; ______________________________
;| Dan by Phantom.of.the.Server |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;================================================================================================
;=====================================<EX SPECIAL STATES>========================================
;================================================================================================

;========================<SHAKUNETSU GADOU KEN>=============================
[Statedef 1010]
type=S
physics=S
movetype=A
anim=1010
ctrl=0
velset=0,0
poweradd=-500
sprpriority=1

[State 1010, ECreset]
type=palfx
trigger1=var(20)>0
trigger1=var(20):=-1
time=1
[State 1010, strengthvar]
type=varset
trigger1=var(10)!=4
var(10)=4

[State 1010, width]
type=width
trigger1=animelemtime(3)>=0&&animelemtime(9)<0
value=floor(40*const(size.xscale))

[State 1010, Gadouken]
type=helper
trigger1=!animelemtime(4)
helpertype=normal
stateno=1405
ID=1405
name="Gadouken"
postype=p1
pos=floor(120*const(size.xscale)),floor(-126*const(size.yscale))
size.xscale=1
size.yscale=.5
ownpal=1

[State 1010, snd]
type=playsnd
trigger1=!animelemtime(4)
value=4,25
volume=150
channel=0
[State 1010, snd]
type=playsnd
trigger1=!animelemtime(4)
value=5,0

[State 1010, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1


;========================<KOURYUU KEN>=============================
[Statedef 1110]
type=S
physics=S
movetype=A
anim=1100
ctrl=0
velset=0,0
poweradd=-500
juggle=ifelse((p2movetype=H&&p2statetype=A),10,5)           

[State 1110, ECreset]
type=palfx
trigger1=var(20)>0
trigger1=var(20):=-1
time=1
[State 1110, strengthvar]
type=varset
trigger1=var(10)!=4
var(10)=4

[State 1110, nothitby]
type=nothitby
trigger1=anim=1100&&animelemtime(3)<0
value=SCA,AP
time=1
ignorehitpause=1

[State 1110, vel]
type=velset
trigger1=anim=1100&&!animelemtime(3)
x=16
y=-12
[State 1110, vel]
type=velmul
trigger1=1
x=.8
[State 1110, vel]
type=velmul
trigger1=vel y>0
x=0

[State 1110, snd]
type=playsnd
trigger1=anim=1100&&!animelemtime(3)
value=0,41
[State 1110, dust]
type=helper
trigger1=anim=1100&&!animelemtime(3)
helpertype=normal
stateno=7100
ID=7100
name="Dust"
postype=p1
ownpal=1

[State 1110, snd]
type=playsnd
trigger1=anim=1100&&!animelemtime(2)
value=4,8
channel=0
ignorehitpause=1
persistent=0
[State 1110, width]
type=width
trigger1=vel y<0
edge=20

[State 1110, hit]
type=hitdef
trigger1=(animelem=2)&&anim=1100
attr=S,SA        
damage=80,5
animtype=Medium
fall.animtype=Medium
guardflag=M          
hitflag=MAF
priority=7,Hit  
pausetime=12,12
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-68
hitsound=s2,3      
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=.5,-5.5
air.type=Low
air.velocity=.5,-5.5
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
[State 1110, hit2]
type=hitdef
trigger1=animelem=3&&anim=1100
attr=A,SA        
damage=70,5
animtype=Up       
guardflag=MA
hitflag=MAF
priority=5,Hit  
pausetime=12/((var(20)>0)+1),12/((var(20)>0)+1)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-82
hitsound=s2,3      
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-4,-10
air.type=Low
air.velocity=-4,-10
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0

[State 1110, statetype]
type=statetypeset
trigger1=anim=1100&&animelemtime(3)>=0
statetype=A
physics=A
[State 1110, anim]
type=changeanim
trigger1=anim=1100&&animelemtime(3)>0&&vel y>-3
value=1101


;========================<UPPERCUT>=============================
[Statedef 1150]
type=S
physics=S
movetype=A
anim=1150
ctrl=0
velset=0,0
poweradd=-500
juggle=ifelse((p2movetype=H&&p2statetype=A),10,5)   

[State 1150, ECreset]
type=palfx
trigger1=var(20)>0
trigger1=var(20):=-1
time=1
[State 1150, strengthvar]
type=varset
trigger1=var(10)!=4
var(10)=4

