;================================================================================
;                    DSS TODOH 'S CODINGS FILE - part3
;================================================================================

;-----------------------------------------------
;             KASANE ATE weak
;-----------------------------------------------
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
poweradd = 100
juggle = 10
velset = 0
ctrl = 0

[State 1000, width]
type = width
trigger1 = 1
value = 10

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,1

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

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3
triggerall = var(59) = 0
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
projanim = 1005
projhitanim = 1005
projremovetime = 26
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = -5,0
attr = S, SP
damage = 89,10
animtype = medium
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,ifelse(enemy,life > 89,3,6)
guardsound = S6,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-12.5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,-7
air.fall = 1
air.juggle = 10
yaccel = .54

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3
triggerall = var(59) = 0
triggerall = var(16) = 0
trigger1 = P2Stateno = [5020,5040]
trigger2 = P2Stateno = [154,155]
projanim = 1005
projhitanim = 1005
projremovetime = 26
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = -5,0
attr = S, SP
damage = 89,10
animtype = medium
hitflag = MFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,ifelse(enemy,life > 89,3,6)
guardsound = S6,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-12.5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,-7
air.fall = 1
air.juggle = 10
yaccel = .54

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------
;             KASANE ATE strong
;-----------------------------------------------
[Statedef 1001]
type = S
movetype = A
physics = S
anim = 1001
poweradd = 100
juggle = 10
velset = 0
ctrl = 0

[State 1001, vel]
type = VelSet
trigger1 = animelem = 3
x = 4

[State 1000, width]
type = width
trigger1 = 1
value = 10

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,1

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

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3
triggerall = var(59) = 0
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
projanim = 1005
projhitanim = 1005
projremovetime = 26
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = 15,0
attr = S, SP
damage = 99,10
animtype = medium
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,ifelse(enemy,life > 99,3,6)
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 = 10
yaccel = .54

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3
triggerall = var(59) = 0
triggerall = var(16) = 0
trigger1 = P2Stateno = [5020,5040]
trigger2 = P2Stateno = [154,155]
projanim = 1005
projhitanim = 1005
projremovetime = 26
projID = 1000
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = 15,0
attr = S, SP
damage = 99,10
animtype = medium
hitflag = MFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,ifelse(enemy,life > 99,3,6)
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 = 10
yaccel = .54

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------
;             KASANE ATE up weak
;-----------------------------------------------
[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
poweradd = 100
juggle = 10
velset = 0
ctrl = 0

[state 1200, var]
type = Varset
trigger1 = time = 0 && prevstateno != 421
var(7) = 0

[state 1200, var]
type = Varset
trigger1 = time = 0 && prevstateno = 421
var(7) = 1

[State 1206, juggle]
type = assertspecial
trigger1 = var(7) = 1
flag = nojugglecheck

[State 1000, width]
type = width
trigger1 = 1
value = 10

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,1

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1100,0

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3
triggerall = var(59) = 0
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
projanim = 1105
projhitanim = 1105
projremovetime = 18;20
projID = 1105
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = 0,-40
attr = S, SP
damage = 89,10
animtype = medium
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 50,-75
hitsound = S5,ifelse(enemy,life > 89,3,6)
guardsound = S6,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-12.5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,-7
air.fall = 1
air.juggle = 10
yaccel = .54

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3
triggerall = var(59) = 0
triggerall = var(16) = 0
trigger1 = P2Stateno = [5020,5040]
trigger2 = P2Stateno = [154,155]
projanim = 1105
projhitanim = 1105
projremovetime = 18;20
projID = 1105
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = 0,-40
attr = S, SP
damage = 89,10
animtype = medium
hitflag = MFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 50,-75
hitsound = S5,ifelse(enemy,life > 89,3,6)
guardsound = S6,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-12.5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,-7
air.fall = 1
air.juggle = 10
yaccel = .54

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------
;             KASANE ATE up strong
;-----------------------------------------------
[Statedef 1101]
type = S
movetype = A
physics = S
anim = 1101
poweradd = 100
juggle = 10
velset = 0
ctrl = 0

[state 1200, var]
type = Varset
trigger1 = time = 0 && prevstateno != 421
var(7) = 0

[state 1200, var]
type = Varset
trigger1 = time = 0 && prevstateno = 421
var(7) = 1

[State 1206, juggle]
type = assertspecial
trigger1 = var(7) = 1
flag = nojugglecheck

[State 1001, vel]
type = VelSet
trigger1 = animelem = 3
x = 4

[State 1000, width]
type = width
trigger1 = 1
value = 10

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,1

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1100,0

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3
triggerall = var(59) = 0
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
projanim = 1105
projhitanim = 1105
projremovetime = 20
projID = 1105
projscale = 0.75,0.75
velocity = 1
projpriority = 1
postype = p1
offset = 5,-40
attr = S, SP
damage = 109,10
animtype = medium
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 50,-75
hitsound = S5,ifelse(enemy,life > 109,3,6)
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 = 10
yaccel = .54

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3
triggerall = var(59) = 0
triggerall = var(16) = 0
trigger1 = P2Stateno = [5020,5040]
trigger2 = P2Stateno = [154,155]
projanim = 1105
projhitanim = 1105
projremovetime = 20
projID = 1105
projscale = 0.75,0.75
velocity = 1
projpriority = 1
postype = p1
offset = 5,-40
attr = S, SP
damage = 109,10
animtype = medium
hitflag = MFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 50,-75
hitsound = S5,ifelse(enemy,life > 109,3,6)
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 = 10
yaccel = .54

