; _____________________________________
;| Shin Gouki by Phantom.of.the.Server |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;================================================================================================
;========================================<HYPER STATES>==========================================
;================================================================================================

;========================<SHUN GOKU SATSU>=============================
[Statedef 4000]
type=S
physics=S
movetype=A
anim=4000
ctrl=0
velset=0,0
juggle=15
[State 4000, strengthvar]
type=varset
trigger1=!time
var(10)=7

[State 4000, superchargebgfx]
type = explod
trigger1=!time
anim=6101
supermovetime=-1
sprpriority=2
postype=p1
pos=8,-103
bindtime=-1
removetime=-2
ownpal=1
[State 4000, snd]
type=playsnd
trigger1=!time
value=4,5
channel=0
volume=200
[State 4000, superchargepause]
type=superpause
trigger1=!time
time=45
anim=s6100
pos=8,-103
sound=s6,0
poweradd=-1000
darken=0

[State 4000, vel]
type=velset
trigger1=1
x=8
[State 4000, snd]
type=playsnd
trigger1=animelemtime(1)>1
value=5,5
persistent=0

[State 4000, hit]
type=hitdef
trigger1=animelem=1
trigger1=var(11):=-1
attr=S, HT         
hitflag=M-          
priority=1,Miss    
sparkno=-1          
p1facing=1
p2facing=1
p1stateno=4001       
p2stateno=4002     
guard.dist=0        
fall=1      

[State 4000, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1


;---PLAYER---
[Statedef 4001]
type=S
physics=N
movetype=A
anim=4001
ctrl=0
velset=0,0
sprpriority=1

[State 4001, grabsound]
type=playsnd
trigger1=!time
value=0,800

[State 4000, superchargepause]
type=pause
trigger1=animelemtime(35)<0
time=2
movetime=2

[State 4001, push]
type=playerpush
trigger1=animelemtime(35)>=0
value=0
[State 4001, nothitby]
type=nothitby
trigger1=animelemtime(35)<0
value=SCA
time=1

[State 4001, imageoff]
type=afterimagetime
trigger1=animelemtime(5)>0
time=0

[State 4001, fadeout]
type=allpalfx
trigger1=animelemtime(1)=10
time=30
sinadd=-255,-255,-255,120
[State 4001, black]
type=envcolor
trigger1=animelemtime(2)>=0&&animelemtime(35)<0
time=2
value=0,0,0
[State 4001, fadein]
type=allpalfx
trigger1=animelem=35
time=30
add=255,255,255
sinadd=-255,-255,-255,120

[State 4001, assert]
type=assertspecial
trigger1=animelemtime(2)>=0&&animelemtime(35)<0
flag=nobardisplay
flag2=nomusic
[State 4001, spr]
type=sprpriority
trigger1=animelemtime(35)>=0
value=1;-1

[State 4001, bind]
type=targetbind
trigger1=animelemtime(35)<0
pos=45,0

[State 4001, hit]
type=hitadd
trigger1=animelem=3||animelem=4||animelem=5||animelem=6||animelem=7||animelem=8||animelem=9||animelem=10
trigger2=animelem=10||animelem=11||animelem=12||animelem=13||animelem=14||animelem=15||animelem=16||animelem=17
trigger3=animelem=18||animelem=19||animelem=20||animelem=21||animelem=22||animelem=23||animelem=24||animelem=25||animelem=26
trigger4=animelem=27||animelem=28||animelem=29||animelem=30||animelem=31||animelem=32||animelem=33||animelem=34
value=1
[State 4001, hit]
type=targetlifeadd
trigger1=animelem=2||animelem=3||animelem=4||animelem=5||animelem=6||animelem=7||animelem=8||animelem=9||animelem=10
trigger2=animelem=10||animelem=11||animelem=12||animelem=13||animelem=14||animelem=15||animelem=16||animelem=17
trigger3=animelem=18||animelem=19||animelem=20||animelem=21||animelem=22||animelem=23||animelem=24||animelem=25||animelem=26
trigger4=animelem=27||animelem=28||animelem=29||animelem=30||animelem=31||animelem=32||animelem=33||animelem=34
value=-18-ceil(random/250)
kill=ifelse((animelem=34),1,0)
[State 4001, hitsnd]
type=playsnd
trigger1=animelem=2||animelem=3||animelem=4||animelem=5||animelem=6||animelem=7||animelem=8||animelem=9||animelem=10
trigger2=animelem=10||animelem=11||animelem=12||animelem=13||animelem=14||animelem=15||animelem=16||animelem=17
trigger3=animelem=18||animelem=19||animelem=20||animelem=21||animelem=22||animelem=23||animelem=24||animelem=25||animelem=26
trigger4=animelem=27||animelem=28||animelem=29||animelem=30||animelem=31||animelem=32||animelem=33||animelem=34
value=2,ifelse((animelem=34),9,7)