[State 1150, nothitby]
type=nothitby
trigger1=animelemtime(4)<0
value=SCA,AA,AT
time=1
ignorehitpause=1

[State 1150, snd]
type=playsnd
trigger1=animelem=4
value=4,13
channel=0
ignorehitpause=1
persistent=0
[State 1150, snd]
type=playsnd
trigger1=animelem=4
value=1,3

[State 1150, hit]
type=hitdef
trigger1=animelem=4
attr=C,SA
damage=100,5
animtype=Hard
guardflag=M
hitflag=MAF
priority=7,Hit  
pausetime=12,12
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-93
hitsound=s2,3      
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-10,0
air.type=Low
air.velocity=-3,-6
getpower=0
envshake.time=16
envshake.ampl=4
fall=0

[State 1150, hit]
type=hitdef
trigger1=animelem=4&&var(29)
attr=C,SA
damage=100,5
animtype=Up
guardflag=M
hitflag=MAF
priority=7,Hit  
pausetime=4,4
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-93
hitsound=s2,3      
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=-1,-10
air.type=Low
air.velocity=-1,-10
getpower=0
envshake.time=16
envshake.ampl=4
fall=1
ID=1150
p2stateno=1111150

[State 1150, snd]
type=playsnd
trigger1=movehit&&numtarget(1150)
value=5,9
ignorehitpause=1
persistent=0

[State 1150, anim]
type=changestate
trigger1=!animtime
value=11
ctrl=1


;========================<DANKUU KYAKU>=============================
[Statedef 1210]
type=S
physics=S
movetype=A
anim=1210
ctrl=0
velset=0,0
poweradd=-500
juggle=ifelse((p2movetype=H&&p2statetype=A),10,5)           

[State 1210, ECreset]
type=palfx
trigger1=var(20)>0
trigger1=var(20):=-1
time=1
[State 1210, strengthvar]
type=varset
trigger1=var(10)!=4
var(10)=4

[State 1210, vel]
type=velset
trigger1=!animelemtime(3)
x=5
y=-3
[State 1210, statetype]
type=statetypeset
trigger1=animelemtime(2)>=0&&animelemtime(20)<0
statetype=A
physics=N
[State 1210, grav]
type=veladd
trigger1=animelemtime(3)>=0&&animelemtime(20)<0
y=.1
[State 1200, statetype]
type=statetypeset
trigger1=animelemtime(20)>=0
statetype=A
physics=A

[State 1210, snd]
type=playsnd
trigger1=!animelemtime(3)
value=0,40
[State 1210, dust]
type=helper
trigger1=!animelemtime(3)
helpertype=normal
stateno=7100
ID=7100
name="Dust"
postype=p1
ownpal=1

[State 1210, snd]
type=playsnd
trigger1=animelem=4||animelem=11
value=3,8
channel=0
ignorehitpause=1
[State 1210, snd]
type=playsnd
trigger1=animelem=7||animelem=14
value=3,0
channel=0
ignorehitpause=1
[State 1210, snd]
type=playsnd
trigger1=animelem=18
value=3,2
channel=0
ignorehitpause=1
[State 1210, snd]
type=playsnd
trigger1=animelem=4||animelem=7||animelem=11||animelem=14
value=1,5
[State 1210, snd]
type=playsnd
trigger1=animelem=18
value=1,6

[State 1210, hit]
type=hitdef
trigger1=animelem=4||animelem=11
trigger2=animelem=7||animelem=14
attr=S,SA        
damage=30,5
animtype=Hard       
guardflag=MA
hitflag=MAF
priority=5,Hit  
pausetime=8,8
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,ifelse((animelem=4||animelem=7),-65,-49)
hitsound=s2,6      
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-10,0
air.type=Low
air.velocity=-4,-4
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=4
air.fall=1
fall.recover=0
forcestand=1

[State 1210, hit]
type=hitdef
trigger1=animelem=18
attr=S,SA        
damage=30,5
animtype=Back        
guardflag=MA
hitflag=MAF
priority=5,Hit  
pausetime=14/((var(20)>0)+1),14/((var(20)>0)+1)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-54
hitsound=s2,6      
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=-5,-5
air.type=Low
air.velocity=-5,-5
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0

