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

;========================<SHINKUU GADOU KEN>=============================
[Statedef 3000]
type=S
physics=S
movetype=A
anim=3000
ctrl=0
velset=0,0
poweradd=-1000
sprpriority=1
[State 3000, strengthvar]
type=varset
trigger1=var(10)!=5
var(10)=5
[State 3000, width]
type=width
trigger1=animelemtime(3)>=0&&animelemtime(9)<0
value=floor(40*const(size.xscale))

[State 3000, snd]
type=playsnd
trigger1=animelemtime(1)=2
value=4,16
channel=0
volume=200
[State 3000, ECreset]
type=palfx
trigger1=anim=3000&&!animelemtime(2)
trigger1=var(20):=-1
time=1
[State 3000, superchargehelper]
type=helper
trigger1=animelemtime(1)=2
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=floor(-44*const(size.xscale)),floor(-185*const(size.yscale))
ownpal=1
persistent=0
supermovetime=9999
size.xscale=1
size.yscale=1
[State 3000, superchargepause]
type=superpause
trigger1=animelemtime(1)=2
time=45
anim=-1
sound=s7,0
p2defmul=1
darken=0

[State 3000, nhb]
type=nothitby
trigger1=animelemtime(1)>=2&&animelemtime(4)<0
time=1
value=SCA

[State 3000, gadouken]
type=helper
trigger1=!animelemtime(4)
helpertype=normal
stateno=3005
ID=3005
name="Shinkuu Gadouken"
postype=p1
pos=floor(120*const(size.xscale)),floor(-126*const(size.yscale))
size.xscale=1
size.yscale=.5
ownpal=1

[State 3000, snd]
type=playsnd
trigger1=!animelemtime(4)
value=4,20
channel=0
[State 3000, snd]
type=playsnd
trigger1=!animelemtime(4)
value=5,0

[State 3000, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1


;========================<KOURYUU REKKA>=============================
[Statedef 3100]
type=S
physics=S
movetype=A
ctrl=0
anim=3100
velset=0,0
juggle=5
poweradd=-1000
sprpriority=1

[State 3100, strengthvar]
type=varset
trigger1=var(10)!=5
var(10)=5

[State 3100, snd]
type=playsnd
trigger1=anim=3100&&animelemtime(1)=3
value=4,15
channel=0
[State 3100, ECreset]
type=palfx
trigger1=anim=3100&&animelemtime(1)=3
trigger1=var(20):=-1
time=1
[State 3100, superchargehelper]
type=helper
trigger1=anim=3100&&animelemtime(1)=3
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=floor(30*const(size.xscale)),floor(-98*const(size.yscale))
ownpal=1
persistent=0
supermovetime=9999
size.xscale=1
size.yscale=1
[State 3100, superchargepause]
type=superpause
trigger1=anim=3100&&animelemtime(1)=3
time=45
anim=-1
sound=s7,0
p2defmul=1
darken=0

[State 3100, nhb]
type=nothitby
trigger1=anim=3100&&animelemtime(1)>=3&&animelemtime(3)<0
time=1
value=SCA
ignorehitpause=1

[State 3100, vel]
type=velset
trigger1=anim=3100&&animelem=2
x=12
[State 3100, dust]
type=explod
trigger1=anim=3100&&animelem=2
anim=7103
ID=7103
sprpriority=3
postype=p1
ownpal=1

[State 3100, snd]
type=playsnd
trigger1=anim=3100&&animelem=10
value=4,9
channel=0

[State 3100, vel]
type=velset
trigger1=anim=3100&&animelem=11
y=-11

[State 3100, snd]
type=playsnd
trigger1=anim=3100&&animelem=11
value=0,41
[State 3100, dust]
type=helper
trigger1=anim=3100&&animelem=11
helpertype=normal
stateno=7100
ID=7100
name="Dust"
postype=p1
ownpal=1

[State 3100, snd]
type=playsnd
trigger1=anim=3100&&(animelem=2||animelem=11)
value=1,3+(animelem=11)*3

[State 3100, vel]
type=velmul
trigger1=vel y<0
x=.8

[State 3100, width]
type=width
trigger1=vel y<0
edge=const(size.air.front)
[State 3100, statetype]
type=statetypeset
trigger1=anim=3100&&animelemtime(11)>=0
statetype=A
physics=A

[State 3100, anim]
type=changeanim
trigger1=anim=3100&&animelemtime(11)>0&&vel y>-2
value=3101
persistent=0

