;================================================================================
;                    ANDY BOGARD: Parte 4... DMs y SDMs
;================================================================================
;Geki Hishouen (DM)
[Statedef 3000]
type = A
movetype = A
physics = N
anim = 1090
poweradd = -1000
velset = 0,0
ctrl = 0
facep2 = 1

[State 1900, 6]
type = Explod
trigger1 = Time = 3
anim = 4010
pos = -30,-75
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 1900, 7]
type = Explod
trigger1 = Time = 3
anim = 4000
pos = -30,-75
postype = p1
sprpriority = -2
supermove = 1
bindtime = 1

[State 2000, SuperPause]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
darken = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 3110, 1]
type = PlaySnd
trigger1 = Time = 1
value = S5, 5

[State 1090, 0] ;Geki...
type = PlaySnd
trigger1 = Time = 20
value = S100, 2

[State 1090, 1] ;...Hishoken!
type = PlaySnd
trigger1 = Time = 62
value = S100, 3

[State 1090, 2] ;Small Blast
type = PlaySnd
trigger1 = Time = 32
value = S100, 6

[State 1090, 3] ;Large Blast
type = PlaySnd
trigger1 = Time = 54
value = S100, 7

[State 1090, 4] ;Small Blast
type = Projectile
trigger1 = Time = 36
projanim = 1095
projhitanim = 1095
offset = 50,-65
velocity = 0
projremovetime = 13
projpriority = 4
attr = S, SP
damage   = 35, 5
getpower = 0, 0
animtype = Back
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S4070
guard.sparkno = S4130
sparkxy = 25,0
hitsound = S200,2
guardsound = S3,1
ground.type = High
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = ifelse(p2bodydist x >= 20,-7,-10),0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 15

[State 1090, 4] ;Big Blast
type = Projectile
trigger1 = Time = 56
projanim = 1096
projhitanim = 1096
offset = 65,-70
velocity = 0
projremovetime = 60
projpriority = 4
projhits = 5
projmisstime = 10
attr = S, SP
damage   = 50, 5
getpower = 0, 0
animtype = Back
hitflag = MAF
guardflag = M
pausetime = 0,12
sparkno = S4070
guard.sparkno = S4130
sparkxy = 45,0
hitsound = S200,4
guardsound = S3,1
ground.type = High
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -9,-6
air.animtype = Back
air.velocity = -9,-6
fall = 1
fall.recover = 0

[State 1090, 6]
type = Width
trigger1 = Animelem >= 1
value = 25, 25

[State 1090, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
; Geki Hishouken (SDM)
[Statedef 3100]
type = S
movetype = A
physics = S
anim = 1091
poweradd = -1000
velset = 0,0
juggle = 5
ctrl = 0
facep2 = 1

[State 3800, KillMAX]
type = VarSet
trigger1 = time = 2
v = 17
value = 0

[State 1900, 6]
type = Explod
trigger1 = Time = 3
anim = 4030
pos = -30,-75
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 1900, 7]
type = Explod
trigger1 = Time = 3
anim = 4020
pos = -30,-75
postype = p1
sprpriority = -2
supermove = 1
bindtime = 1

[State 3800, KillMAX]
type = VarSet
trigger1 = time = 2
v = 17
value = 0

[State 2000, SuperPause]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
darken = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 3110, 1]
type = PlaySnd
trigger1 = Time = 1
value = S5, 5

[State 1090, 0] ;Geki...
type = PlaySnd
trigger1 = Time = 44
value = S100, 2

[State 1090, 1] ;...Hishoken!
type = PlaySnd
trigger1 = Time = 86
value = S100, 3

[State 1090, 2] ;Small Blast
type = PlaySnd
trigger1 = Time = 56
value = S100, 6

[State 1090, 3] ;Large Blast
type = PlaySnd
trigger1 = Time = 78
value = S100, 7

[State 1090, 4] ;Bolita inicial
type = Projectile
trigger1 = AnimElem=4
projanim = 1095
projhitanim = 1095
offset = 50,-65
velocity = 0
projremovetime = 13
projpriority = 4
attr = S, SP
damage   = 35, 5
getpower = 0, 0
animtype = Back
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S4070
guard.sparkno = S4130
sparkxy = 25,0
hitsound = S200,2
guardsound = S3,1
ground.type = High
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = ifelse(p2bodydist x >= 20,-7,-10),0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 15

