;------------------------------------------------------
;CNS file for Broli ver.1.2 (from SNES,"Dragon Ball Z") 
;Originally created by Kuzu-bei for MUGEN 06.27  
;Changes and Tutorial Notes made by The Necromancer
;------------------------------------------------------

;----------- 
;超必殺技
;Hyper Moves
;----------- 

;This is a super move that has infinite possibilities in how it's done.

;---------------------------------------------------------------------------
;Nandato - Dashing
;Broli begins the assault by dashing right at the opponent.
[Statedef 3060]
Type = S
MoveType = A
Physics = N
Anim = 3060
VelSet = 0,0
ctrl = 0

;-------------------------------
;SuperEffectさんのパクリ演出開始
;Begin SuperEffect
;-------------------------------

[State 3060, SuperEffect]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = 1
Anim = 9000
Facing = 1
Pos = 0,0
PosType = left
SprPriority = -2
BindTime = 50
OwnPal = 1
SuperMove = 1
RemoveTime = 50

[State 3060, SuperEffect]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = 1
Anim = 9001
Facing = 1
Pos = 0,0
PosType = left
SprPriority = -3
BindTime = 1
Vel = -14.0
OwnPal = 1
SuperMove = 1
RemoveTime = 50
Scale = 1,1.1

[State 3060, SuperEffect]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = 1
Anim = 9001
Facing = 1
Pos = -20,53
PosType = left
SprPriority = -3
BindTime = 1
Vel = -13
OwnPal = 1
SuperMove = 1
RemoveTime = 50
Scale = 1,1.1

[State 3060, SuperEffect]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = 1
Anim = 9001
Facing = 1
Pos = -10,106
PosType = left
SprPriority = -3
BindTime = 1
Vel = -14.0
OwnPal = 1
SuperMove = 1
RemoveTime = 50
Scale = 1,1.1

[State 3060, SuperEffect]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = 1
Anim = 9001
Facing = 1
Pos = -10,158
PosType = left
SprPriority = -3
BindTime = 1
Vel = -13
OwnPal = 1
SuperMove = 1
RemoveTime = 50
Scale = 1,1.1

[State 3060, SuperEffect]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = 1
Anim = 9001
Facing = 1
Pos = 0,210
PosType = left
SprPriority = -3
BindTime = 1
Vel = -14.0
OwnPal = 1
SuperMove = 1
RemoveTime = 50
Scale = 1,1.1

[State 3060, SuperEffect]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = -1
Anim = 9000
Pos = 0, 0
PosType = right
SprPriority = -3
Facing = -1
BindTime = 50
OwnPal = 1
SuperMove = 1
RemoveTime = 50

[State 3060, SuperEffect]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = -1
Anim = 9001
Facing = -1
Pos = 0,0
PosType = right
SprPriority = -3
BindTime = 1
Vel = 14.0
OwnPal = 1
SuperMove = 1
RemoveTime = 50
Scale = 1,1.1

[State 3060, SuperEffect]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = -1
Anim = 9001
Facing = -1
Pos = -20,53
PosType = right
SprPriority = -3
BindTime = 1
Vel = 13
OwnPal = 1
SuperMove = 1
RemoveTime = 50
Scale = 1,1.1

[State 3060, SuperEffect]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = -1
Anim = 9001
Facing = -1
Pos = -10,106
PosType = right
SprPriority = -3
BindTime = 1
Vel = 14.0
OwnPal = 1
SuperMove = 1
RemoveTime = 50
Scale = 1,1.1

[State 3060, SuperEffect]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = -1
Anim = 9001
Facing = -1
Pos = -10,158
PosType = right
SprPriority = -3
BindTime = 1
Vel = 13
OwnPal = 1
SuperMove = 1
RemoveTime = 50
Scale = 1,1.1

[State 3060, SuperEffect]
Type = Explod
Trigger1 = Time = 0
Trigger1 = Facing = -1
Anim = 9001
Facing = -1
Pos = 0,210
PosType = right
SprPriority = -3
BindTime = 1
Vel = 14.0
OwnPal = 1
SuperMove = 1
RemoveTime = 50
Scale = 1,1.1

[State 3060, SuperEffect]
Type = SuperPause
Trigger1 = Time = 0
movetime = 50
Time = 50
Pos = 11, -80
Darken = 0

[State 3060, NoBar]
type = AssertSpecial
trigger1 = Time = [0,50]
flag = NoBarDisplay
flag2 = NoFG

;-------------------------------
;SuperEffectさんのパクリ演出終-ｹ
;End SuperEffect
;-------------------------------

;Plays the "Super" sound effect for Broli.
[State 3060, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 2
Value = F20, 0 

;The sound effect when Broli dashes.
[State 3060, DashSnd]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = 21, 7 

[State 3060, MakeDust]
type = MakeDust
trigger1 = AnimElem = 2
pos = -5, 0
spacing = 3

;When this move is executed, Broli uses 3000 power, or level 3.
[State 3060, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 2
Value = -3000

;Creates the shadow images after Broli.
[State 3060, AfterImage]
Type = AfterImage
Trigger1 = Time = 46
Length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
Time = 10

;Adjusts the shadow image display.
[State 3060, AfterImageTime]
Type = AfterImageTime
Trigger1 = Time = [46,112]
Time = 2

;Specifies what attacks Broli is invulnerable to.
[State 3060, NotHitBy]
Type = NotHitBy
Trigger1 = Time = 0
Value = SCA
Time = 50

;Makes sure Broli will not move up or down during the attack.
[State 3060, VelSetY]
Type = VelSet
Trigger1 = Time = 0 
Y = 0

