;================================================================================
;                    CCI TODOH 'S CODINGS FILE - part4
;================================================================================


;====================================================
;
;              CHOU KASANE ATE
;
;====================================================

[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1400
poweradd = ifelse(prevstateno > 999,-2000,-1000)
velset = 0,0
ctrl = 0

[state 1200, var]
type = Varset
trigger1 = time = 0
var(16) = 0

[state 1200, var]
type = Varset
trigger1 = time = 30
trigger1 = prevstateno > 999
var(16) = 5

[State 1100, dm spark]
type = Explod
trigger1 = AnimElem = 1 && prevstateno > 999
anim = 4000
ID = 4000
postype = left
pos = 160,120
bindtime = -1
sprpriority = -1
supermovetime = 30
ownpal = 1
removeongethit = 1
scale = 0.5,0.5

[State 1000, wodth]
type = Width
trigger1 = 1
value = 10,10

[State 2100, bg]
type = assertspecial
trigger1 = time = [0,30]
flag = nobg
flag2 = nofg

[State 1100, dm spark]
type = Explod
trigger1 = AnimElem = 1
anim = f100
ID = 1000
postype = p1
pos = -15,-120
bindtime = -1
sprpriority = 2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 3009, pause]
type = SuperPause
trigger1 = Animelem = 1
time = 30
anim = -1
movetime = 30
darken = 0
p2defmul = 1

[State 1000, wodth]
type = Width
trigger1 = 1
value = 10,10

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 1
value = 20,0

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 3
value = 1100,0

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 2, = 25
value = 1000,1

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 3
value = 2000,1

[State -3, Corner]
type = posadd
triggerall = FrontEdgeDist < 80
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
x = -30

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
projanim = 1305
projhitanim = 1305
projremovetime = 20
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = 15,0
attr = S, HP
damage = 29,10
animtype = medium
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,ifelse(prevstateno > 999,-1,-7)
air.fall = 1
air.juggle = ifelse(prevstateno > 999,0,10)
yaccel = .54
getpower = 0
fall.recover = 0

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3
triggerall = var(16) = 0
trigger1 = P2Stateno = [5020,5040]
trigger2 = P2Stateno = [154,155]
projanim = 1305
projhitanim = 1305
projremovetime = 20
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = 15,0
attr = S, HP
damage = 29,10
animtype = medium
hitflag = MFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,ifelse(prevstateno > 999,-1,-7)
air.fall = 1
air.juggle = ifelse(prevstateno > 999,0,10)
yaccel = .54
getpower = 0
fall.recover = 0

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 4
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
projanim = 1305
projhitanim = 1305
projremovetime = 20
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = 35,0
attr = S, HP
damage = 29,10
animtype = medium
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,ifelse(prevstateno > 999,-1,-7)
air.fall = 1
air.juggle = ifelse(prevstateno > 999,0,10)
yaccel = .54
getpower = 0
fall.recover = 0

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 4
triggerall = var(16) = 0
trigger1 = P2Stateno = [5020,5040]
trigger2 = P2Stateno = [154,155]
projanim = 1305
projhitanim = 1305
projremovetime = 20
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = 35,0
attr = S, HP
damage = 29,10
animtype = medium
hitflag = MFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,ifelse(prevstateno > 999,-1,-7)
air.fall = 1
air.juggle = ifelse(prevstateno > 999,0,10)
yaccel = .54
getpower = 0
fall.recover = 0

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 5
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
projanim = 1305
projhitanim = 1305
projremovetime = 20
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = 55,0
attr = S, HP
damage = 29,10
animtype = medium
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,ifelse(prevstateno > 999,-1,-7)
air.fall = 1
air.juggle = ifelse(prevstateno > 999,0,10)
yaccel = .54
getpower = 0
fall.recover = 0

