1301]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1301
velset = 0, 0

[State 1301, On Ground]
type = Posset
trigger1 = !Time
Y = 0

[State 1301, Land Snd]
type = PlaySnd
trigger1 = Time = 1
value = 52,0

[State 1301, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprpriority = -3
postype = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1301, PosAdd] ;Move KFM back a little
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1301, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;Follow Up Kick
[StateDef 1305]
type = A
physics = N
moveType = A
anim = 1305
ctrl = 0
sprPriority = 1
powerAdd = 30 * !var(20)

[State 1305, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1
channel = 0

[State 1305, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,5
channel = 1

[State 1305, PosAdd]
type = PosAdd
trigger1 = !Time 
x = 10
y = -10

[State 1305, Gravity]
type = VelAdd
trigger1 = 1
y = 0.45

[State 1305, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 3
trigger1 = AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -80
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -5, -6
air.velocity = -5,-6
guard.velocity = -8
airguard.velocity = -6, -4
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1305, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

;Medium
[Statedef 1310]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1310, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0
channel = 0

[State 1310, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 3
value = 1, 4

[State 1310, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 40,0
channel = 3

[State 1310, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = 20

[State 1310, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 5
stateType = A
physics = N

[State 1310, Dust Helper]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1310, Rising Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 2.5
y = -7

[State 1310, Gravity]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = 0.45

[State 1310, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 4
attr = A, SA
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 10,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 85), var(36) := -65
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -4.5, -7
air.velocity = -4.5,-7
guard.velocity = -8
airguard.velocity = -6, -4
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1310, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 1310, Follow Up Kick]
type = ChangeState
triggerall = StateType = A
trigger1 = Command = "a" || Command = "b" || Command = "c"
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(9) < 0 ;Vel y < -1
value = 1305

[State 1310, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1301

;Strong
[Statedef 1320]
type = S
movetype = A
physics = S
anim = 1320
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1320, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0
channel = 0

[State 1320, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 3
value = 1, 4

[State 1320, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 40,0
channel = 3

[State 1320, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = 20

[State 1320, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 5
stateType = A
physics = N

[State 1320, Dust Helper]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1320, Rising Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 2.75
y = -7.5

[State 1320, Gravity]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = 0.45

[State 1320, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 4
attr = A, SA
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 10,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 85), var(36) := -65
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -4.5, -7.5
air.velocity = -4.5,-7
guard.velocity = -8
airguard.velocity = -6, -4
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1320, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
moveType = I

[State 1320, Follow Up Kick]
type = ChangeState
triggerall = StateType = A
trigger1 = Command = "a" || Command = "b" || Command = "c"
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(10) < 0 ;Vel y < -1
value = 1305

[State 1320, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1301

;========================<EX KUNG FU KNEE>=======================
[Statedef 1330]
type = S
movetype = A
physics = S
anim = 1330
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 1330, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -500

[State 1330, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0
channel = 0

[State 1330, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 3
value = 1, 4
channel = 1

[State 1330, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 40,0
channel = 2

[State 1330, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, 1000
channel = 3

[State 1330, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 43

[State 1330, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 4, -68
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1330, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = 20

[State 1330, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 5
stateType = A
physics = N

[State 1330, Dust Helper]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1330, Rising Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 3
y = -8

[State 1330, Gravity]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = 0.45

[State 1330, Muteki]
type = Nothitby
trigger1 = AnimElemTime(4)<= 0
time = 1
value = SCA

[State 1330, 3 Hits]
type = HitDef
trigger1 = !var(16) && var(15) < 4
trigger1 = AnimElem = 4 || AnimElem = 5 || AnimElem = 6
attr = A, SA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 10,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 85), var(36) := -65
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -5, -8.5
air.velocity = -5,-8
guard.velocity = -9
airguard.velocity = -6, -4
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1330, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 1330, Follow Up Kick]
type = ChangeState
triggerall = StateType = A
trigger1 = Command = "a" || Command = "b" || Command = "c"
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(10) < 0 ;Vel y < -1
value = 1335

[State 1330, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1301

;EX Follow Up Kick
[StateDef 1335]
type = A
physics = N
moveType = A
anim = 1305
ctrl = 0
sprPriority = 1
powerAdd = 0