;This moves Broli forward, to an X value of 35.
[State 3060, VelSetX]
Type = VelSet
Trigger1 = AnimElem = 2
X = 70

;The Dash Attack. Specifies the attributes and properties of this move.
[State 3060, HitDef]
Type = HitDef
Trigger1 = AnimElem = 1
Attr = S, HA
AnimType  = Hard
Damage    = 100,50
priority  = 9
guardflag = MA
pausetime = 10,20
sparkxy = -10,-60
hitsound = S20, 0
getpower = 10
guardsound = S20, 3
ground.Type = High
ground.slidetime = 0
ground.hittime  = 100
air.hittime = 100
ground.velocity = -1
air.velocity = -3,-3
fall.AnimType = Hard
p2stateno = 6001

;The game will choose a random number, from 0 to 3
[State 3060, VarRandom]
type = VarRandom
Trigger1 = Time = 0
v = 7
range = 3

;If the game chooses 0, Broli will go to action 3065.
[State 3060, MoveHit1]
type = ChangeState
Trigger1 = MoveHit = 1
Trigger1 = Var(7) = 0
value = 3065

;If the game chooses 1, Broli will go to action 3066.
[State 3060, MoveHit2]
type = ChangeState
Trigger1 = MoveHit = 1
Trigger1 = Var(7) = 1
value = 3066

;If the game chooses 2, Broli will go to action 3067.
[State 3060, MoveHit3]
type = ChangeState
Trigger1 = MoveHit = 1
Trigger1 = Var(7) = 2
value = 3067

;If the game chooses 3, Broli will go to action 3068.
[State 3060, MoveHit4]
type = ChangeState
Trigger1 = MoveHit = 1
Trigger1 = Var(7) = 3
value = 3068

;If the attack was guarded, Broli will pass through the opponent.
[State 3060, MoveGuarded]
Type = PlayerPush
Trigger1 = MoveGuarded = 1
value = 0

;If Broli goes to the end of the screen, he'll stop immediately.
[State 3060, End]
Type = ChangeState
Trigger1 = AnimTime = 0
Trigger2 = FrontEdgeBodyDist < 10
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Nandato - Ground Attack
;Type 1: Smash Attack
;In this attack, Broli will attack in a hard-hitting style.
[Statedef 3065]
Type = S
MoveType = A
Physics = S
Anim = 3065
VelSet = 0,0
ctrl = 0

;This makes Broli turn around if the opponent happened to go behind him.
[State 3065, Turn]
Type = Turn
Trigger1 = P2Dist X < 0

;Whenever Broli hits the opponent in this attack, the screen will shake.
[State 3065, EnvShake] 
type = EnvShake
Trigger1 = MoveContact = 1
time = 10
ampl = 4
freq = 127

;This will play Broli's punch swing sound effects.
[State 3065, PunchSwingSnd]
Type = PlaySnd
Trigger1 = AnimElem = 1
Trigger2 = AnimElem = 2
Trigger3 = AnimElem = 4
Trigger4 = AnimElem = 6
Trigger5 = AnimElem = 8
Trigger6 = AnimElem = 9
Trigger7 = AnimElem = 10
Trigger8 = AnimElem = 11
Trigger9 = AnimElem = 12
Trigger10 = AnimElem = 14
Trigger11 = AnimElem = 16
Trigger12 = AnimElem = 18
Trigger13 = AnimElem = 20
Value = 0, 1

;This move Broli forward as he attacks.
[State 3065, PosAddX]
Type = PosAdd
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
Trigger12 = AnimElem = 12
Trigger13 = AnimElem = 13
Trigger14 = AnimElem = 14
Trigger15 = AnimElem = 15
Trigger16 = AnimElem = 16
Trigger17 = AnimElem = 17
Trigger18 = AnimElem = 18
x = 10

;This is the Smash Attack.
[State 3065, HitDef]
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
Trigger12 = AnimElem = 12
Trigger13 = AnimElem = 13
Trigger14 = AnimElem = 14
Trigger15 = AnimElem = 15
Trigger16 = AnimElem = 16
Trigger17 = AnimElem = 17
Trigger18 = AnimElem = 18
Trigger19 = AnimElem = 19
Trigger20 = AnimElem = 20
Trigger21 = AnimElem = 21
Attr = S, HA
AnimType  = Hard
affectteam = B
Damage    = 15,7
priority  = 9
guardflag = MA
pausetime = 10,20
sparkxy = -10,-60
hitsound = S20, 0
getpower = 10
guardsound = S20, 3
ground.Type = Trip
ground.slidetime = 0
ground.hittime  = 22
ground.velocity = -1
air.velocity = -3,-3
fall.AnimType = Hard
p2stateno = 6001

;Broli will knock the opponent up into the air after the combo has finished.
[State 3065, HitDef]
type = HitDef
Trigger1 = AnimElem = 23
attr = S, HA
affectteam = B
damage = 15,7
hitflag = MAF
guardflag = MA
priority  = 2
sparkxy = -10,-70
hitsound = S20, 0
guardsound = S20, 3
ground.slidetime = 12
ground.hittime = 15
ground.type = High
snap = 40,-60,40,-60
p1stateno = 3070 
p2stateno = 6300 

;The game will choose a random number, from 0 to 8.
[State 3065, VarRandom]
type = VarRandom
Trigger1 = Time = 0
v = 7
range = 8

;If the game chooses 0, Broli will go to action 3065 in random, to continue the assault.
[State 3065, MoveHit1]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 0
value = 3065