[State 1210, end]
type=changestate
trigger1=animelemtime(3)>0&&vel y>0&&pos y>=0
value=52


;========================<DANKUU KYAKU 2>=============================
[Statedef 1220]
type=S
physics=S
movetype=A
anim=1220
ctrl=0
velset=0,0
poweradd=-500
juggle=ifelse((p2movetype=H&&p2statetype=A),10,5)           

[State 1220, ECreset]
type=palfx
trigger1=var(20)>0
trigger1=var(20):=-1
time=1
[State 1220, strengthvar]
type=varset
trigger1=var(10)!=4
var(10)=4
[State 1220, vel]
type=velset
trigger1=!animelemtime(3)
x=5
y=-5
[State 1220, statetype]
type=statetypeset
trigger1=animelemtime(2)>=0&&animelemtime(10)<0
statetype=A
physics=N
[State 1220, grav]
type=veladd
trigger1=animelemtime(3)>=0&&animelemtime(10)<0
y=.3
[State 1200, statetype]
type=statetypeset
trigger1=animelemtime(10)>=0
statetype=A
physics=A

[State 1220, snd]
type=playsnd
trigger1=!animelemtime(3)
value=0,41
[State 1220, dust]
type=helper
trigger1=!animelemtime(3)
helpertype=normal
stateno=7100
ID=7100
name="Dust"
postype=p1
ownpal=1

[State 1220, snd]
type=playsnd
trigger1=animelem=4
value=4,13
channel=0
ignorehitpause=1

[State 1220, hit]
type=hitdef
trigger1=animelem=8
attr=S,SA        
damage=120,5
animtype=Back        
guardflag=MA
hitflag=MAF
priority=5,Hit  
pausetime=14,14
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-54
hitsound=s2,6      
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=-10,-5
air.type=Low
air.velocity=-10,-5
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=6
fall=1
fall.recover=0
p2facing=1
ID=1220

[State 1220, end]
type=targetstate
trigger1=movehit
ID=1220
value=1111200
persistent=0

[State 1220, end]
type=changestate
trigger1=animelemtime(3)>0&&vel y>0&&pos y>=0
value=52


;========================<KUUCHUU DANKUU KYAKU>=============================
[Statedef 1260]
type=A
physics=N
movetype=A
anim=1210
ctrl=0
poweradd=-500
juggle=ifelse((p2movetype=H&&p2statetype=A),10,5)           

[State 1260, ECreset]
type=palfx
trigger1=var(20)>0
trigger1=var(20):=-1
time=1
[State 1260, strengthvar]
type=varset
trigger1=var(10)!=4
var(10)=4
[State 1260, anim]
type=changeanim
trigger1=!time
value=1210
elem=2

[State 1260, vel]
type=velset
trigger1=!time
x=ifelse(vel x,1.33*vel x,2)
y=vel y-5
[State 1260, grav]
type=veladd
trigger1=anim!=41
y=.15

[State 1260, snd]
type=playsnd
trigger1=anim=1210&&(animelem=4||animelem=11)
value=3,8
channel=0
ignorehitpause=1
[State 1260, snd]
type=playsnd
trigger1=anim=1210&&(animelem=7||animelem=14)
value=3,0
channel=0
ignorehitpause=1
[State 1260, snd]
type=playsnd
trigger1=anim=1210&&animelem=18
value=3,2
channel=0
ignorehitpause=1
[State 1260, snd]
type=playsnd
trigger1=anim=1210&&(animelem=4||animelem=7||animelem=11||animelem=14)
value=1,5
[State 1260, snd]
type=playsnd
trigger1=anim=1210&&animelem=18
value=1,6

[State 1260, hit]
type=hitdef
trigger1=anim=1210&&(animelem=4||animelem=11)
trigger2=anim=1210&&(animelem=7||animelem=14)
attr=A,SA        
damage=30,5
animtype=Hard       
guardflag=HA
hitflag=MAF
priority=5,Hit  
pausetime=8,8
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,ifelse((animelem=4||animelem=7),-65,-49)
hitsound=s2,6      
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-10,0
air.type=Low
air.velocity=-4,-4
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=4
air.fall=1
fall.recover=0