[State 1335, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 25

[State 1335, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4
channel = 0

[State 1335, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,5
channel = 1

[State 1335, PosAdd]
type = PosAdd
trigger1 = !Time 
x = 10
y = -10

[State 1335, Gravity]
type = VelAdd
trigger1 = 1
y = 0.45

[State 1335, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 5
trigger1 = AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 7
priority = 4, hit
animtype = Diagup
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S1000,0 ;S2,5
guardsound = S130,0
pausetime = 24,24
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -80
air.animtype = Diagup
fall.animtype = Diagup
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -7, -9
air.velocity = -7,-9
guard.velocity = -8
airguard.velocity = -7, -5
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1335, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

;========================<KUNG FU ZANKOU>=======================
[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1400
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1400, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2
channel = 0

[State 1400, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2

[State 1400, Width]
type = Width
trigger1 = AnimElemTime(5) < 0 
value = 5,0

[State 1400, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 8
x = 10

[State 1400, Velocity]
type = VelSet
trigger1 = AnimElem = 4
x = 2

[State 1400, Friction]
type = VelMul
trigger1 = 1
x = 0.5

[State 1400, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S, SA
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -71
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -9, 0
air.velocity = -5,-5
guard.velocity = -10
airguard.velocity = -5, -3.5
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1400, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I

[State 1400, End]
type = ChangeState
trigger1 = !AnimTime 
value = 0
ctrl = 1

;Medium
[Statedef 1410]
type = S
movetype = A
physics = S
anim = 1410
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1410, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2
channel = 0

[State 1410, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2

[State 1410, Width]
type = Width
trigger1 = AnimElemTime(5) < 0 
value = 5,0

[State 1410, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 9
x = 10

[State 1410, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 8

[State 1410, Friction]
type = VelMul
trigger1 = 1
x = 0.65

[State 1410, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S, SA
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -71
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -9, 0
air.velocity = -5,-5
guard.velocity = -10
airguard.velocity = -5, -3.5
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1410, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I

[State 1410, End]
type = ChangeState
trigger1 = !AnimTime 
value = 0
ctrl = 1

;Strong
[Statedef 1420]
type = S
movetype = A
physics = S
anim = 1410
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1420, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2
channel = 0

[State 1420, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2

[State 1420, Width]
type = Width
trigger1 = AnimElemTime(5) < 0 
value = 5,0

[State 1420, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 9
x = 10

[State 1420, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 10

[State 1420, Friction]
type = VelMul
trigger1 = 1
x = 0.65

[State 1420, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S, SA
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -71
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -9, 0
air.velocity = -5,-5
guard.velocity = -10
airguard.velocity = -5, -3.5
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1420, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I

[State 1420, End]
type = ChangeState
trigger1 = !AnimTime 
value = 0
ctrl = 1

;========================<EX KUNG FU ZANKOU>=======================
[Statedef 1430]
type = S
movetype = A
physics = S
anim = 1430
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 1430, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -500

[State 1430, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,7
channel = 0

[State 1430, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2

[State 1430, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, 1000
channel = 1

[State 1430, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 30

[State 1430, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 15, -48
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1430, Resist Projectiles]
type = NotHitBy
trigger1 = AnimElemTime (10) < 0
time = 1
value = ,NP,SP

[State 1430, Width]
type = Width
trigger1 = AnimElemTime(5) < 0 
value = 5,0

[State 1430, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 10
x = 10

[State 1430, Velocity]
type = VelSet
trigger1 = AnimElemTime(3) = [1,2]
x = 20

[State 1430, Friction]
type = VelMul
trigger1 = 1
x = 0.7

[State 1430, Hit 1]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = S, SA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 10,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -49
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -5, 0
air.velocity = -5,-3.5
guard.velocity = -6
airguard.velocity = -5, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1430, Hit 2]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
priority = 4, hit
animtype = Diagup
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S1000,0;S2,2
guardsound = S130,0
pausetime = 18,18
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -71
air.animtype = Diagup
fall.animtype = Diagup
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -7, -8
air.velocity = -7, -7.5
guard.velocity = -12
airguard.velocity = -7, -3.5
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1430, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I

[State 1430, End]
type = ChangeState
trigger1 = !AnimTime 
value = 0
ctrl = 1