;If the game chooses 2, Broli will go to action 3066 in random, to continue the assault.
[State 3060, MoveHit2]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 2
value = 3066

;If the game chooses 4, Broli will go to action 3067 in random, to continue the assault.
[State 3065, MoveHit3]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 4
value = 3067

;If the game chooses 6, Broli will go to action 3068 in random, to continue the assault.
[State 3065, MoveHit4]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 6
value = 3068

;If the game chooses 8, Broli will go to action 3080 in random, to continue the assault.
[State 3065, MoveHit5]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 8
value = 2014

;If Broli missed the opponent, or the opponent has escaped, Broli will return to his
;standing state after the move is over.
[State 3065, End]
Type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Nandato - Ground Attack
;Type 2: Push Attack
[Statedef 3066]
Type = S
MoveType = A
Physics = S
Anim = 3066
VelSet = 0,0
ctrl = 0

;This makes Broli turn around if the opponent went behind him.
[State 3066, Turn]
Type = Turn
Trigger1 = P2Dist X < 0

;Broli will move forward as he attacks.
[State 3066, PosAddX]
Type = PosAdd
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
Trigger12 = AnimElem = 12
Trigger13 = AnimElem = 13
Trigger14 = AnimElem = 14
Trigger15 = AnimElem = 15
Trigger16 = AnimElem = 16
Trigger17 = AnimElem = 17
Trigger18 = AnimElem = 18
Trigger19 = AnimElem = 19
Trigger20 = AnimElem = 20
Trigger21 = AnimElem = 21
Trigger22 = AnimElem = 22
Trigger23 = AnimElem = 23
x = 30

;The Push Attack.
[State 3066, 5]
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
Trigger12 = AnimElem = 12
Trigger13 = AnimElem = 13
Trigger14 = AnimElem = 14
Trigger15 = AnimElem = 15
Trigger16 = AnimElem = 16
Trigger17 = AnimElem = 17
Trigger18 = AnimElem = 18
Trigger19 = AnimElem = 19
Trigger20 = AnimElem = 20
Trigger21 = AnimElem = 21
Attr = S, HA
AnimType  = Hard
affectteam = B
Damage    = 10,5
priority  = 9
guardflag = MA
pausetime = 8,20
sparkxy = -10,-60
hitsound = S20, 0
getpower = 10
guardsound = S20, 3
ground.Type = Trip
ground.slidetime = 0
ground.hittime  = 22
ground.velocity = -1
air.velocity = -3,-3
fall.AnimType = Hard
p2stateno = 6001

;After the attack, Broli will knock the opponent up into the air.
[State 3066, HitDef]
type = HitDef
Trigger1 = AnimElem = 23
attr = S, HA
affectteam = B
damage = 10,5
hitflag = MAF
guardflag = MA
priority  = 2
sparkxy = -10,-70
hitsound = S20, 0
guardsound = S20, 3
ground.slidetime = 12
ground.hittime = 15
ground.type = High
snap = 40,-60,40,-60
p1stateno = 3070 
p2stateno = 6300 

;The game will choose a random number, from 0 to 8.
[State 3066, VarRandom]
type = VarRandom
Trigger1 = Time = 0
v = 7
range = 8

;If the game chooses 0, Broli will go to action 3065 in random, to continue the assault.
[State 3066, MoveHit1]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 0
value = 3065

;If the game chooses 2, Broli will go to action 3066 in random, to continue the assault.
[State 3066, MoveHit2]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 2
value = 3066

;If the game chooses 4, Broli will go to action 3067 in random, to continue the assault.
[State 3066, MoveHit3]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 4
value = 3067

;If the game chooses 6, Broli will go to action 3068 in random, to continue the assault.
[State 3066, MoveHit4]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 6
value = 3068

;If the game chooses 8, Broli will go to action 3080 in random, to continue the assault.
[State 3066, MoveHit5]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 8
value = 2014

;This will end the move, if Broli did not make any contact.
[State 3066, End]
Type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Nandato - Ground Attack
;Type 3: Quick Attack
;In this move, Broli will attack at a fast speed.
[Statedef 3067]
Type = S
MoveType = A
Physics = S
Anim = 3067
VelSet = 0,0
ctrl = 0

;This turns Broli around, if the opponent happened to go behind him.
[State 3067, Turn]
Type = Turn
Trigger1 = P2Dist X < 0

;The Quick Attack.
[State 3067, 5]
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
Trigger12 = AnimElem = 12
Trigger13 = AnimElem = 13
Trigger14 = AnimElem = 14
Trigger15 = AnimElem = 15
Trigger16 = AnimElem = 16
Trigger17 = AnimElem = 17
Trigger18 = AnimElem = 18
Trigger19 = AnimElem = 19
Trigger20 = AnimElem = 20
Trigger21 = AnimElem = 21
Attr = S, HA
AnimType  = Light
affectteam = B
Damage    = 10,5
priority  = 9
guardflag = MA
pausetime = 6,20
sparkxy = -10,-60
hitsound = S20, 0
getpower = 10
guardsound = S20, 3
ground.Type = Trip
ground.slidetime = 0
ground.hittime  = 22
ground.velocity = -1
air.velocity = -3,-3
fall.AnimType = Hard
p2stateno = 6001

;After the assault, the opponent will be knocked into the air.
[State 3067, HitDef]
type = HitDef
Trigger1 = AnimElem = 23
attr = S, HA
affectteam = B
damage = 10,5
hitflag = MAF
guardflag = MA
priority  = 2
sparkxy = -10,-70
hitsound = S20, 0
guardsound = S20, 3
ground.slidetime = 12
ground.hittime = 15
ground.type = High
snap = 40,-60,40,-60
p1stateno = 3070 
p2stateno = 6300 