[State 4001, sparks]
type=varrandom
trigger1=1
v=51
range=-30,30
[State 4001, sparks]
type=varrandom
trigger1=1
v=52
range=-60,-90

[State 4001, sparks]
type=explod
trigger1=animelem=2||animelem=3||animelem=4||animelem=5||animelem=6||animelem=7||animelem=8||animelem=9||animelem=10
trigger2=animelem=10||animelem=11||animelem=12||animelem=13||animelem=14||animelem=15||animelem=16||animelem=17
trigger3=animelem=18||animelem=19||animelem=20||animelem=21||animelem=22||animelem=23||animelem=24||animelem=25||animelem=26
trigger4=animelem=27||animelem=28||animelem=29||animelem=30||animelem=31||animelem=32||animelem=33||animelem=34
anim=ifelse(random<200,6001,ifelse(random<250,6002,ifelse(random<333,6003,ifelse(random<500,6004,6005))))
ID=6000
sprpriority=5
postype=p2
pos=var(51),var(52)
facing=ifelse(random<500,1,-1)
removetime=-2
ownpal=1
ontop=1
pausemovetime=300
supermovetime=300
[State 4001, sparks]
type=explod
trigger1=animelem=2||animelem=3||animelem=4||animelem=5||animelem=6||animelem=7||animelem=8||animelem=9||animelem=10
trigger2=animelem=10||animelem=11||animelem=12||animelem=13||animelem=14||animelem=15||animelem=16||animelem=17
trigger3=animelem=18||animelem=19||animelem=20||animelem=21||animelem=22||animelem=23||animelem=24||animelem=25||animelem=26
trigger4=animelem=27||animelem=28||animelem=29||animelem=30||animelem=31||animelem=32||animelem=33||animelem=34
anim=6006
ID=6000
sprpriority=5
postype=p2
pos=var(51),var(52)
facing=ifelse(random<500,1,-1)
removetime=-2
ownpal=1
ontop=1
pausemovetime=300
supermovetime=300
[State 4001, sparks]
type=explod
trigger1=animelem=2||animelem=3||animelem=4||animelem=5||animelem=6||animelem=7||animelem=8||animelem=9||animelem=10
trigger2=animelem=10||animelem=11||animelem=12||animelem=13||animelem=14||animelem=15||animelem=16||animelem=17
trigger3=animelem=18||animelem=19||animelem=20||animelem=21||animelem=22||animelem=23||animelem=24||animelem=25||animelem=26
trigger4=animelem=27||animelem=28||animelem=29||animelem=30||animelem=31||animelem=32||animelem=33||animelem=34
anim=6008
ID=6000
sprpriority=5
postype=p2
pos=var(51),var(52)
vel=ceil((-500+random)/50),ceil((-500+random)/50)
facing=ifelse(random<500,1,-1)
scale=1.5,.2
removetime=-2
ownpal=1
ontop=1
pausemovetime=300
supermovetime=300
[State 4001, sparks]
type=explod
trigger1=animelem=2||animelem=3||animelem=4||animelem=5||animelem=6||animelem=7||animelem=8||animelem=9||animelem=10
trigger2=animelem=10||animelem=11||animelem=12||animelem=13||animelem=14||animelem=15||animelem=16||animelem=17
trigger3=animelem=18||animelem=19||animelem=20||animelem=21||animelem=22||animelem=23||animelem=24||animelem=25||animelem=26
trigger4=animelem=27||animelem=28||animelem=29||animelem=30||animelem=31||animelem=32||animelem=33||animelem=34
anim=6008
ID=6000
sprpriority=5
postype=p2
pos=var(51),var(52)
vel=ceil((-500+random)/50),ceil((-500+random)/50)
facing=ifelse(random<500,1,-1)
scale=1.5,.2
removetime=-2
ownpal=1
ontop=1
pausemovetime=300
supermovetime=300