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 5
triggerall = var(16) = 0
trigger1 = P2Stateno = [5020,5040]
trigger2 = P2Stateno = [154,155]
projanim = 1305
projhitanim = 1305
projremovetime = 20
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = 55,0
attr = S, HP
damage = 29,10
animtype = medium
hitflag = MFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,ifelse(prevstateno > 999,-1,-7)
air.fall = 1
air.juggle = ifelse(prevstateno > 999,0,10)
yaccel = .54
getpower = 0
fall.recover = 0

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 5, = 3
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
projanim = 1305
projhitanim = 1305
projremovetime = 20
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 2
postype = p1
offset = 75,0
attr = S, HP
damage = 29,10
animtype = medium
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,ifelse(prevstateno > 999,-1,-7)
air.fall = 1
air.juggle = ifelse(prevstateno > 999,0,10)
yaccel = .54
getpower = 0
fall.recover = 0

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 5, = 3
triggerall = var(16) = 0
trigger1 = P2Stateno = [5020,5040]
trigger2 = P2Stateno = [154,155]
projanim = 1305
projhitanim = 1305
projremovetime = 20
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 2
postype = p1
offset = 75,0
attr = S, HP
damage = 29,10
animtype = medium
hitflag = MFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,ifelse(prevstateno > 999,-1,-7)
air.fall = 1
air.juggle = ifelse(prevstateno > 999,0,10)
yaccel = .54
getpower = 0
fall.recover = 0

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 5, = 6
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
projanim = 1305
projhitanim = 1305
projremovetime = 20
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 2
postype = p1
offset = 95,0
attr = S, HP
damage = 139,10
animtype = medium
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S2000,2
guardsound = S6,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -5,-7
air.velocity = -5,-7
fall = 1
air.juggle = ifelse(prevstateno > 999,0,10)
yaccel = .54
getpower = 0
fall.recover = 0

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 5, = 6
triggerall = var(16) = 0
trigger1 = P2Stateno = [5020,5040]
trigger2 = P2Stateno = [154,155]
projanim = 1305
projhitanim = 1305
projremovetime = 20
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 2
postype = p1
offset = 95,0
attr = S, HP
damage = 139,10
animtype = medium
hitflag = MFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S2000,2
guardsound = S6,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -5,-7
air.velocity = -5,-7
fall = 1
air.juggle = ifelse(prevstateno > 999,0,10)
yaccel = .54
getpower = 0
fall.recover = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;====================================================
;
;                     SDM
;
;====================================================
;---------------------Throw A
[Statedef 1500]
type = S
movetype = A
physics = S
anim = 1500
poweradd = 0
velset = 0
ctrl = 0
juggle = 15

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 1 && p2movetype != H
attr = S, HT
damage = 0
animtype = hard
hitflag = M-
guardflag = M
priority = 3,miss
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-60
hitsound = -1
guardsound = -1
pausetime = 0,0
p1stateno = 1501
p2stateno = 1505

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 1 && prevstateno = [200,299]
attr = S, HT
damage = 0
animtype = hard
hitflag = M, miss
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-60
pausetime = 0,0
p1stateno = 1501
p2stateno = 1506

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 235

[Statedef 1501]
type = S
physics = S
anim = 1501
poweradd = -2000
velset = 0
ctrl = 0
sprpriority = 2
juggle = 0

[State 3100, bgpal]
type = BGPalFX
trigger1 = animelem = 2
invertall = 1
time = 2
mul = 120,120,120
ignorehitpause = 1

[State 2100, bg]
type = assertspecial
trigger1 = time = [5,35]
flag = nobg
flag2 = nofg

[State 1100, dm spark]
type = Explod
trigger1 = animelem = 2
anim = f101
ID = 1000
postype = p1
pos = 30,-90
bindtime = -1
sprpriority = 2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 3009, pause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = -1
movetime = 30
darken = 0
p2defmul = 1