;The game will choose a random number, from 0 to 8.
[State 3067, VarRandom]
type = VarRandom
Trigger1 = Time = 0
v = 7
range = 8

;If the game chooses 0, Broli will go to action 3065 in random, to continue the assault.
[State 3067, MoveHit1]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 0
value = 3065

;If the game chooses 2, Broli will go to action 3066 in random, to continue the assault.
[State 3067, MoveHit2]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 2
value = 3066

;If the game chooses 4, Broli will go to action 3067 in random, to continue the assault.
[State 3067, MoveHit3]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 4
value = 3067

;If the game chooses 6, Broli will go to action 3068 in random, to continue the assault.
[State 3067, MoveHit4]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 6
value = 3068

;If the game chooses 8, Broli will go to action 3080 in random, to continue the assault.
[State 3067, MoveHit5]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 8
value = 2014

;The move will end if no contact has been made.
[State 3067, End]
Type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Nandato - Ground Attack
;Type 4: Projectile Attack
;In this move, Broli will attack with projectiles as he pulverizes the opponent.
[Statedef 3068]
Type = S
MoveType = A
Physics = S
Anim = 3068
VelSet = 0,0
ctrl = 0

;Broli will turn around if the opponent happened to go behind him.
[State 3068, Turn]
Type = Turn
Trigger1 = P2Dist X < 0

;This plays Broli's punch swing sound effects.
[State 3068, 1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 5
Trigger3 = AnimElem = 7
Trigger4 = AnimElem = 13
Trigger5 = AnimElem = 15
Trigger6 = AnimElem = 17
Trigger7 = AnimElem = 21
Trigger8 = AnimElem = 22
Trigger9 = AnimElem = 25
Value = 0, 1

;Broli will move at these particular situations.
[State 3068, 3]
Type = PosAdd
Trigger1 = AnimElem = 12
Trigger2 = AnimElem = 13
Trigger3 = AnimElem = 21
Trigger4 = AnimElem = 22
x = 25

;The attack for this move.
[State 3068, 5]
Type = HitDef
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 5
Trigger3 = AnimElem = 7
Trigger4 = AnimElem = 13
Trigger5 = AnimElem = 15
Trigger6 = AnimElem = 17
Trigger7 = AnimElem = 21
Trigger8 = AnimElem = 22
Trigger9 = AnimElem = 25
Attr = S, HA
AnimType  = Medium
affectteam = B
Damage    = 10,5
priority  = 9
guardflag = MA
pausetime = 8,60
sparkxy = -10,-60
hitsound = S20, 0
getpower = 10
guardsound = S20, 3
ground.Type = Trip
ground.slidetime = 0
ground.hittime  = 22
ground.velocity = -1
air.velocity = -3,-3
fall.AnimType = Hard
p2stateno = 6001

;This plays a sound when Broli shoots his projectile.
[State 3068, PlaySnd]
type = PlaySnd
Trigger1 = AnimElem = 10
Trigger2 = AnimElem = 19
value = 0, 2

;弾（中）
;The 2 projectiles that Broli throws during this move.
[State 3068, Projectile]
type = Projectile
Trigger1 = AnimElem = 10
Trigger2 = AnimElem = 19
ProjAnim = 1057
ProjHitAnim = 1036
ProjRemAnim = 1037
offset = 45, -85
velocity = 10, 9.999999
remvelocity = 0,0
velmul = 1.005, 1
accel = 0, 0
;HitDef part
attr = S, HP
affectteam = B
damage    = 10,5
animtype  = Medium
getpower = 0
givepower = 30
guardflag = MA
pausetime = 20,60
sparkno = -1
guard.sparkno = -1
hitsound = S20, 1
guardsound = S20, 3
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

;After the attack, Broli will knock the opponent up into the air.
[State 3068, HitDef]
type = HitDef
Trigger1 = AnimElem = 27
attr = S, HA
affectteam = B
damage = 10,5
hitflag = MAF
guardflag = MA
priority  = 2
sparkxy = -10,-70
hitsound = S20, 0
guardsound = S20, 3
ground.slidetime = 12
ground.hittime = 15
ground.type = High
snap = 40,-60,40,-60
p1stateno = 3070 
p2stateno = 6300 

;The game will choose a random number, from 0 to 8.
[State 3068, VarRandom]
type = VarRandom
Trigger1 = Time = 0
v = 7
range = 8

;If the game chooses 0, Broli will go to action 3065 in random, to continue the assault.
[State 3068, MoveHit1]
type = ChangeState
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 0
value = 3065

;If the game chooses 2, Broli will go to action 3066 in random, to continue the assault.
[State 3068, MoveHit2]
type = ChangeState
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 2
value = 3066

;If the game chooses 4, Broli will go to action 3067 in random, to continue the assault.
[State 3068, MoveHit3]
type = ChangeState
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 4
value = 3067

;If the game chooses 6, Broli will go to action 3068 in random, to continue the assault.
[State 3068, MoveHit4]
type = ChangeState
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 6
value = 3068

;If the game chooses 8, Broli will go to action 3080 in random, to continue the assault.
[State 3068, MoveHit5]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 8
value = 2014

;This ends the move if no contact has been made.
[State 3068, End]
Type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Nandato - Going Up
;After any one of the ground attacks has been made, Broli will jump up.
[Statedef 3070]
Type = A
MoveType = A
Physics = N
Anim = 3070
VelSet = 0,-150
ctrl = 0