[State 1260, hit]
type=hitdef
trigger1=anim=1210&&animelem=18
attr=A,SA        
damage=30,5
animtype=Back        
guardflag=HA
hitflag=MAF
priority=5,Hit  
pausetime=14/((var(20)>0)+1),14/((var(20)>0)+1)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-54
hitsound=s2,6      
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=-5,-5
air.type=Low
air.velocity=-5,-5
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0

[State 1260, end]
type=changeanim
trigger1=anim=1210&&animelemtime(20)>=5
value=41
elem=6
[State 1260, statetype]
type=statetypeset
trigger1=anim=41
physics=A
[State 1260, end]
type=changestate
trigger1=vel y>0&&pos y>=0
value=52


;========================<SAIKYOU-RYUU BOUGYO>=============================
;---STANDING---
[Statedef 1510]
type=S
physics=S
movetype=I
anim=1500
velset=0,0
ctrl=0
poweradd=-500
sprpriority=1
[State 1510, ECreset]
type=palfx
trigger1=var(20)>0
trigger1=var(20):=-1
time=1
[State 1510, strengthvar]
type=varset
trigger1=var(10)!=4
var(10)=4
[State 1510, nhb]
type=nothitby
trigger1=animelemtime(3)<0
time=1
value=SCA
[State 1510, width]
type=width
trigger1=animelemtime(2)>=0&&animelemtime(4)<0
value=floor(88*const(size.xscale))
[State 1510, snd]
type=playsnd
trigger1=!time
value=3,5
channel=0
[State 1510, pusher]
type=helper
trigger1=!animelemtime(2)
helpertype=normal
stateno=1505
ID=1505
name="Pusher"
postype=p1
size.xscale=1
size.yscale=1
size.ground.back=20
size.ground.front=20
size.height=240
ownpal=1
[State 1510, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1


;---CROUCHING---
[Statedef 1511]
type=C
physics=C
movetype=I
anim=1501
velset=0,0
ctrl=0
poweradd=-500
sprpriority=1
[State 1511, ECreset]
type=palfx
trigger1=var(20)>0
trigger1=var(20):=-1
time=1
[State 1511, strengthvar]
type=varset
trigger1=var(10)!=4
var(10)=4
[State 1511, nhb]
type=nothitby
trigger1=animelemtime(3)<0
time=1
value=SCA
[State 1511, width]
type=width
trigger1=animelemtime(2)>=0&&animelemtime(4)<0
value=floor(88*const(size.xscale))
[State 1511, snd]
type=playsnd
trigger1=!time
value=3,5
channel=0
[State 1511, pusher]
type=helper
trigger1=!animelemtime(2)
helpertype=normal
stateno=1505
ID=1505
name="Pusher"
postype=p1
size.xscale=1
size.yscale=1
size.ground.back=20
size.ground.front=20
size.height=240
ownpal=1
[State 1511, end]
type=changestate
trigger1=!animtime
value=11
ctrl=1

;---AERIAL---
[Statedef 1512]
type=A
physics=A
movetype=I
anim=1502
ctrl=0
sprpriority=1
[State 1512, ECreset]
type=palfx
trigger1=var(20)>0
trigger1=var(20):=-1
time=1
[State 1512, strengthvar]
type=varset
trigger1=var(10)!=4
var(10)=4
[State 1512, nhb]
type=nothitby
trigger1=animelemtime(3)<0
time=1
value=SCA
[State 1512, width]
type=width
trigger1=animelemtime(2)>=0&&animelemtime(4)<0
value=floor(60*const(size.xscale))
[State 1512, stop]
type=posfreeze
trigger1=animelemtime(3)<0
value=1
[State 1512, snd]
type=playsnd
trigger1=!time
value=3,5
channel=0
[State 1512, pusher]
type=helper
trigger1=!animelemtime(2)
helpertype=normal
stateno=1505
ID=1505
name="Pusher"
postype=p1
pos=0,floor(-158*const(size.yscale))
size.xscale=1
size.yscale=1
size.ground.back=20
size.ground.front=20
size.height=240
ownpal=1