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------
;             KASANE ATE wall weak
;-----------------------------------------------
[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
poweradd = 100
juggle = 10
velset = 0
ctrl = 0

[state 1200, var]
type = Varset
trigger1 = time = 0 && prevstateno != 421
var(7) = 0

[state 1200, var]
type = Varset
trigger1 = time = 0 && prevstateno = 421
var(7) = 1

[State 1206, juggle]
type = assertspecial
trigger1 = var(7) = 1
flag = nojugglecheck

[State 1000, width]
type = width
trigger1 = 1
value = 10

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,1

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200,0

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3
triggerall = var(59) = 0
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
projanim = 1205
projhitanim = 1205
projremovetime = 28
projID = 1105
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = -5,0
attr = S, SP
damage = 79,10
animtype = medium
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 80,-55
hitsound = S5,ifelse(enemy,life > 79,3,6)
guardsound = S6,0
pausetime = 0,13
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-12.5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,-7
air.fall = 1
air.juggle = 10
yaccel = .54

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3
triggerall = var(59) = 0
triggerall = var(16) = 0
trigger1 = P2Stateno = [5020,5040]
trigger2 = P2Stateno = [154,155]
projanim = 1205
projhitanim = 1205
projremovetime = 28
projID = 1105
projscale = 0.75,0.75
velocity = 0
projpriority = 1
postype = p1
offset = -5,0
attr = S, SP
damage = 79,10
animtype = medium
hitflag = MFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 80,-55
hitsound = S5,ifelse(enemy,life > 79,3,6)
guardsound = S6,0
pausetime = 0,13
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-12.5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,-7
air.fall = 1
air.juggle = 10
yaccel = .54

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------
;             KASANE ATE wall strong
;-----------------------------------------------
[Statedef 1201]
type = S
movetype = A
physics = S
anim = 1200
poweradd = 100
juggle = 10
velset = 0
ctrl = 0

[state 1200, var]
type = Varset
trigger1 = time = 0 && prevstateno != 421
var(7) = 0

[state 1200, var]
type = Varset
trigger1 = time = 0 && prevstateno = 421
var(7) = 1

[State 1206, juggle]
type = assertspecial
trigger1 = var(7) = 1
flag = nojugglecheck

[State 1000, width]
type = width
trigger1 = 1
value = 10

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,1

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200,0

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3, = 2
triggerall = var(59) = 0
triggerall = var(16) = 0
trigger1 = P2Stateno = [5020,5040]
trigger2 = P2Stateno = [154,155]
projanim = 1205
projhitanim = 1205
projremovetime = 28
projID = 1105
projscale = 0.85,0.85
velocity = 0,-1
projpriority = 1
postype = p1
offset = 5,0
attr = S, SP
damage = 79,10
animtype = medium
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-55
hitsound = S5,ifelse(enemy,life > 79,3,6)
guardsound = S6,0
pausetime = 0,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = ifelse(enemy,life > 89,-12.5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,-7
air.fall = 1
air.juggle = 10
yaccel = .54

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 3, = 2
triggerall = var(59) = 0
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
projanim = 1205
projhitanim = 1205
projremovetime = 28
projID = 1105
projscale = 0.85,0.85
velocity = 0,-1
projpriority = 1
postype = p1
offset = 5,0
attr = S, SP
damage = 79,10
animtype = medium
hitflag = MFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-55
hitsound = S5,ifelse(enemy,life > 79,3,6)
guardsound = S6,0
pausetime = 0,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = ifelse(enemy,life > 89,-12.5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,-7
air.fall = 1
air.juggle = 10
yaccel = .54

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------
;             air KASANE ATE weak
;-----------------------------------------------
[Statedef 1300]
type = A
movetype = A
physics = N
anim = 1300
poweradd = 100
juggle = 10
velset = 0
ctrl = 0

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,1

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

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 2
triggerall = var(59) = 0
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 = -10,0
attr = S, SP
damage = 89,10
animtype = medium
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,ifelse(enemy,life > 89,3,6)
guardsound = S6,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-12.5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,-7
air.fall = 1
air.juggle = 10
yaccel = .54

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 2
triggerall = var(59) = 0
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 = -10,0
attr = S, SP
damage = 89,10
animtype = medium
hitflag = MFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,ifelse(enemy,life > 89,3,6)
guardsound = S6,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = ifelse(enemy,life > 89,-12.5,-5),ifelse(enemy,life > 89,0,-7)
air.velocity = -5,-7
air.fall = 1
air.juggle = 10
yaccel = .54

[State 1300, vels]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 1300, state]
type = StateTypeSet
trigger1 = AnimElem = 5
physics = A

;-----------------------------------------------
;             air KASANE ATE strong
;-----------------------------------------------
[Statedef 1301]
type = A
movetype = A
physics = N
anim = 1300
poweradd = 100
juggle = 10
velset = 0
ctrl = 0

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,1

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

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 2
triggerall = var(59) = 0
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 = 0,0
attr = S, SP
damage = 99,10
animtype = medium
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,ifelse(enemy,life > 99,3,6)
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 = 10
yaccel = .54

[State 1000, proj]
type = Projectile
triggerall = AnimElem = 2
triggerall = var(59) = 0
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 = 0,0
attr = S, SP
damage = 99,10
animtype = medium
hitflag = MFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 90,-30
hitsound = S5,ifelse(enemy,life > 99,3,6)
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 = 10
yaccel = .54

[State 1300, vels]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 1300, state]
type = StateTypeSet
trigger1 = AnimElem = 5
physics = A