;This makes the jump sound for Broli.
[State 3070, JumpSnd]
type = Playsnd
Trigger1 = Time = 1
value = 20,9

;This is required to move Broli up. 
[State 3070, VelAddY]
type = VelAdd
Trigger1 = Time >= 0
y = 0.40

;This sets the jumping speed.
[State 3070, VelMul] 
type = VelMul
Trigger1 = Time = 0
Y = 0.10

;This makes sure that Broli will not move left or right.
[State 3070, VelSetX]
type = VelSet
Trigger1 = time >= 0
X = 0

;A shadow image will be displayed behind Broli.
[State 3070, AfterImage]
type = AfterImage
Trigger1 = time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 10

;The game will choose a random number from 0 to 2.
[State 3060, VarRandom]
type = VarRandom
Trigger1 = Time = 0
v = 8
range = 1

;If the game chosed 0, Broli will go to action 3075.
[State 3070, AirCombo1]
type = ChangeState
Trigger1 = Time = 40
Trigger1 = Var(8) = 0
Trigger1 = P2BodyDist X < 20
Trigger1 = P2BodyDist Y < 20
value = 3075

;If the game chosed 1, Broli will go to action 3076.
[State 3070, AirCombo2]
type = ChangeState
Trigger1 = Time = 40
Trigger1 = Var(8) = 1
Trigger1 = P2BodyDist X < 20
Trigger1 = P2BodyDist Y < 20
value = 3076

;If the game chooses 2, Broli will go to action 3085.
[State 3070, MoveHit5]
type = ChangeState
TriggerAll = MoveHit = 1
Trigger1 = AnimElem = 21
Trigger1 = Var(7) = 8
value = 3085

;If Broli missed the opponent, he'll land as normal.
[State 3070, End]
type = ChangeState
Trigger1 = Pos Y >= .1
value = 2000
ctrl = 1

;---------------------------------------------------------------------------
;Nandato - Air Combo Attack 
;Type 1: Smashing Attack
[Statedef 3075]
Type = S
MoveType = A
Physics = S
Anim = 3075
VelSet = 0,0
ctrl = 0

;This makes the shadow images behind Broli.
[State 3075, AfterImage]
Type = AfterImage
Trigger1 = Time = 46
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
Time = 10

;This adjusts the after image display.
[State 3075, AfterImageTime]
Type = AfterImageTime
Trigger1 = Time = [46,112]
Time = 2

;This makes sure that Broli will not move up or down.
[State 3075, VelSetY]
Type = VelSet
Trigger1 = Time = 0 
Y = 0

;This moves Broli at the beginning of the move.
[State 3075, VelAddX]
Type = VelAdd
Trigger1 = AnimElem = 2 
X = 15

;During various points of this move, Broli will move forward.
[State 3075, PosAddX]
Type = PosAdd
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
x = 15

;This is the Smashing Attack.
[State 3075, HitDef]
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
Attr = A, HA
AnimType  = Hard
affectteam = B
Damage    = 15,7
priority  = 9
guardflag = A
pausetime = 10,60
sparkxy = -10,-60
hitsound = S20, 0
getpower = 10
guardsound = S20, 3
ground.Type = High
ground.slidetime = 0
ground.hittime  = 22
ground.velocity = -1
air.type = Trip
air.velocity = -3,-3
p2stateno = 6002

;With each hit, the screen shakes.
[State 3075, EnvShake] 
type = EnvShake
Trigger1 = MoveContact = 1
time = 10
ampl = 4
freq = 127

;The game will choose a random number from 0 to 7.
[State 3075, VarRandom]
type = VarRandom
Trigger1 = Time = 0
v = 8
range = 7

;If the game chosed 0, Broli will go to action 3000.
[State 3075, MoveHit1]
type = ChangeState
Trigger1 = Var(8) = 0
Trigger1 = AnimTime = 0
value = 3000

;If the game chosed 1, Broli will go to action 3010.
[State 3075, MoveHit2]
type = ChangeState
Trigger1 = Var(8) = 1
Trigger1 = AnimTime = 0
value = 3010

;If the game chosed 2, Broli will go to action 3040.
[State 3075, MoveHit3]
type = ChangeState
Trigger1 = Var(8) = 2
Trigger1 = AnimTime = 0
value = 3040

;If the game chosed 3, Broli will go to action 3066.
[State 3075, MoveHit4]
type = ChangeState
Trigger1 = Var(8) = 3
Trigger1 = AnimTime = 0
value = 3066

;If the game chosed 4, Broli will go to action 3081.
[State 3075, MoveHit5]
type = ChangeState
Trigger1 = Var(8) = 4
Trigger1 = AnimTime = 0
value = 3081

;If the game chosed 5, Broli will go to action 3076.
[State 3075, MoveHit6]
type = ChangeState
Trigger1 = Var(8) = 5
Trigger1 = AnimTime = 0
value = 3076

;If the game chosed 6, Broli will go to action 3085.
[State 3075, MoveHit7]
type = ChangeState
Trigger1 = Var(8) = 6
Trigger1 = AnimTime = 0
value = 3085

;If the game chosed 7, Broli will go to action 3080.
[State 3075, MoveHit8]
type = ChangeState
Trigger1 = Var(8) = 7
Trigger1 = AnimTime = 0
value = 2014

;If the game chosed 8, Broli will go to action 3077.
[State 3075, Movehit9]
type = ChangeState
Trigger1 = Var(8) = 8
Trigger1 = AnimTime = 0
value = 3077

