;---------------------------------------------------------------------------
; Shinkuu Gadouken
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3000

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 7023
ID = 7023
pos = 0,-10
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime=9999
pausemovetime=9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s3,21
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = -32,-87
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = AnimElemTime(3)=2
helpertype = normal ;player
name = "Shinkuu Gadouken"
ID = 3000
stateno = 3090
pos = floor(80*const(size.xscale)),floor(-65*const(size.yscale))
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 3001 && animelemtime(3)>=0&&numhelper(3000)=0
trigger1 = time >= 90
value = 3001

[State 0, Width]
type = Width
trigger1 = anim = 3000
trigger1 = AnimElemTime(3)>=0
value=floor(36*const(size.xscale))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3000
trigger1 = AnimElem = 3
value = S3,17
volume = 0
channel = 5

[State 220, 5]
type = ChangeState
triggerall = anim = 3001
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Koryuu Rekka
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3100

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 7023
ID = 7023
pos = 0,-10
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime=9999
pausemovetime=9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s3,22
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 15,-46
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 12

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 10
y = -15

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(10) >= 0
y = const(movement.yaccel)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S3,18
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 9
value = S0,5
volume = 0
channel = -1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(10)>=0
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N

[State 1100, hit]
type=hitdef
trigger1=animelem=2
attr=S,HA
damage=30,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-10,-64
hitsound=s1,6
guardsound=s2,0
air.type = Low
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = ifelse(p2bodydist X >=30, 3, -3),0
air.velocity = ifelse(p2bodydist X >=30, 3, -3),-4
envshake.time = 12
envshake.ampl = 3
yaccel = .5
forcestand = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0
getpower=0

[State 210, hit]
type=hitdef
trigger1=animelem=3
attr=S,HA
damage=50,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-10,-98
hitsound=s1,6
guardsound=s2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = ifelse(p2bodydist X >=30, 3, -3),0
air.velocity = ifelse(p2bodydist X >=30, 3, -3),-4
envshake.time = 12
envshake.ampl = 3
yaccel = .5
forcestand = 1
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[State 210, hit]
type=hitdef
trigger1=animelem=4
attr=S,HA
damage=45,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-10,-47
hitsound=s1,6
guardsound=s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = ifelse(p2bodydist X >=30, 3, -3),0
air.velocity = ifelse(p2bodydist X >=30, 3, -3),-4
envshake.time = 12
envshake.ampl = 3
yaccel = .5
forcestand = 1
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[State 1100, hit]
type=hitdef
trigger1=animelem=9
attr=S,HA
damage=32,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-10,-64
hitsound=s1,6
guardsound=s2,0
air.type = Low
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = ifelse(p2bodydist X >= 30,3,1),-7.5
air.velocity = ifelse(p2bodydist X >= 30,3,1),-7.5
envshake.time = 12
envshake.ampl = 3
yaccel = .5
forcestand = 1
fall = 1
air.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower=0

[State 210, hit]
type=hitdef
trigger1=AnimElem=10
attr=A,HA
damage=50,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-10,-98
hitsound=s1,6
guardsound=s2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = ifelse(p2bodydist X >= 30,2,-3),-12.5
air.velocity = ifelse(p2bodydist X >= 30,1,-2),-9
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
yaccel = .6
forcestand = 1
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 210, hit]
type=hitdef
trigger1=AnimElemTime(10)>=6
attr=A,HA
damage=75,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-10,-47
hitsound=s1,6
guardsound=s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6,-15
air.velocity = -5,-15
envshake.time = 12
envshake.ampl = 3
persistent = 0
yaccel = .6
forcestand = 1
fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1000, end]
type = ChangeState
triggerall = anim = 3100
trigger1 = AnimElemTime(10)>=0
trigger1 = Vel Y >= 0
value = 1105

;---------------------------------------------------------------------------
; Hisshou Burai-Ken
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3200

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 7023
ID = 7023
pos = 0,-10
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime=9999
pausemovetime=9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s3,23
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = -5,-73
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(41)>=0
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 41
x = 12
y = -15

[State 0, VelMul]
type = VelMul
trigger1 = AnimElemTime(41)>=4
x = .8

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(41) >= 0
y = const(movement.yaccel)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,24
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 29
trigger2 = AnimElem = 35
value = S3,0
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 40
value = S3,25
volume = 0
channel = 5

[State 0, Strong Kick]
type = PlaySnd
trigger1 = AnimElem = 8
value = S0,4
volume = 0
channel = -1

[State 0, Weak Kick]
type = PlaySnd
trigger1 = AnimElem = 13
value = S0,3
volume = 0
channel = -1

[State 0, Strong Punch]
type = PlaySnd
trigger1 = AnimElem = 16
value = S0,1
volume = 0
channel = -1

[State 0, Fierce]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 22
trigger3 = AnimElem = 29
trigger4 = AnimElem = 33
trigger5 = AnimElem = 40
value = S0,5
volume = 0
channel = -1

[State 0, P2State]
type=TargetState
triggerall = movehit && numtarget(3200)
trigger1 = animelemtime(40)<0
ID=3200
value=3215
ignorehitpause=1

[State 0, TargetBind]
type = TargetBind
triggerall = movehit && numtarget(3200)
trigger1 = animelemtime(40)<0
pos = 60,0
ID=3200
ignorehitpause=1

[State 0, Width]
type = Width
triggerall = movehit && numtarget(3200)
trigger1 = animelemtime(40)<0
value = 60,0
ignorehitpause=1

[State 0, PlayerPush]
type = PlayerPush
triggerall = movehit && numtarget(3200)
trigger1 = animelemtime(40)<0
value = 0
ignorehitpause=1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = movehit && numtarget(3200)
value = SCA