[State 4001, shake]
type=envshake
trigger1=animelem=2||animelem=3||animelem=4||animelem=5||animelem=6||animelem=7||animelem=8||animelem=9||animelem=10
trigger2=animelem=10||animelem=11||animelem=12||animelem=13||animelem=14||animelem=15||animelem=16||animelem=17
trigger3=animelem=18||animelem=19||animelem=20||animelem=21||animelem=22||animelem=23||animelem=24||animelem=25||animelem=26
trigger4=animelem=27||animelem=28||animelem=29||animelem=30||animelem=31||animelem=32||animelem=33||animelem=34
time=2
frequency=120
ampl=-3

[State 4001, snd]
type=playsnd
trigger1=animelemtime(35)=10
value=4,11
channel=0

[State 4001, throw]
type=targetstate
trigger1=animelemtime(34)>=0&&target,stateno!=4003
value=4003
[State 4001, end]
type=null;changestate
trigger1=animelem=34&&winko
value=362
[State 4001, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1


;---TARGET---
[Statedef 4002]
type=S
physics=N
movetype=H
velset=0,0
ctrl=0
[State 4002, anim]
type=changeanim2
trigger1=!time
value=4002

[Statedef 4003]
type=L
physics=C
movetype=H
velset=0,0
ctrl=0
[State 4003, anim]
type=changeanim2
trigger1=!time
value=4003
[State 4003, end]
type=selfstate
trigger1=!alive
value=5150
[State 4003, end]
type=selfstate
trigger1=!animtime&&alive
value=5120


;========================<MESSATSU GOU HADOU>=============================
[Statedef 3000]
type=S
physics=S
movetype=A
anim=3000
ctrl=0
velset=0,0
[State 3000, strengthvar]
type=varset
trigger1=!time
var(10)=5
[State 3000, width]
type=width
trigger1=anim=3001&&animelemtime(7)<0
value=30,0

[State 3000, superchargebgfx]
type = explod
trigger1=anim=3000&&!animelemtime(3)
anim=6101
supermovetime=-1
sprpriority=2
postype=p1
pos=-22,-48
bindtime=-1
removetime=-2
ownpal=1
[State 3000, snd]
type=playsnd
trigger1=anim=3000&&!animelemtime(3)
value=4,5
channel=0
volume=200
[State 3000, aura]
type=helper
trigger1=anim=3000&&!animelemtime(3)
helpertype=normal
stateno=6050
ID=6050
postype=p1
ownpal=1
persistent=0
supermovetime=9999

[State 3000, superchargepause]
type=superpause
trigger1=anim=3000&&!animelemtime(3)
time=45
anim=s6100
pos=-22,-48
sound=s6,0
poweradd=-1000
darken=0
movetime=45

[State 3000, spr]
type=sprpriority
trigger1=anim=3000
value=1

[State 3000, anim]
type=changeanim
trigger1=anim=3000&&time=48
value=3001

[State 3000, Hadouken]
type=helper
trigger1=anim=3001&&!animelemtime(2)
helpertype=normal
stateno=3005
ID=3005
name="hadouken"
postype=p1
pos=83,-68
ownpal=1

[State 3000, dust]
type=explod
trigger1=anim=3001&&!animelemtime(2)
vel=0,0
anim=6023
sprpriority=3
postype=p1
pos=56,0
removetime=-2
ownpal=1
scale=.75,.75

[State 3000, flash]
type=helper
trigger1=anim=3001&&!animelemtime(2)
helpertype=normal
stateno=1007
ID=1007
name="Flash"
postype=p1
ownpal=1

[State 3000, snd]
type=playsnd
trigger1=anim=3001&&!animelemtime(2)
value=3,7
channel=0
[State 3000, snd]
type=playsnd
trigger1=anim=3001&&!animelemtime(2)
value=5,2

[State 3000, end]
type=changestate
trigger1=anim=3001&&!animtime
value=0
ctrl=1


;========================<TENMA GOU ZANKUU>=============================
[Statedef 3050]
type=A
physics=N
movetype=A
anim=3050
ctrl=0
velset=0,0
[State 3050, strengthvar]
type=varset
trigger1=!time
var(10)=5