[State 3100, hitlow]
type=hitdef
trigger1=animelem=2&&anim=3100
attr=S,HA 
damage=36,5
animtype=Medium
fall.animtype=Medium
guardflag=M
hitflag=MAF 
priority=7,Hit 
pausetime=6,6
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-69
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=-4,0
air.velocity=-4,-1
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=5

[State 3100, hithigh]
type=hitdef
trigger1=animelem=3&&anim=3100
trigger2=animelem=4&&anim=3100
attr=S,HA 
damage=36,5
animtype=Hard
guardflag=M
hitflag=MAF 
priority=6,Hit 
pausetime=6,6
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,ifelse((animelem=3),-83,-97)
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-4,0
air.velocity=-4,-2
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=5

[State 3100, hitlow2]
type=hitdef
trigger1=animelem=10&&anim=3100
attr=S,HA 
damage=36,5
animtype=Medium
fall.animtype=Medium
guardflag=M
hitflag=MAF 
priority=7,Hit 
pausetime=6,6
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-69
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=.5,-6
air.velocity=.5,-6
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0

[State 3100, hithigh2]
type=hitdef
trigger1=animelem=11&&anim=3100
persistent=0
attr=S,HA 
damage=36,5
animtype=Diagup
guardflag=M
hitflag=MAF 
priority=7,Hit 
pausetime=6,6
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-83
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-2,-9
air.velocity=-2,-9
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=7
fall=1
fall.recover=0

[State 3100, hitfinal]
type=hitdef
trigger1=animelem=12&&anim=3100
persistent=0
attr=A,HA 
damage=70,5
animtype=Diagup
guardflag=MA
hitflag=MAF 
priority=7,Hit 
pausetime=6,6
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-97
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-2,-9
air.velocity=-2,-9
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=7
fall=1
fall.recover=0


;========================<HISHOU BURAIKEN>=============================
[Statedef 3200]
type=S
physics=S
movetype=A
ctrl=0
anim=3200
velset=0,0
juggle=5
poweradd=-2000
sprpriority=1

[State 3200, strengthvar]
type=varset
trigger1=var(10)!=6
var(10)=6

[State 3200, snd]
type=playsnd
trigger1=anim=3200&&!animelemtime(3)
value=4,4
channel=0
[State 3200, ECreset]
type=palfx
trigger1=anim=3000&&!animelemtime(3)
trigger1=var(20):=-1
time=1
[State 3200, superchargehelper]
type=helper
trigger1=anim=3200&&!animelemtime(3)
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=floor(0*const(size.xscale)),floor(-155*const(size.yscale))
ownpal=1
persistent=0
supermovetime=9999
size.xscale=1
size.yscale=1
[State 3200, superchargepause]
type=superpause
trigger1=anim=3200&&!animelemtime(3)
time=53
anim=-1
sound=s7,0
p2defmul=1
darken=0

[State 3200, nhb]
type=nothitby
trigger1=anim=3200&&animelemtime(3)>=0&&animelemtime(8)<0
time=1
value=SCA
ignorehitpause=1

[State 3200, snd]
type=playsnd
trigger1=anim=3200&&animelem=5
value=3,6
channel=0
[State 3200, snd]
type=playsnd
trigger1=anim=3200&&(animelem=48||animelem=54)
value=3,0
channel=0
[State 3200, snd]
type=playsnd
trigger1=anim=3200&&animelem=64
value=4,0
channel=0

[State 3200, snd]
type=playsnd
triggerall=anim=3200
trigger1=animelem=8||animelem=14||animelem=21||animelem=30||animelem=37
trigger2=animelem=43||animelem=49||animelem=55||animelem=61||animelem=66
value=1,ifelse((animelem=8||animelem=21||animelem=43||animelem=55),2,5)
[State 3200, snd]
type=playsnd
trigger1=anim=3200&&animelem=66
value=1,6

[State 3200, vel]
type=velset
trigger1=anim=3200&&animelem=66
y=-11
[State 3200, snd]
type=playsnd
trigger1=anim=3200&&animelem=66
value=0,41
[State 3200, dust]
type=helper
trigger1=anim=3200&&animelem=66
helpertype=normal
stateno=7100
ID=7100
name="Dust"
postype=p1
ownpal=1


[State 3200, vel]
type=velmul
trigger1=vel y<0
x=.8
[State 3200, width]
type=width
trigger1=vel y<0
edge=const(size.air.front)
[State 3200, statetype]
type=statetypeset
trigger1=anim=3200&&animelemtime(66)>=0
statetype=A
physics=A
[State 3200, anim]
type=changeanim
trigger1=anim=3200&&animelemtime(66)>0&&vel y>-2
value=3101
persistent=0