[State 1000, dm sound]
type = Playsnd
trigger1 = animelem = 2
value = 20,1

[State 810, turn]
type = turn
trigger1 = animelem = 12

[State 810, bind1]
type = Targetbind
trigger1 = animelem = 1
pos = 50,0

[State 810, bind2]
type = targetbind
trigger1 = animelem = 2
pos = 25,-100

[State 810, bind3]
type = targetbind
trigger1 = animelem = 3
pos = 5,-95

[State 810, bind4]
type = targetbind
trigger1 = animelem = 4
pos = -55,-50

[State 810, bind4]
type = targetbind
trigger1 = animelem = 5
pos = -55,0

[State 810, width]
type = width
trigger1 = animelem = 1
edge = 50,50

[State 810, width]
type = width
trigger1 = animelem = 3
edge = 70,70

[State 810, width]
type = width
trigger1 = animelem = 4
edge = 90,90

[State 810, snd]
type = playsnd
trigger1 = animelem = 3
value = 200,0

[State 810, snd]
type = playsnd
trigger1 = animelem = 10
value = 1100,0

[State 810, snd]
type = playsnd
trigger1 = animelem = 1
value = 8,0

[State 810, snd]
type = playsnd
trigger1 = animelem = 3
value = 7,3

[State 810, snd]
type = playsnd
trigger1 = animelem = 5
value = 7,2

[State 810, snd]
type = playsnd
trigger1 = animelem = 10
value = 7,0

[State 1800, Shake Screen]
type = EnvShake
trigger1 = Animelem = 5
time = 10     ;Time to shake screen
ampl = 8     ;Amount to shake
freq = 100   ;A frequency of 180 shakes the screen rapidly

[State 1800, Shake Screen]
type = EnvShake
trigger1 = Animelem = 10
time = 12     ;Time to shake screen
ampl = 8     ;Amount to shake
freq = 90   ;A frequency of 180 shakes the screen rapidly

[State 1800, foot]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
anim = f61
ID = 1800
postype = p1
pos = -55,0
bindtime = 1
sprpriority = -1
ownpal = 1

[State 810, snd]
type = playsnd
trigger1 = animelem = 10
value = 2000,2

[State 810, snd]
type = playsnd
trigger1 = animelem = 10
value = 5,6

[State 1800, foot]
type = Explod
trigger1 = AnimElem = 10
anim = f3
ID = 1800
postype = p1
pos = -70,-10
bindtime = 1
sprpriority = 3
ownpal = 1

[State 1501, hit]
type = HitAdd
trigger1 = animelem = 10
value = 1

[State 810, state]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1505]
type = A
movetype = H
physics = N
poweradd = 0
velset = 0
ctrl = 0
facep2 = 1
sprpriority = 0

[State 825, screen]
type = Screenbound
trigger1 = 1
value = 0

[State 815, anim]
type = changeanim2
trigger1 = time = 0
value = 1505

[State 1515, life]
type = lifeadd
trigger1 = animelem = 4
value = -50
kill = 0

[State 1515, life]
type = lifeadd
trigger1 = animelem = 9
value = -400

[State 1502, debugchangestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 816

[Statedef 1506]
type = A
movetype = H
physics = N
poweradd = 0
velset = 0
ctrl = 0
facep2 = 1
sprpriority = 0

[State 825, screen]
type = Screenbound
trigger1 = 1
value = 0

[State 815, anim]
type = changeanim2
trigger1 = time = 0
value = 1505

[State 1515, life]
type = lifeadd
trigger1 = animelem = 4
value = -50
kill = 0

[State 1515, life]
type = lifeadd
trigger1 = animelem = 9
value = -350

[State 1502, debugchangestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 816

;====================================================
;
;                     SDM super cancel
;
;====================================================
;---------------------Throw A
[Statedef 1510]
type = S
movetype = A
physics = S
anim = 1510
poweradd = 0
velset = 0
ctrl = 0
juggle = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HT
damage = 0
animtype = hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-60
pausetime = 0,0
p1stateno = 1511
p2stateno = 1515

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 235

[Statedef 1511]
type = S
physics = S
anim = 1501
poweradd = -3000
velset = 0
ctrl = 0
sprpriority = 2
juggle = 0