[State 3050, superchargebgfx]
type = explod
trigger1=!animelemtime(2)
anim=6101
supermovetime=-1
sprpriority=2
postype=p1
pos=61,-51
bindtime=-1
removetime=-2
ownpal=1
[State 3050, snd]
type=playsnd
trigger1=!animelemtime(2)
value=4,14
channel=0
volume=200
[State 3050, superchargepause]
type=superpause
trigger1=!animelemtime(2)
time=45
anim=s6100
pos=61,-51
sound=s6,0
poweradd=-1000
darken=0
movetime=45

[State 3050, Hadouken]
type=helper
trigger1=!animelemtime(8)
helpertype=normal
stateno=3055
ID=3055
name="hadouken"
postype=p1
pos=73,-43
ownpal=1

[State 3050, flash]
type=helper
trigger1=!animelemtime(8)
helpertype=normal
stateno=1058
ID=1058
name="Flash"
postype=p1
ownpal=1

[State 3050, snd]
type=playsnd
trigger1=!animelemtime(8)
value=4,0
channel=0
[State 3050, snd]
type=playsnd
trigger1=!animelemtime(8)
value=5,2

[State 3050, vel]
type=velset
trigger1=animelem=8
x=-1.5
y=-6
[State 3050, sts]
type=statetypeset
trigger1=animelemtime(8)>0
physics=A


;========================<MESSATSU GOU SHORYUU>=============================
[Statedef 3100]
type=S
physics=S
movetype=A
ctrl=0
anim=3100
velset=0,0
juggle=9

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

[State 3100, superchargebgfx]
type=explod
trigger1=anim=3100&&animelemtime(1)=2
anim=6101
supermovetime=-1
sprpriority=2
postype = p1
pos=12,-54
bindtime=-1
removetime=-2
ownpal=1
[State 3100, snd]
type=playsnd
trigger1=anim=3100&&animelemtime(1)=2
value=4,4
channel=0
[State 3100, superchargepause]
type=SuperPause
trigger1=anim=3100&&animelemtime(1)=2
time=45
anim=s6100
pos=12,-54
sound=s6,0
poweradd=-1000
darken=0

[State 3100, vel]
type=velset
trigger1=anim=3100&&(animelem=2||animelem=13)
x=12
[State 3100, vel]
type=velset
trigger1=anim=3100&&animelem=24
x=19

[State 3100, vel]
type=velset
trigger1=anim=3100&&animelemtime(26)=1
x=18
y=-11

[State 3100, snd]
type=playsnd
trigger1=anim=3100&&(animelem=4||animelem=15)
value=1,5
[State 3100, snd]
type=playsnd
trigger1=anim=3100&&animelem=26
value=1,6
[State 3100, snd]
type=playsnd
trigger1=anim=3100&&(animelem=4||animelem=15||animelem=26)
value=3,ifelse((animelem=4),1,ifelse((animelem=15),9,11))
channel=0

[State 3100, dust]
type=explod
trigger1=anim=3100&&!animelemtime(26)
anim=6022
ID=6022
sprpriority=3
postype=p1
pos=0,0
vel=0,0
removetime=-2
ownpal=1
scale=.75,.75
[State 3100, snd]
type=playsnd
trigger1=anim=3100&&animelemtime(26)=1
value=0,42

[State 3100, vel]
type=velmul
trigger1=vel y<0
x=.86
[State 3100, vel]
type=velmul
trigger1=vel y>0
x=0

[State 3100, width]
type=width
trigger1=vel y<0
edge=const(size.air.front)

[State 3100, statetype]
type=statetypeset
trigger1=anim=3100&&animelemtime(26)=2
statetype=A
physics=N
[State 3100, grav]
type=gravity
trigger1=anim=3100&&animelemtime(26)>2
trigger2=anim=1101

[State 3100, anim]
type=changeanim
trigger1=anim=3100&&animelemtime(26)>2&&vel y>-5.5
value=1101
persistent=0
[State 3100, anim]
type=changeanim
trigger1=pos y>=-10&&anim=1101
value=1102
persistent=0

[State 3100, hitlow]
type=hitdef
trigger1=animelem=13&&anim=3100
trigger1=var(11):=6&&var(12):=-52
attr=S,HA                   
damage=35,5
animtype=Medium        
fall.animtype=Medium        
guardflag=M          
hitflag=MAF           
priority=7,Hit             
pausetime=ifelse((animelem=24),18,6),ifelse((animelem=24),18,6)
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,3      
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=-4,0
air.velocity=-4,0
getpower=0
givepower=30
envshake.time=16
envshake.freq=60
envshake.ampl=5