;This makes Broli land immediately if the round ends.
[State 3075, End1]
type = ChangeState
Trigger1 = Win = 1
Trigger2 = Lose = 1
value = 50

;This ends the move, if the opponent happened to escaped.
[State 3075, End2]
Type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Nandato - Air Attack
;Type 2: Push Attack
[Statedef 3076]
Type = S
MoveType = A
Physics = S
Anim = 3076
VelSet = 0,0
ctrl = 0

;This turns Broli around if the opponent went behind him.
[State 3076, Turn]
Type = Turn
Trigger1 = P2Dist X < 0

;This moves Broli forward, to an X value of 30 at various points of this move.
[State 3076, 3]
Type = PosAdd
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
Trigger12 = AnimElem = 12
Trigger13 = AnimElem = 13
Trigger14 = AnimElem = 14
Trigger15 = AnimElem = 15
Trigger16 = AnimElem = 16
Trigger17 = AnimElem = 17
Trigger18 = AnimElem = 18
Trigger19 = AnimElem = 19
Trigger20 = AnimElem = 20
Trigger21 = AnimElem = 21
Trigger22 = AnimElem = 22
Trigger23 = AnimElem = 23
x = 30

;This is the Push Attack.
[State 3076, 5]
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
Trigger12 = AnimElem = 12
Trigger13 = AnimElem = 13
Trigger14 = AnimElem = 14
Trigger15 = AnimElem = 15
Trigger16 = AnimElem = 16
Trigger17 = AnimElem = 17
Trigger18 = AnimElem = 18
Trigger19 = AnimElem = 19
Trigger20 = AnimElem = 20
Trigger21 = AnimElem = 21
Trigger22 = AnimElem = 22
Trigger23 = AnimElem = 23
Attr = A, HA
AnimType  = Medium
affectteam = B
Damage    = 10,5
priority  = 9
guardflag = A
pausetime = 8,40
sparkxy = -10,-60
hitsound = S20, 0
getpower = 10
guardsound = S20, 3
ground.type = Trip
ground.slidetime = 0
ground.hittime  = 22
ground.velocity = -7
air.type = Trip
air.velocity = -7,-0
fall.AnimType = Hard
p2stateno = 6001
fall = 1
fall.recover = 0

;Broli will go to action 3081 after the attack.
[State 3076, End1]
Type = ChangeState
Trigger1 = MoveHit = 1
Trigger1 = AnimTime = 0
value = 3081
ctrl = 1

;This makes Broli land immediately if the round ends.
[State 3076, End2]
type = ChangeState
Trigger1 = Win = 1
Trigger2 = Lose = 1
value = 50

;This ends the move, if for some reason the opponent has escaped.
[State 3076, End3]
Type = ChangeState
Trigger1 = MoveHit = 0
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Nandato - Air Attack
;Type 3: Quick Attack
[Statedef 3077]
Type = S
MoveType = A
Physics = S
Anim = 3077
VelSet = 0,0
ctrl = 0

;This makes Broli turn around if the opponent went behind him.
[State 3077, Turn]
Type = Turn
Trigger1 = P2Dist X < 0

;This is the Quick Attack.
[State 3077, 5]
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
Trigger12 = AnimElem = 12
Trigger13 = AnimElem = 13
Trigger14 = AnimElem = 14
Trigger15 = AnimElem = 15
Trigger16 = AnimElem = 16
Trigger17 = AnimElem = 17
Trigger18 = AnimElem = 18
Trigger19 = AnimElem = 19
Trigger20 = AnimElem = 20
Trigger21 = AnimElem = 21
Attr = S, HA
AnimType  = Light
Damage    = 10,5
priority  = 9
guardflag = MA
pausetime = 8,40
sparkxy = -10,-60
hitsound = S20, 0
getpower = 10
guardsound = S20, 3
ground.Type = Trip
ground.slidetime = 0
ground.hittime  = 22
ground.velocity = -1
air.velocity = -3,-3
fall.AnimType = Hard
p2stateno = 6001

;The game will choose a random number from 0 to 7.
[State 3077, VarRandom]
type = VarRandom
Trigger1 = Time = 0
v = 8
range = 7

;If the game chosed 0, Broli will go to action 3000.
[State 3077, MoveHit1]
type = ChangeState
Trigger1 = Var(8) = 0
Trigger1 = AnimTime = 0
value = 3000

;If the game chosed 1, Broli will go to action 3010.
[State 3077, MoveHit2]
type = ChangeState
Trigger1 = Var(8) = 1
Trigger1 = AnimTime = 0
value = 3010

;If the game chosed 2, Broli will go to action 3040.
[State 3077, MoveHit3]
type = ChangeState
Trigger1 = Var(8) = 2
Trigger1 = AnimTime = 0
value = 3040

;If the game chosed 3, Broli will go to action 3066.
[State 3077, MoveHit4]
type = ChangeState
Trigger1 = Var(8) = 3
Trigger1 = AnimTime = 0
value = 3066

;If the game chosed 4, Broli will go to action 3081.
[State 3077, MoveHit5]
type = ChangeState
Trigger1 = Var(8) = 4
Trigger1 = AnimTime = 0
value = 3081

;If the game chosed 5, Broli will go to action 3076.
[State 3077, MoveHit6]
type = ChangeState
Trigger1 = Var(8) = 5
Trigger1 = AnimTime = 0
value = 3076

;If the game chosed 6, Broli will go to action 3085.
[State 3077, MoveHit7]
type = ChangeState
Trigger1 = Var(8) = 6
Trigger1 = AnimTime = 0
value = 3085