[State 1511, target]
type = TargetState
trigger1 = time = 0
value = 1515

[State 1100, dm spark]
type = Explod
trigger1 = AnimElem = 2
anim = 4000
ID = 4000
postype = left
pos = 160,120
bindtime = -1
sprpriority = -1
supermovetime = 30
ownpal = 1
removeongethit = 1
scale = 0.5,0.5

[State 3100, bgpal]
type = BGPalFX
trigger1 = animelem = 2
invertall = 1
time = 2
mul = 120,120,120
ignorehitpause = 1

[State 2100, bg]
type = assertspecial
trigger1 = time = [5,35]
flag = nobg
flag2 = nofg

[State 1100, dm spark]
type = Explod
trigger1 = animelem = 2
anim = f101
ID = 1000
postype = p1
pos = 30,-90
bindtime = -1
sprpriority = 2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 3009, pause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = -1
movetime = 30
darken = 0
p2defmul = 1

[State 1000, dm sound]
type = Playsnd
trigger1 = animelem = 2
value = 20,1

[State 810, turn]
type = turn
trigger1 = animelem = 12

[State 810, bind1]
type = Targetbind
trigger1 = animelem = 1
pos = 50,0

[State 810, bind2]
type = targetbind
trigger1 = animelem = 2
pos = 25,-100

[State 810, bind3]
type = targetbind
trigger1 = animelem = 3
pos = 5,-95

[State 810, bind4]
type = targetbind
trigger1 = animelem = 4
pos = -55,-50

[State 810, bind4]
type = targetbind
trigger1 = animelem = 5
pos = -55,0

[State 810, width]
type = width
trigger1 = animelem = 1
edge = 50,50

[State 810, width]
type = width
trigger1 = animelem = 3
edge = 70,70

[State 810, width]
type = width
trigger1 = animelem = 4
edge = 90,90

[State 810, snd]
type = playsnd
trigger1 = animelem = 3
value = 200,0

[State 810, snd]
type = playsnd
trigger1 = animelem = 10
value = 1100,0

[State 810, snd]
type = playsnd
trigger1 = animelem = 1
value = 8,0

[State 810, snd]
type = playsnd
trigger1 = animelem = 3
value = 7,3

[State 810, snd]
type = playsnd
trigger1 = animelem = 5
value = 7,2

[State 810, snd]
type = playsnd
trigger1 = animelem = 10
value = 7,0

[State 1800, Shake Screen]
type = EnvShake
trigger1 = Animelem = 5
time = 10     ;Time to shake screen
ampl = 8     ;Amount to shake
freq = 100   ;A frequency of 180 shakes the screen rapidly

[State 1800, Shake Screen]
type = EnvShake
trigger1 = Animelem = 10
time = 12     ;Time to shake screen
ampl = 8     ;Amount to shake
freq = 90   ;A frequency of 180 shakes the screen rapidly

[State 1800, foot]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
anim = f61
ID = 1800
postype = p1
pos = -55,0
bindtime = 1
sprpriority = -1
ownpal = 1

[State 810, snd]
type = playsnd
trigger1 = animelem = 10
value = 2000,2

[State 810, snd]
type = playsnd
trigger1 = animelem = 10
value = 5,6

[State 1800, foot]
type = Explod
trigger1 = AnimElem = 10
anim = f3
ID = 1800
postype = p1
pos = -70,-10
bindtime = 1
sprpriority = 3
ownpal = 1

[State 1501, hit]
type = HitAdd
trigger1 = animelem = 10
value = 1

[State 810, state]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1515]
type = A
movetype = H
physics = N
poweradd = 0
velset = 0
ctrl = 0
facep2 = 1
sprpriority = 0

[State 825, screen]
type = Screenbound
trigger1 = 1
value = 0

[State 815, anim]
type = changeanim2
trigger1 = time = 0
value = 1505

[State 1515, life]
type = lifeadd
trigger1 = animelem = 4
value = -50
kill = 0

[State 1515, life]
type = lifeadd
trigger1 = animelem = 9
value = -300

[State 1502, debugchangestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 816