[State 3100, hitlow2]
type=hitdef
trigger1=animelem=3||animelem=14
trigger1=var(11):=6&&var(12):=-75
attr=S,HA                   
damage=35,5
animtype=Hard      
fall.animtype=Hard        
guardflag=M          
hitflag=MAF           
priority=7,Hit             
pausetime=ifelse((animelem=25),18,6),ifelse((animelem=25),18,6)
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,3      
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=-4,0
air.velocity=-4,0
getpower=0
givepower=30
envshake.time=16
envshake.freq=60
envshake.ampl=5

[State 3100, hitlow3]
type=hitdef
trigger1=animelem=24&&anim=3100
trigger1=var(11):=6&&var(12):=-52
attr=S,HA                   
damage=35,5
animtype=Medium        
fall.animtype=Medium        
guardflag=M          
hitflag=MAF           
priority=7,Hit             
pausetime=18,18
sparkno=-1  
guard.sparkno=-1        
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
givepower=30
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
palfx.color=32
palfx.sinadd=40,20,60,8
palfx.mul=384,128,512
palfx.time=32

[State 3100, hitlow4]
type=hitdef
trigger1=animelem=25
trigger1=var(11):=6&&var(12):=-75
attr=S,HA                   
damage=35,5
animtype=Hard      
fall.animtype=Hard        
guardflag=M          
hitflag=MAF           
priority=7,Hit             
pausetime=18,18
sparkno=-1  
guard.sparkno=-1        
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
givepower=30
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
palfx.color=32
palfx.sinadd=40,20,60,8
palfx.mul=384,128,512
palfx.time=32

[State 3100, hithigh]
type=hitdef
trigger1=(animelem=4||animelem=15)&&anim=3100
trigger1=var(11):=6&&var(12):=-100
attr=S,HA                   
damage=35,5
animtype=Hard        
guardflag=M          
hitflag=MAF           
priority=7,Hit             
pausetime=6,6
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,3      
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-4,0
air.velocity=-4,0
getpower=0
givepower=30
envshake.time=16
envshake.freq=60
envshake.ampl=5

[State 3100, hitrising]
type=hitdef
trigger1=animelemtime(26)>0&&anim=3100
trigger1=var(11):=6&&var(12):=-100
persistent=0
attr=S,HA                   
damage=35,5
animtype=Back
guardflag=M          
hitflag=MAF           
priority=7,Hit             
pausetime=2,2;18,18
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,3      
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-5,-8.5
air.velocity=-5,-8.5
getpower=0
givepower=30
envshake.time=16
envshake.freq=60
envshake.ampl=7
fall=1
palfx.color=32
palfx.sinadd=40,20,60,8
palfx.mul=384,128,512
palfx.time=32

[State 3100, snd]
type=playsnd
trigger1=anim=3100&&animelemtime(26)>=0
value=5,1
persistent=0
[State 3100, fire]
type=helper
trigger1=anim=3100&&animelemtime(23)>=0
helpertype=normal
stateno=3105
ID=3105
name="fire"
postype=p1
pos=0,0
ownpal=1
persistent=0
ignorehitpause=1

[State 3100, flames]
type=helper
triggerall=anim=3100&&animelemtime(24)>=0&&movehit&&numtarget&&numhelper(6041)<1
trigger1=(target,time=0)&&(target,movetype=H)
helpertype=normal
stateno=6041
ID=6041
name="flames"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 3100, vel]
type=velset
trigger1=anim=1102
y=0
[State 3100, pos]
type=posset
trigger1=anim=1102
y=0
[State 3100, snd]
type=playsnd
trigger1=anim=1102
value=0,52
persistent=0
[State 3100, dust]
type=explod
trigger1=anim=1102
anim=6020
ID=6020
sprpriority=-2
postype=p1
pos=0,0
vel=0,0
removetime=-2
ownpal=1
scale=.66,.66
persistent=0

[State 3100, end]
type=changestate
trigger1=anim=1102&&!animtime
value=0
ctrl=1


;========================<MESSATSU GOU RASEN>=============================
[Statedef 3200]
type=S
physics=S
movetype=A
anim=3200
ctrl=0
velset=0,0
juggle=9