[State 3200, hitlow]
type=hitdef
trigger1=anim=3200
trigger1=animelem=8||animelem=14||animelem=21||animelem=37||animelem=55||animelem=61
attr=S,HA 
damage=31,5
animtype=Hard
guardflag=M
hitflag=MAF 
priority=7,Hit 
pausetime=0,2
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,ifelse((animelem=8),-43,ifelse((animelem=14),-50,ifelse((animelem=21),-65,ifelse((animelem=37),-6,ifelse((animelem=55),-54,-9)))))
hitsound=s2,ifelse((animelem=8||animelem=21||animelem=55),3,6)
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=ifelse(p2bodydist x>20,2,0),0
air.velocity=-4,-1
air.fall=1
fall.recovery=0
forcestand=1
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=5

[State 3200, hithigh]
type=hitdef
trigger1=anim=3200
trigger1=animelem=30||animelem=43||animelem=49
attr=S,HA 
damage=31,5
animtype=Hard
guardflag=M
hitflag=MAF 
priority=6,Hit 
pausetime=0,2
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,ifelse((animelem=43),-46,-43)
hitsound=s2,ifelse((animelem=43),3,6)
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=ifelse(p2bodydist x>20,2,0),0
air.velocity=-4,-2
air.fall=1
fall.recovery=0
forcestand=1
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=5

[State 3200, hitkouryuken]
type=hitdef
trigger1=animelem=65&&anim=3200
attr=S,HA 
damage=40,5
animtype=Medium
fall.animtype=Medium
guardflag=M
hitflag=MAF 
priority=7,Hit 
pausetime=6,6
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-69
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=1,-6
air.velocity=1,-6
getpower=0
fall=1
fall.recover=0
forcestand=1
envshake.time=16
envshake.freq=60
envshake.ampl=5

[State 3200, hitfinal]
type=hitdef
trigger1=animelem=66&&anim=3200
persistent=0
attr=A,HA 
damage=40,5
animtype=Up
guardflag=MA
hitflag=MAF 
priority=7,Hit 
pausetime=6,6
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-97
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-1,-10
air.velocity=-1,-10
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=7
fall=1
fall.recover=0


;========================<CHOUHATSU DENSETSU>=============================


;========================<SHINKUU GADOU KEN 2>=============================
[Statedef 3400]
type=S
physics=S
movetype=A
anim=3400
ctrl=0
velset=0,0
poweradd=-2000
sprpriority=1
[State 3400, strengthvar]
type=varset
trigger1=var(10)!=6
var(10)=6
[State 3400, width]
type=width
trigger1=animelemtime(5)>=0&&animelemtime(11)<0
value=floor(40*const(size.xscale))

[State 3400, snd]
type=playsnd
trigger1=anim=3400&&animelemtime(1)=3
value=3,7
channel=0
volume=200
[State 3400, ECreset]
type=palfx
trigger1=anim=3400&&animelemtime(1)=3
trigger1=var(20):=-1
time=1
[State 3400, superchargehelper]
type=helper
trigger1=anim=3400&&animelemtime(1)=3
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=floor(-26*const(size.xscale)),floor(-110*const(size.yscale))
ownpal=1
persistent=0
supermovetime=9999
size.xscale=1
size.yscale=1
[State 3400, superchargepause]
type=superpause
trigger1=anim=3400&&animelemtime(1)=3
time=53
movetime=53
anim=-1
sound=s7,0
p2defmul=1
darken=0

[State 3400, nhb]
type=nothitby
trigger1=anim=3400&&animelemtime(1)>=3
trigger2=anim=3401&&animelemtime(2)<0
time=1
value=SCA

[State 3400, anim]
type=changeanim
trigger1=anim=3400&&time>=57
value=3401

[State 3400, gadouken]
type=helper
trigger1=anim=3401&&animelem=6
helpertype=normal
stateno=3405
ID=3405
name="Shinkuu Gadouken"
postype=p1
pos=floor(120*const(size.xscale)),floor(-126*const(size.yscale))
size.xscale=.5
size.yscale=.25
ownpal=1

[State 3400, snd]
type=playsnd
trigger1=anim=3401&&animelem=6
value=4,20
channel=0
[State 3400, snd]
type=playsnd
trigger1=anim=3401&&animelem=6
value=5,0