[State 3020, 3]; campo de fuerza
type = Projectile
trigger1 = AnimElem = 14
projanim = 1185
projhitanim = 1185
projremovetime = 57
projID = 1000
projpriority = 1
projsprpriority = 3
postype = p1
offset = 108,0
projhits = 9
projmisstime = 6
attr = S, SP
damage = 0
animtype = hard
hitflag = MAFP
guardflag = MA
sparkxy = 40,0
sparkno = -1
guard.sparkno = -1
hitsound = S213,0
guardsound = S202,0
pausetime = 0,12
ground.hittime = 20
ground.type = low
ground.slidetime = 20
ground.velocity = -12.3
air.velocity = -4,-3

[State 1090, 4]; Bola interna
type = Projectile
trigger1 = Time = 56
projanim = 1096
projhitanim = 1096
offset = 65,-70
velocity = 0
projremovetime = 60
projpriority = 4
projhits = 9
projmisstime = 6
attr = S, SP
damage   = 50, 5
getpower = 0, 0
animtype = Back
hitflag = MAF
guardflag = M
pausetime = 0,12
sparkno = S4070
guard.sparkno = S4130
sparkxy = 45,0
hitsound = S200,4
guardsound = S3,1
ground.type = High
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -9,-6
air.animtype = Back
air.velocity = -9,-6
fall = 1
fall.recover = 0

[State 1090, 6]
type = Width
trigger1 = Animelem >= 1
value = 25, 25

[State 1090, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
;================================================================================
;--------------------------------------------------------------------------------
; Dan da Dan (inicio)
[Statedef 3200]
type = S
movetype = A
physics = S
poweradd = -1000
ctrl = 0
anim = 3200
velset = 0,0

[State 1900, 6]
type = Explod
trigger1 = Time = 3
anim = 4010
pos = 20,-65
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 1900, 7]
type = Explod
trigger1 = Time = 3
anim = 4000
pos = 20,-65
postype = p1
sprpriority = -2
supermove = 1
bindtime = 1

[State 2000, SuperPause]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
darken = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 3110, 1]
type = PlaySnd
trigger1 = Time = 1
value = S5, 5

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3201
ctrl = 1
;---------------------------------------------------------------------------
; Dan da Dan (golpes varios)
[Statedef 3201]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 101, 3]
type = ChangeState
triggerall = Time = [6,20]
trigger1 = command = "x"
trigger2 = command = "y"
value = 3202

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3207

;---------------------------------------------------------------------------
; Dan da Dan (golpes varios)
[Statedef 3202]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 101, 3]
type = ChangeState
triggerall = Time = [6,20]
trigger1 = command = "x"
trigger2 = command = "y"
value = 3203

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3207

;---------------------------------------------------------------------------
; Dan da Dan (golpes varios)
[Statedef 3203]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 101, 3]
type = ChangeState
triggerall = Time = [6,20]
trigger1 = command = "x"
trigger2 = command = "y"
value = 3204

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3207

;---------------------------------------------------------------------------
; Dan da Dan (golpes varios)
[Statedef 3204]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 101, 3]
type = ChangeState
triggerall = Time = [6,20]
trigger1 = command = "x"
trigger2 = command = "y"
value = 3205

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3207

;---------------------------------------------------------------------------
; Dan da Dan (golpes varios)
[Statedef 3205]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 101, 3]
type = ChangeState
triggerall = Time = [6,20]
trigger1 = command = "x"
trigger2 = command = "y"
value = 3206

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3207

;---------------------------------------------------------------------------
;Alternate dm (Last one)
[Statedef 3206]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3207
;---------------------------------------------------------------------------
; Golpe final
[Statedef 3207]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3202
velset = 0,0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 153
guardflag = MA
pausetime = 0,11
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,4
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -3,-4   
air.velocity = -4,-4
airfall = 1
fall = 1

[State 1000, 5]; Explod ataque final
type = Explod
trigger1 = animelem = 6
anim = 3210
sprpriority = 6
postype = p1
pos = 92,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
; Dan da Dan (inicio) SDM
[Statedef 3250]
type = S
movetype = A
physics = S
poweradd = -1000
ctrl = 0
anim = 3200
velset = 0,0