[State 3200, strengthvar]
type=varset
trigger1=!time
var(10)=5

[State 3200, superchargebgfx]
type=explod
trigger1=anim=3200&&!animelemtime(2)
anim=6101
supermovetime=-1
sprpriority=2
postype = p1
pos=-32,-8
bindtime=-1
removetime=-2
ownpal=1
[State 3200, snd]
type=playsnd
trigger1=anim=3200&&!animelemtime(2)
value=4,4
channel=0
[State 3200, superchargepause]
type=SuperPause
trigger1=anim=3200&&!animelemtime(2)
time=45
anim=s6100
pos=-32,-8
sound=s6,0
poweradd=-1000
darken=0
movetime=45

[State 3200, snd]
type=playsnd
trigger1=anim=3200&&animelem=7
trigger2=anim=3201&&animelem=55
value=3,ifelse((animelem=7),6,7)
channel=0

[State 3200, snd]
type=playsnd
trigger1=anim=3200&&!animelemtime(8)
value=0,41
[State 3200, dust]
type=explod
trigger1=anim=3200&&!animelemtime(8)
anim=6022
ID=6022
sprpriority=3
postype=p1
pos=0,0
vel=0,0
removetime=-2
ownpal=1
scale=.75,.75

[State 3200, vel]
type=velset
trigger1=anim=3200&&!animelemtime(10)
x=0
y=-8
[State 3200, vel]
type=velset
trigger1=anim=3201&&vel y>0
y=0

[State 3200, vel]
type=veladd
trigger1=anim=3201&&vel y<0
y=.14

[State 3200, ctrlvel]
type=veladd
trigger1=anim=3201&&(vel x=[-1.33,1.33])&&vel y<0
x=ifelse(command="holdfwd",.15,ifelse(command="holdback",-.15,0))
[State 3200, ctrlvelAI]
type=veladd
trigger1=anim=3201&&(vel x=[-1.33,1.33])&&vel y<0&&var(59)
x=ifelse(p2bodydist x>50,.15,ifelse(p2bodydist x<-50,-.15,0))

[State 3200, statetype]
type=statetypeset
trigger1=anim=3200&&animelemtime(8)>0
statetype=A
physics=N
[State 3200, anim]
type=changeanim
trigger1=anim=3200&&!animtime
value=3201
[State 3200, anim]
type=changeanim
trigger1=anim=3201&&!animtime
value=3205
persistent=0
[State 3200, statetype]
type=statetypeset
trigger1=anim=3205
statetype=A
physics=A

[State 3200, spin]
type=playsnd
triggerall=anim=3201
trigger1=animelem=1||animelem=7||animelem=13||animelem=19||animelem=25
trigger2=animelem=31||animelem=37||animelem=43||animelem=49||animelem=55
value=1,5

[State 3200, 1sthit]
type=hitdef
trigger1=anim=3200&&animelem=8
trigger1=var(11):=6&&var(12):=-62
attr=S,HA                   
damage=24,5    
animtype=Hard        
guardflag=M
hitflag=MAF      
priority=7,Hit             
pausetime=16,16
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,6     
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=ifelse(p2bodydist x>15,2,0),-6
air.type=Low
air.velocity=ifelse(p2bodydist x>15,2,0),-5
getpower=5
givepower=2
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0

[State 3200, mainhits]
type=hitdef
triggerall=anim=3201
triggerall=var(11):=6&&var(12):=-69
trigger1=animelem=2||animelem=8||animelem=14||animelem=20
trigger2=animelem=26||animelem=32||animelem=38||animelem=44||animelem=50
attr=A,HA                   
damage=24,5    
animtype=Hard        
guardflag=MA
hitflag=MAF      
priority=7,Hit             
pausetime=2,2
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,ifelse(random<500,6,5)     
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
p2facing=1
ground.velocity=ifelse(p2bodydist x>15,1.5,0),-9
air.type=Low
air.velocity=ifelse(p2bodydist x>15,1.5,0),ceil(vel y)-2
getpower=5
givepower=2
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
palfx.color=32
palfx.sinadd=40,20,60,8
palfx.mul=384,128,512
palfx.time=32