;If the game chosed 7, Broli will go to action 3080.
[State 3077, MoveHit8]
type = ChangeState
Trigger1 = Var(8) = 7
Trigger1 = AnimTime = 0
value = 2014

;If the game chosed 8, Broli will go to action 3077.
[State 3077, Movehit9]
type = ChangeState
Trigger1 = Var(8) = 8
Trigger1 = AnimTime = 0
value = 3077

;This makes Broli land immediately if the round ends.
[State 3077, End1]
type = ChangeState
Trigger1 = Win = 1
Trigger2 = Lose = 1
value = 50

;This ends the move, if for some reason the opponent has escaped.
[State 3077, End2]
Type = ChangeState
Trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Zanzouken
[Statedef 3080]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 2001
ctrl = 0

;This makes Broli invincible at the beginning of this move, for 25 game ticks.
[State 3080, NotHitBy]
type = NotHitBy
Trigger1 = Time = 0
value = SCA
time = 25

;This creates the shadow images after Broli.
[State 3080, AfterImage]
type = AfterImage
Trigger1 = AnimElem = 1
time = 20
trans = add
palfx = 200,200,200

;This moves Broli forward to an X value of 75.
[State 3080, TeleportFwd]
type = PosAdd
Trigger1 = AnimElem = 2
x = 75
y = 0

;This makes Broli turn around if he has teleported through the opponent.
[State 3080, Turn]
type = Turn
Trigger1 = P2Dist X < 0

;This creates an after image, like the original Zanzouken.
[State 3080, Image]
type = Projectile
Trigger1 = AnimElem = 1
projanim = 2002
projremovetime = 40
velocity = 0
offset = 0

;This makes sure that Broli can move throught the opponent.
[State 3080, PlayerPush]
type = PlayerPush
Trigger1 = time >= 0
value = 0

;This moves the screen if Broli has met its boundaries.
[State 3080, ScreenBound]
type = ScreenBound
Trigger1 = Time = 0
Trigger2 = Time >= 10
Trigger3 = AnimElem = 2
Trigger4 = AnimElem = 3
Trigger5 = AnimElem = 4
Trigger6 = AnimTime = 0
value = 0
movecamera = 1,1

;This plays the Zanzouken sound effect.
[State 3080, PlaySnd]
type = PlaySnd
Trigger1 = AnimElem = 2
Trigger2 = AnimTime = 0
value = 20,8

;The game will choose a random number from 0 to 7.
[State 3080, VarRandom]
type = VarRandom
Trigger1 = Time = 0
v = 8
range = 7

;If the game chosed 0, Broli will go to action 3000.
[State 3080, MoveHit1]
type = ChangeState
Trigger1 = Var(8) = 0
Trigger1 = AnimTime = 0
value = 3000

;If the game chosed 1, Broli will go to action 3010.
[State 3080, MoveHit2]
type = ChangeState
Trigger1 = Var(8) = 1
Trigger1 = AnimTime = 0
value = 3010

;If the game chosed 2, Broli will go to action 3040.
[State 3080, MoveHit3]
type = ChangeState
Trigger1 = Var(8) = 2
Trigger1 = AnimTime = 0
value = 3040

;If the game chosed 3, Broli will go to action 3066.
[State 3080, MoveHit4]
type = ChangeState
Trigger1 = Var(8) = 3
Trigger1 = AnimTime = 0
value = 3066

;If the game chosed 4, Broli will go to action 3081.
[State 3080, MoveHit5]
type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Var(8) = 4
value = 3081

;If the game chosed 5, Broli will go to action 3076.
[State 3080, MoveHit6]
type = ChangeState
Trigger1 = Var(8) = 5
Trigger1 = AnimTime = 0
value = 3076

If the game chosed 6, Broli will go to action 3085.
[State 3080, MoveHit7]
type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Var(8) = 6
value = 3085

;If the game chosed 7, Broli will go to action 3077.
[State 3080, MoveHit8]
type = ChangeState
Trigger1 = Var(8) = 7
Trigger1 = AnimTime = 0
value = 3077

;---------------------------------------------------------------------------
;カウンター
;Aerial Kick
[Statedef 3081]
type = A
ctrl = 0
movetype= A
anim = 2100
velset = 0,0

;The after image effect.
[State 3081, AfterImage]
type = AfterImage
trigger1 = time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 10

;Broli's voice sound.
[State 3081, PalySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

;The direction and speed Broli is moving.
[State 3081, VelSetXY]
type = VelSet
trigger1 = AnimElem = 2
x = 5
y = 2.5

;This also affects speed.
[State 3081, VelAddXY]
type = VelAdd
trigger1 = Time > 3
trigger1 = Vel X < 15
trigger1 = Vel Y < 7.5
x = 1
y = 0.5

;This makes the flame on Broli's foot.
[State 3081, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 2110         
Pos = 52,-18
removetime = -1    
sprpriority = 3
bindtime = -1
id = 555

;This is the attack.
[State 3081, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
affectteam = B
damage    = 30,15
getpower  = 0
givepower = 20
guardflag = HA
animtype = Medium
pausetime = 20,40
sparkxy = -10,-51
hitsound = S20, 0
guardsound = S20, 3
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-4
air.velocity = -1.3,-3
fall = 1
fall.recover = 0

;着地
[State 3081, Land1]
type = RemoveExplod
trigger1 = Pos Y >= 0
id = 555

[State 3081, Land2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;方向転換
[State 2000, Turn]
type = Turn
Trigger1 = P2Dist X < 0
trigger1 = Time = 0