[State 220, hit]
type=hitdef
trigger1 = AnimElem = 5
attr=S,HA
id = 3200
damage=30,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-49
hitsound=s1,6
guardsound=s2,0
ground.type=Low
air.type=Low
ground.slidetime=16
ground.hittime=16
air.hittime=16
ground.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
air.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 240, hit]
type=hitdef
trigger1=AnimElem = 9
attr=S,HA
id = 3200
damage=10,2
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = ifelse(p2bodydist x >=20,-15,-25),-52
hitsound=s1,0
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
air.hittime=16
ground.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
air.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
envshake.time=9
envshake.ampl=2

[State 240, hit]
type=hitdef
trigger1=AnimElem = 10
attr=S,HA
id = 3200
damage=15,2
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = ifelse(p2bodydist x >=20,-20,-30),ifelse(p2bodydist x <=20,-65,-76)
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
air.hittime=16
ground.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
air.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
envshake.time=9
envshake.ampl=2

[State 400, hit]
type=hitdef
trigger1=AnimElem = 14
id=3200
attr=C,HA
damage=10,1
animtype=Light
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 15,-50,-61)
hitsound=s1,5
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
air.hittime=16
ground.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
air.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
yaccel=.5
envshake.time = 9
envshake.ampl = 1
getpower=0

[State 410, hit]
type=hitdef
trigger1=AnimElem=18
attr=C,NA
id=3200
damage=15,1
animtype=Medium
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=4,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 15,-48,-55)
hitsound=s1,4
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
air.hittime=16
ground.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
air.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
yaccel=.5
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 250, hit]
type=hitdef
trigger1=animelem=24
attr=S,HA
id=3200
damage=45,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=ifelse(p2bodydist x >=20,-15,-30),ifelse(p2bodydist x <=20,-68,-85)
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
air.hittime=16
ground.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
air.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
yaccel=.5
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 450, hit]
type=hitdef
trigger1=AnimElem=31
id=3200
attr=C,HA
damage=45,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 20,-15,-6)
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
air.hittime=16
ground.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
air.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
yaccel=.5
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 210, hit]
type=hitdef
trigger1 = AnimElem = 34
id=3200
attr=S,HA
damage=50,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 15, -68,-78)
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
air.hittime=16
ground.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
air.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
yaccel=.5
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 210, hit]
type=hitdef
trigger1 = AnimElem = 36
id=3200
attr=S,HA
damage=60,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-49
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
air.hittime=16
ground.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
air.velocity=ifelse(p2bodydist X >= 30, 3, -3),0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
yaccel=.5
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=animelem=40
attr=S,HA
damage=32,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-10,-64
hitsound=s1,6
guardsound=s2,0
air.type = Low
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = ifelse(p2bodydist X >= 30,2,-3),-12.5
air.velocity = ifelse(p2bodydist X >= 30,1,-2),-9
envshake.time = 12
envshake.ampl = 3
yaccel = .5
forcestand = 1
fall = 1
air.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower=0

[State 210, hit]
type=hitdef
trigger1=AnimElemTime(41)>=9
attr=A,HA
damage=75,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-10,-47
hitsound=s1,6
guardsound=s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6,-15
air.velocity = -5,-15
envshake.time = 12
envshake.ampl = 3
persistent = 0
yaccel = .6
forcestand = 1
fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1000, end]
type = ChangeState
triggerall = anim = 3200
trigger1 = AnimElemTime(41)>=0
trigger1 = Vel Y >= 0
value = 1105
;-------------------------------------
;Get Hit
[Statedef 3215]
type=S
physics=S
movetype=H
ctrl=0
velset=0,0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, SelfState]
type = SelfState
trigger1 = 1
value = 5000

;---------------------------------------------------------------------------
; Chouhatsu Densetsu
[Statedef 3900]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3900

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 18
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 7023
ID = 7023
pos = 0,-10
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime=9999
pausemovetime=9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s10,2
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 50,-85
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,22
volume = 0
channel = 5

[State 0, 1]
type = PlaySnd
trigger1 = AnimElem = 26
value = S3,12
volume = 0
channel = 5

[State 0, 2]
type = PlaySnd
trigger1 = AnimElem = 42
value = S3,15
volume = 0
channel = 5

[State 0, 2.5]
type = PlaySnd
trigger1 = AnimElem = 54
value = S10,1
volume = 0
channel = 5

[State 0, 3]
type = PlaySnd
trigger1 = AnimElem = 68
value = S3,19
volume = 0
channel = 5

[State 0, 4]
type = PlaySnd
trigger1 = AnimElem = 72
value = S3,14
volume = 0
channel = 5

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time = [54,69]
trigger2 = time = [94,109]
trigger3 = time = [141,156]
value = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [54,64]
trigger2 = time = [94,104]
trigger3 = time = [141,151]
x = 6

[State 0, Turn]
type = Turn
triggerall = p2bodydist X < -5
trigger1 = animelem = 24
trigger2 = animelem = 38
trigger3 = animelem = 49

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 71
x = 3.5
y = -9.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(71)=0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = N         ;A,C,S,N

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(71)>=0
y = const(movement.yaccel)

[State 220, 5]
type = ChangeState
triggerall = AnimElemTime(71)>=0
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 3901

;---------------------------------------------------------------------------
; Chouhatsu Densetsu
[Statedef 3901]
type = S
ctrl = 0
anim = 12
velset = 0,0

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 181
trigger1 = animtime = 0
value = 181

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 181
trigger1 = AnimElem = 2
value = S3,7
volume = 0
channel = 5

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 50
value = 0
ctrl = 1