[State 1900, 6]
type = Explod
trigger1 = Time = 3
anim = 4030
pos = 20,-65
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 1900, 7]
type = Explod
trigger1 = Time = 3
anim = 4020
pos = 20,-65
postype = p1
sprpriority = -2
supermove = 1
bindtime = 1

[State 2000, SuperPause]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
darken = 0

[State 3800, KillMAX]
type = VarSet
trigger1 = time = 2
v = 17
value = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 3110, 1]
type = PlaySnd
trigger1 = Time = 1
value = S5, 5

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3251
ctrl = 1
;---------------------------------------------------------------------------
; Dan da Dan (golpes varios)
[Statedef 3251]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 101, 3]
type = ChangeState
triggerall = Time = [3,30]
trigger1 = command = "x"
trigger2 = command = "y"
value = 3252

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3260

;---------------------------------------------------------------------------
; Dan da Dan (golpes varios)
[Statedef 3252]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = PlaySnd
trigger1 = time = 2
value = 17,1

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 101, 3]
type = ChangeState
triggerall = Time = [3,30]
trigger1 = command = "x"
trigger2 = command = "y"
value = 3253

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3260

;---------------------------------------------------------------------------
; Dan da Dan (golpes varios)
[Statedef 3253]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 101, 3]
type = ChangeState
triggerall = Time = [3,30]
trigger1 = command = "x"
trigger2 = command = "y"
value = 3254

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3260

;---------------------------------------------------------------------------
; Dan da Dan (golpes varios)
[Statedef 3254]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 101, 3]
type = ChangeState
triggerall = Time = [3,30]
trigger1 = command = "x"
trigger2 = command = "y"
value = 3255

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3260

;---------------------------------------------------------------------------
; Dan da Dan (golpes varios)
[Statedef 3255]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 101, 3]
type = ChangeState
triggerall = Time = [3,30]
trigger1 = command = "x"
trigger2 = command = "y"
value = 3256

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3260

;---------------------------------------------------------------------------
; Dan da Dan (golpes varios)
[Statedef 3256]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 101, 3]
type = ChangeState
triggerall = Time = [3,30]
trigger1 = command = "x"
trigger2 = command = "y"
value = 3257

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3260
;---------------------------------------------------------------------------
; Dan da Dan (golpes varios)
[Statedef 3257]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 101, 3]
type = ChangeState
triggerall = Time = [3,30]
trigger1 = command = "x"
trigger2 = command = "y"
value = 3258

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3260
;---------------------------------------------------------------------------
; Dan da Dan (golpes varios)
[Statedef 3258]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 101, 3]
type = ChangeState
triggerall = Time = [3,30]
trigger1 = command = "x"
trigger2 = command = "y"
value = 3259

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3260
;---------------------------------------------------------------------------
; Dan da Dan
[Statedef 3259]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3201
velset = 0,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 34
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,2
guardsound = S3,0
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
air.velocity = -4,-2
airfall = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3205
sprpriority = 6
postype = p1
pos = 55,-63
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3260
;---------------------------------------------------------------------------
; Golpe final
[Statedef 3260]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3202
velset = 0,0

[State 4000, 1]
type = PlaySnd
trigger1 = time = 2
value = 17,0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 200
guardflag = MA
pausetime = 0,11
sparkxy = -10,-70
sparkno = -1
guard.sparkno = S4130
hitsound = S200,4
guardsound = S3,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-4   
air.velocity = -4,-4
airfall = 1
fall = 1

[State 4000, 1]
type = PlaySnd
trigger1 = time = 2
value = 17,2

[State 1000, 5]; Explod ataque final
type = Explod
trigger1 = animelem = 6
anim = 3210
sprpriority = 6
postype = p1
pos = 92,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
;================================================================================
;--------------------------------------------------------------------------------
; Cho Reppa Dan (DM, WK)
[Statedef 3400]
type = S
movetype = A
physics = S
anim = 3100
poweradd = -1000
velset = 0,0
juggle = 5
priority = 1
ctrl = 0
facep2 = 1

[State 1900, 6]
type = Explod
trigger1 = Time = 3
anim = 4010
pos = 0,-60
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 1900, 7]
type = Explod
trigger1 = Time = 3
anim = 4000
pos = 0,-60
postype = p1
sprpriority = -2
supermove = 1
bindtime = 1