[State 3081, VarRandom]
type = VarRandom
Trigger1 = Time = 0
v = 8
range = 9

[State 3081, MoveHit1]
type = ChangeState
Trigger1 = MoveContact = 1
Trigger1 = Var(8) = 0
Trigger2 = Var(8) = 9
value = 2014

[State 3081, MoveHit2]
type = ChangeState
Trigger1 = Var(8) = 1
Trigger1 = MoveContact = 1
value = 3010

[State 3081, MoveHit3]
type = ChangeState
Trigger1 = Var(8) = 2
Trigger1 = MoveContact = 1
value = 3040

[State 3081, MoveHit4]
type = ChangeState
Trigger1 = Var(8) = 3
Trigger1 = MoveContact = 1
value = 3066

[State 3081, MoveHit5]
type = ChangeState
Trigger1 = Var(8) = 4
Trigger1 = MoveContact = 1
value = 2014

[State 3081, MoveHit6]
type = ChangeState
Trigger1 = Var(8) = 5
Trigger1 = MoveContact = 1
value = 3076

[State 3081, MoveHit7]
type = ChangeState
Trigger1 = Var(8) = 6
Trigger1 = MoveContact = 1
value = 3085

[State 3081, MoveHit8]
type = ChangeState
Trigger1 = Var(8) = 7
Trigger1 = MoveContact = 1
value = 2014

[State 3081, MoveHit9]
type = ChangeState
Trigger1 = Var(8) = 8
Trigger1 = MoveContact = 1
value = 3077

;---------------------------------------------------------------------------
;Zanzouken Down
[Statedef 3082]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 2001
ctrl = 0

[State 3082, NotHitBy]
type = NotHitBy
Trigger1 = Time = 0
value = SCA
time = 25

[State 3082, AfterImage]
type = AfterImage
Trigger1 = AnimElem = 1
time = 20
trans = add
palfx = 200,200,200

[State 3082, TeleportFwdDown]
type = PosAdd
Trigger1 = AnimElem = 2
x = 380
y = 100

[State 3082, Turn]
type = Turn
Trigger1 = P2Dist X < 0

[State 3082, ZanzoukenImage]
type = Projectile
Trigger1 = AnimElem = 1
projanim = 2002
projremovetime = 40
velocity = 0
offset = 0

[State 3082, PlayerPush]
type = PlayerPush
Trigger1 = time >= 0
value = 0

[State 3082, ScreenBound]
type = ScreenBound
Trigger1 = Time = 0
Trigger2 = Time >= 10
Trigger3 = AnimElem = 2
Trigger4 = AnimElem = 3
Trigger5 = AnimElem = 4
Trigger6 = AnimTime = 0
value = 0
movecamera = 1,1

[State 3082, PlaySnd]
type = PlaySnd
Trigger1 = AnimElem = 2
Trigger2 = AnimTime = 0
value = 20,8

[State 3082, VarRandom]
type = VarRandom
Trigger1 = Time = 0
v = 8
range = 5

[State 3082, MoveHit1]
type = ChangeState
Trigger1 = Var(8) = 0
Trigger1 = AnimTime = 0
value = 3085

[State 3082, MoveHit2]
type = ChangeState
Trigger1 = Var(8) = 1
Trigger1 = AnimTime = 0
value = 3075

[State 3082, MoveHit3]
type = ChangeState
Trigger1 = Var(8) = 2
Trigger1 = AnimTime = 0
value = 3065

[State 3082, MoveHit4]
type = ChangeState
Trigger1 = Var(8) = 3
Trigger1 = AnimTime = 0
value = 3066

[State 3082, MoveHit5]
type = ChangeState
Trigger1 = Var(8) = 4
Trigger1 = AnimTime = 0
value = 3067

[State 3082, MoveHit6]
type = ChangeState
Trigger1 = Var(8) = 5
Trigger1 = AnimTime = 0
value = 3068

;---------------------------------------------------------------------------
;Nandato - Smash Down
[Statedef 3085]
type    = S                      
movetype= A                      
physics = S                    
velset = 0,0                     
ctrl = 0                         
anim = 3085                 

[State 3085, Turn]
type = Turn
Trigger1 = P2Dist X < 0

[State 3085, VelSetY]
Type = VelSet
Trigger1 = Time = 0 
y = 0

[State 3085, HitDef]
type = HitDef
Trigger1 = AnimElem = 3
attr = A, HA         
affectteam = B            
damage    = 125                  
animtype = Hard                 
getpower = 0                                               
givepower = 10                                                 
hitflag = MAFD
priority = 1, Hit                
pausetime = 10,0                  
sparkxy = -10,-70                
hitsound = S20, 0                   
guardsound = S20, 3                 
ground.type = Trip       
ground.slidetime = 12             
ground.hittime  = 15             
ground.velocity = -5,9
air.type = Trip    
airguard.velocity = -5,9     
air.velocity = -5,9                   
fall = 1                         
fall.recover = 0

[State 3085, EnvShake] 
type = EnvShake
Trigger1 = MoveContact = 1
time = 10
ampl = 4
freq = 127

[State 3085, End]
type = ChangeState
Trigger1 = AnimTime = 0
Trigger2 = Win = 1
Trigger3 = Lose = 1
value = 50

;This character is not to be distributed in any other site, other than those 
;of the Mugen Elite, or of the ReadMe file. If you have downloaded this 
;character from another site, please send an e-mail to "The Necromancer",
;at demon_nightmare@hotmail.com. The tutorials contained within this characters 
;are properties of the Mugen Elite.