[State 3400, end]
type=changestate
trigger1=anim=3401&&!animtime
value=0
ctrl=1


;========================<ZZZ>=============================
[Statedef 3500]
type=S
physics=S
movetype=A
ctrl=0
anim=3500
velset=0,0
juggle=5
poweradd=-1000
sprpriority=1

[State 3500, strengthvar]
type=varset
trigger1=var(10)!=5
var(10)=5

[State 3500, snd]
type=playsnd
trigger1=anim=3500&&!animelemtime(2)
value=4,11
channel=0
[State 3500, ECreset]
type=palfx
trigger1=anim=3500&&!animelemtime(2)
trigger1=var(20):=-1
time=1
[State 3500, superchargehelper]
type=helper
trigger1=anim=3500&&!animelemtime(2)
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=floor(44*const(size.xscale)),floor(-187*const(size.yscale))
ownpal=1
persistent=0
supermovetime=9999
size.xscale=1
size.yscale=1
[State 3500, superchargepause]
type=superpause
trigger1=anim=3500&&!animelemtime(2)
time=45
anim=-1
sound=s7,0
p2defmul=1
darken=0

[State 3500, nhb]
type=nothitby
trigger1=anim=3500&&animelemtime(3)>=0
time=1
value=SCA
ignorehitpause=1

[State 3500, snd]
type=playsnd
trigger1=anim=3500&&!animtime
value=0,40
[State 3500, dust]
type=helper
trigger1=anim=3500&&!animtime
helpertype=normal
stateno=7100
ID=7100
name="Dust"
postype=p1
ownpal=1

[State 3500, anim]
type=changeanim
trigger1=anim=3500&&!animtime
value=3501
[State 3500, vel]
type=velset
trigger1=anim=3501&&animelem=1
x=6
y=-6

[State 3500, anim]
type=changeanim
trigger1=anim=3501&&(movecontact||movereversed)
value=3502
[State 3500, snd]
type=playsnd
trigger1=anim=3502&&animelem=3
value=4,13
channel=0

[State 3500, statetype]
type=statetypeset
trigger1=(anim=[3501,3502])
statetype=A
physics=N
[State 3500, grav]
type=veladd
trigger1=(anim=[3501,3502])
y=ifelse(anim=3502,.45,.6)

[State 3500, hit1st]
type=hitdef
trigger1=anim=3501&&animelem=1
attr=A,HA 
damage=60,5
animtype=Hard
air.animtype=Back
guardflag=MA
hitflag=MAF
priority=5,Hit 
pausetime=6,6
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-45
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-6,0
air.velocity=-4,-4
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=7
fall=0

[State 3500, hit]
type=hitdef
trigger1=anim=3502&&hitcount<=7&&!(animelemtime(4)%3)
attr=A,HA 
damage=25,3
animtype=Back
guardflag=MA
hitflag=MAF
priority=4,Hit 
pausetime=6,6
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-45
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-4,-4
air.type=Low
air.velocity=-4,-4
getpower=0
envshake.time=16
envshake.freq=60
envshake.ampl=7
fall=1
fall.recover=1

[State 3500, end]
type=changestate
trigger1=anim=3501&&vel y>0&&pos y>=0
value=3503
[State 3500, end]
type=changestate
trigger1=anim=3502&&vel y>0&&pos y>=0
value=0
ctrl=1


;---MISS---
[Statedef 3503]
type=S
physics=S
ctrl=0
anim=3503
velset=0,0
[State 3503, pos]
type=posset
trigger1=1
y=0
[State 3503, snd]
type=playsnd
trigger1=time=1
value=0,52
[State 3503, dust]
type=explod
trigger1=!time
anim=7102
ID=7102
sprpriority=-2
postype=p1
scale=.5,.5
ownpal=1
[State 3503, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1


;---FALL---
[Statedef 3504]
type=L
physics=C
movetype=I
ctrl=0
anim=3504
velset=0,0
sprpriority=1
[State 3504, pos]
type=posset
trigger1=1
y=0
[State 3504, snd]
type=playsnd
trigger1=!time
value=5,6
[State 3504, dust]
type=explod
trigger1=!time
anim=7102
ID=7102
sprpriority=-2
postype=p1
removetime=-2
ownpal=1
scale=.75,.75
[State 3504, shake]
type=envshake
trigger1=!time
time=18
freq=60
ampl=4
[State 3504, statetype]
type=statetypeset
trigger1=animelemtime(5)>=0
statetype=C
physics=C
[State 3504, end]
type=changestate
trigger1=!animtime
value=12
ctrl=1


;========================<OTOKO MICHI>=============================