[State 2000, SuperPause]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
darken = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 3110, 6]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 15,2
getpower = 0,0
hitflag = MA
guardflag = HA
priority = 1
pausetime = 10,10
sparkno = S4070
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200,4
guardsound = S3,1
animtype = Hard
ground.type = High
ground.slidetime = 19
ground.hittime = 17
ground.velocity = -8,-8
air.velocity = -5,-5
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1

[State 3110, 0]
type = PlaySnd
trigger1 = Time = 1
value = 105,0

[State 3110, 1]
type = PlaySnd
trigger1 = Time = 1
value = S5, 5

[State 3110, 7] ;Flame Sound
type = PlaySnd
trigger1 = AnimElem = 4
value = S105, 1

[State 3110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3401

; Choureppadan DM (Air State)
[Statedef 3401]
type    = A
movetype= A
physics = N
poweradd= 0
ctrl = 0
juggle = 10
anim = 3102
sprpriority = 2

[State 3111, 0] ;Flame Up
type = Explod
trigger1 = Time = 0
anim = 3105
pos = 20,-75
bindtime = 1
sprpriority = 3
postype = p1
supermove = 1

[State 3111, 1]; golpes de relleno
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
attr = A, HA
damage = 20,2
givepower = 0,0
hitflag = MAF
guardflag = M
priority = 1
pausetime = 2,2
sparkno = S4070
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S0,11
guardsound = S3,1
animtype = Back
ground.type = High
ground.slidetime = 19
ground.hittime = 21
ground.velocity = -2,-4
air.velocity = -2,-4
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1

[State 3111, 1]; ultimo hit
type = HitDef
trigger1 = AnimElem = 12
attr = S, NA
damage = 50,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S4070
guard.sparkno = S4130
sparkxy = -10,-30
hitsound = S215,0
guardsound = S202,0
pausetime = 7,9
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -5,-6
ground.cornerpush.veloff = 5
air.velocity = -5,-6
fall = 1
fall.recover.time = 80

[State 3111, 2]
type = Velset
trigger1 = Time = 0
x = 5
y = -6

[State 3111, 3]
type = VelAdd
trigger1 = Time >= 1
x = 0
y = .40

[State 3111, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = 0

[State 3111, 5]
type = PosSet
trigger1 = AnimTime = 0
y = 0

[State 3111, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3402

[Statedef 3402]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3104
sprpriority = 2

[State 3100, 8]
type = Explod
trigger1 = Time = 0
anim = 3106
pos = 0,-58
vel = -.5,-.5
sprpriority = 3
postype = p1
supermove = 1

[State 3110, 0]
type = PlaySnd
trigger1 = Time = 0
value = 0,2

[State 3104, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------------
; Cho Reppa Dan (DM, SP)
[Statedef 3410]
type = S
movetype = A
physics = S
anim = 3101
poweradd = -1000
velset = 0,0
juggle = 5
priority = 1
ctrl = 0
facep2 = 1

[State 1900, 6]
type = Explod
trigger1 = Time = 3
anim = 4010
pos = 0,-60
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 1900, 7]
type = Explod
trigger1 = Time = 3
anim = 4000
pos = 0,-60
postype = p1
sprpriority = -2
supermove = 1
bindtime = 1

[State 2000, SuperPause]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
darken = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 3110, 6]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 15,2
getpower = 0,0
hitflag = MA
guardflag = HA
priority = 1
pausetime = 10,10
sparkno = S4070
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200,4
guardsound = S3,1
animtype = Hard
ground.type = High
ground.slidetime = 19
ground.hittime = 17
ground.velocity = -8,-8
air.velocity = -5,-5
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1

[State 3110, 0]
type = PlaySnd
trigger1 = Time = 1
value = 105,0

[State 3110, 1]
type = PlaySnd
trigger1 = Time = 1
value = S5, 5

[State 3110, 7] ;Flame Sound
type = PlaySnd
trigger1 = AnimElem = 4
value = S105, 1

[State 3110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3411

; Choureppadan DM (Air State)
[Statedef 3411]
type    = A
movetype= A
physics = N
poweradd= 0
ctrl = 0
juggle = 10
anim = 3103
sprpriority = 2

[State 3111, 0] ;Flame Up
type = Explod
trigger1 = Time = 0
anim = 3105
pos = 20,-75
bindtime = 1
sprpriority = 3
postype = p1
supermove = 1

