;cmmd偵捛壛伀

[Command]
name = "堦慚"
command = ~B, F, z

;---------------------------------------------------------------------------
;Smash Kung Fu Upper (uses one super bar)
;堦慚乮僎乕僕儗儀儖俁乯
[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3100
triggerall = command = "堦慚"
triggerall = power >= 3000
triggerall = Life <= 300
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact

;---------------------------------------------------------------------------
;仾cmd
;伀偙偙偐傜AIR
;---------------------------------------------------------------------------
;堦慚
[Begin Action 1400]
Clsn2: 1
 Clsn2[0] = -33,-89,  0, -4
200, 2, 0, 0, 30
Clsn2: 1
 Clsn2[0] = -33,-77,  6, -1
200, 3, 0, 0, 1
1050, 7, 0, 0, 1
1050, 7, 0, 0, 20
Clsn1: 1
 Clsn1[0] = -372,-88,-23,-33
1050, 7, 0, 0, 1
Clsn1: 1
 Clsn1[0] = -372,-88,-23,-33
1050, 7, 0, 0, 1
Clsn1: 1
 Clsn1[0] = -372,-88,-23,-33
1050, 7, 0, 0, 50


;僄僼僃僋僩侾
[Begin Action 6000]
6000, 0, 0, 0, 5
6000, 1, 0, 0, 5
6000, 2, 0, 0, 5
6000, 3, 0, 0, 5
6000, 4, 0, 0, 5
6000, 5, 0, 0, 5
;---------------------------------------------------------------------------
;仾AIR偙偙傑偱
;偙偙偐傜cns伀
;---------------------------------------------------------------------------
;------------------
; 堦慚
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1400
ctrl = 0
sprpriority = 2

[State 3100, 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 = 2

[State 3100, Afterimage]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 3100, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3


[State 3100, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 3100, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 3100, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
ampl = 3
freq = 170


[State 3100, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(16) < 0
value = 5,0

[State 3100, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = 100
sound = 20, 0
poweradd = -3000

[State 3100, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 3100, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 3100, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 6

[State 3100, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 4

[State 3100, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 100


[State 3100, Effect]
type = Explod
trigger1 = AnimElem = 6
anim = 6000
scale = 1.95,0.33
postype = p1
pos = -200,-50
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3100, 3]
type = HitDef
trigger1 =AnimElem = 5
attr = S, HA
animtype  = Up               ;Make p2 use "Up" type animation on hit
damage    = 355, 12
getpower  = 0
priority  = 5
pausetime = 30,30
sparkno = 3
sparkxy = 0,-110
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = -1.3,-25
guard.velocity = -11
air.velocity = -1.3,-25
airguard.velocity = -4.5,-5
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 1
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 70             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100            ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
maxdist = 100,-10            ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below
yaccel = .8                  ;Accelerate p2 downwards rapidly

[State 3100, 4]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
animtype  = Up               ;Make p2 use "Up" type animation on hit
damage    = 65, 12
getpower  = 0
priority  = 5
pausetime = 30,30
sparkno = 3
sparkxy = 0,-110
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = -1.3,-25
guard.velocity = -11
air.velocity = -1.3,-25
airguard.velocity = -4.5,-5
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 1
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 70             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100            ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
maxdist = 100,-10            ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below
yaccel = .8  

[State 3100, 5]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
animtype  = Up               ;Make p2 use "Up" type animation on hit
damage    = 65, 12
getpower  = 0
priority  = 5
pausetime = 30,30
sparkno = 3
sparkxy = 0,-110
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = -1.3,-25
guard.velocity = -11
air.velocity = -1.3,-25
airguard.velocity = -4.5,-5
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 1
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 70             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100            ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
maxdist = 100,-10            ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below
yaccel = .8 


;This controller below makes Kung Fu man change to a success state if he
;successfully hits the Smash Kung Fu Upper.
[State 3100, 6]
type = ChangeState
trigger1 = MoveHit
value = 3101

[State 3100, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
; Smash Kung Fu Upper (success)
; Description: This is the state that KFM changes to if he successfully hits
;     with Smash Kung Fu Upper. KFM holds his arm high for a short while
;     longer, then changes back to his idle stand state.
[Statedef 3101]
type    = S
movetype= A
physics = S
anim = 1401

[State 3101, 1]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 3101, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;偙偙傑偱仾


;揬傞帪偼偙偺伀傛傝忋偵挘偭偰偹
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