[State 3111, 1]; golpes de relleno
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
attr = A, HA
damage = 20,2
givepower = 0,0
hitflag = MAF
guardflag = M
priority = 1
pausetime = 2,2
sparkno = S4070
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S0,11
guardsound = S3,1
animtype = Back
ground.type = High
ground.slidetime = 19
ground.hittime = 21
ground.velocity = -2,-4
air.velocity = -2,-4
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1

[State 3111, 1]; ultimo hit
type = HitDef
trigger1 = AnimElem = 12
attr = S, NA
damage = 50,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S4070
guard.sparkno = S4130
sparkxy = -10,-30
hitsound = S215,0
guardsound = S202,0
pausetime = 7,9
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -5,-6
ground.cornerpush.veloff = 5
air.velocity = -5,-6
fall = 1
fall.recover.time = 80

[State 3111, 2]
type = Velset
trigger1 = Time = 0
x = 6
y = -7

[State 3111, 3]
type = VelAdd
trigger1 = Time >= 1
x = 0
y = .40

[State 3111, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = 0

[State 3111, 5]
type = PosSet
trigger1 = AnimTime = 0
y = 0

[State 3111, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3402

;--------------------------------------------------------------------------------
; Cho Reppa Dan (SDM)
[Statedef 3450]
type = S
movetype = A
physics = S
anim = 3110
poweradd = -1000
velset = 0,0
juggle = 5
priority = 1
ctrl = 0
facep2 = 1

[State 3800, KillMAX]
type = VarSet
trigger1 = time = 2
v = 17
value = 0

[State 1900, 6]
type = Explod
trigger1 = Time = 3
anim = 4030
pos = 0,-60
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 1900, 7]
type = Explod
trigger1 = Time = 3
anim = 4020
pos = 0,-60
postype = p1
sprpriority = -2
supermove = 1
bindtime = 1

[State 2000, SuperPause]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
darken = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 3110, 1]
type = PlaySnd
trigger1 = Time = 1
value = S5, 5

[State 3110, 6]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 15,2
getpower = 0,0
hitflag = MA
guardflag = HA
priority = 1
pausetime = 10,10
sparkno = S4070
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200,4
guardsound = S3,1
animtype = Hard
ground.type = High
ground.slidetime = 19
ground.hittime = 17
ground.velocity = -8,-8
air.velocity = -5,-5
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1

[State 3110, 0]
type = PlaySnd
trigger1 = Time = 1
value = 105,0

[State 3110, 7] ;Flame Sound
type = PlaySnd
trigger1 = AnimElem = 5
value = S105, 1

[State 3110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3451

; Choureppadan SDM (Air State)
[Statedef 3451]
type    = A
movetype= A
physics = N
poweradd= 0
ctrl = 0
juggle = 10
anim = 3113
sprpriority = 2

[State 3111, 0] ;Flame Up
type = Explod
trigger1 = Time = 0
anim = 3105
pos = 20,-75
bindtime = 1
sprpriority = 3
postype = p1
supermove = 1

[State 3111, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
attr = A, HA
damage = 40,4
givepower = 0,0
hitflag = MAF
guardflag = M
priority = 1
pausetime = 2,2
sparkno = S4070
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S0,11
guardsound = S3,1
animtype = Back
ground.type = High
ground.slidetime = 19
ground.hittime = 21
ground.velocity = -2,-5
air.velocity = -2,-5
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
fall = 1
fall.recover = 0
palfx.time = 45
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0

[State 3111, 1]
type = HitDef
trigger1 = AnimElem = 12
attr = A, HA
damage = 35,3
givepower = 0,0
hitflag = MAF
guardflag = M
priority = 1
pausetime = 2,2
sparkno = S4070
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = s0,11
guardsound = S3,1
animtype = Back
ground.type = High
ground.slidetime = 19
ground.hittime = 21
ground.velocity = -6,-5
air.velocity = -6,-5
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
fall = 1
fall.recover = 0
palfx.time = 45
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0

[State 3111, 2]
type = Velset
trigger1 = Time = 0
x = 6
y = -7

[State 3111, 3]
type = VelAdd
trigger1 = Time >= 1
x = 0
y = .40

[State 3111, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = 0

[State 3111, 5]
type = PosSet
trigger1 = AnimTime = 0
y = 0

[State 3111, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3402

;--------------------------------------------------------------------------------
;================================================================================
;--------------------------------------------------------------------------------