[State 3200, mainhitsb]
type=hitdef
triggerall=anim=3201
triggerall=var(11):=6&&var(12):=-69
trigger1=animelem=5||animelem=11||animelem=17||animelem=23
trigger2=animelem=29||animelem=35||animelem=41||animelem=47
attr=A,HA                   
damage=24,5    
animtype=Hard        
guardflag=MA
hitflag=MAF      
priority=7,Hit             
pausetime=2,2
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,ifelse(random<500,6,5)     
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
p2facing=-1
ground.velocity=ifelse(p2bodydist x>15,1.5,0),-9
air.type=Low
air.velocity=ifelse(p2bodydist x>15,1.5,0),ceil(vel y)-2
getpower=5
givepower=2
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
palfx.color=32
palfx.sinadd=40,20,60,8
palfx.mul=384,128,512
palfx.time=32

[State 3200, lasthit]
type=hitdef
trigger1=anim=3201&&animelem=56
trigger1=var(11):=6&&var(12):=-70
attr=S,HA                   
damage=40,5    
animtype=Diagup        
guardflag=M
hitflag=MAF      
priority=7,Hit             
pausetime=24,24
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,6     
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-8,-2
air.type=Low
air.velocity=-8,-2
getpower=5
givepower=2
envshake.time=16
envshake.freq=60
envshake.ampl=7
fall=1
fall.recover=0
palfx.color=32
palfx.sinadd=40,20,60,8
palfx.mul=384,128,512
palfx.time=32

[State 3200, spin]
type=playsnd
trigger1=anim=3201&&animelemtime(56)<0&&!(animelemtime(1)%8)
value=5,8
[State 3200, electricity]
type=helper
triggerall=anim=3201
trigger1=animelem=2||animelem=5||animelem=8||animelem=11||animelem=14||animelem=17
trigger2=animelem=20||animelem=23||animelem=26||animelem=29||animelem=32||animelem=35
trigger3=animelem=38||animelem=41||animelem=44||animelem=47||animelem=50||animelem=53
helpertype=normal
stateno=3210
ID=3210
name="Electricity"
postype=p1
ownpal=1
ignorehitpause=1


;========================<MESSATSU GOU SENPUU>=============================
[Statedef 3250]
type=A
physics=N
movetype=A
anim=3250
ctrl=0
velset=0,0
juggle=9

[State 3250, strengthvar]
type=varset
trigger1=!time
var(10)=5

[State 3250, superchargebgfx]
type=explod
trigger1=anim=3250&&!animelemtime(3)
anim=6101
supermovetime=-1
sprpriority=2
postype = p1
pos=-34,-63
bindtime=-1
removetime=-2
ownpal=1
[State 3200, snd]
type=playsnd
trigger1=anim=3250&&!animelemtime(3)
value=4,4
channel=0
[State 3200, superchargepause]
type=SuperPause
trigger1=anim=3250&&!animelemtime(3)
time=45
anim=s6100
pos=-34,-63
sound=s6,0
poweradd=-1000
darken=0

[State 3250, snd]
type=playsnd
trigger1=anim=3250&&animelem=4
trigger2=anim=3251&&animelem=61
value=3,ifelse((animelem=4),6,7)
channel=0

[State 3250, vel]
type=velset
trigger1=anim=3250
x=0
y=0
[State 3250, vel]
type=velset
trigger1=anim=3251&&animelemtime(15)<0&&pos y<-10
y=ifelse(animelemtime(9)<0,.33,.1)
[State 3200, vel]
type=velset
trigger1=anim=3251&&animelem=15
x=0
y=-4

[State 3250, vel]
type=veladd
trigger1=anim=3251&&animelemtime(15)>=0&&vel y<0
y=.05

[State 3250, ctrlvel]
type=veladd
trigger1=anim=3251&&(vel x=[-1.33,1.33])&&vel y<0
x=ifelse(command="holdfwd",.15,ifelse(command="holdback",-.15,0))
[State 3250, ctrlvelAI]
type=veladd
trigger1=anim=3251&&(vel x=[-1.33,1.33])&&vel y<0&&var(59)
x=ifelse(p2bodydist x>50,.15,ifelse(p2bodydist x<-50,-.15,0))

[State 3250, anim]
type=changeanim
trigger1=anim=3250&&!animtime
value=3251
[State 3250, anim]
type=changeanim
trigger1=anim=3251&&!animtime
value=3205
persistent=0
[State 3250, statetype]
type=statetypeset
trigger1=anim=3205
statetype=A
physics=A

[State 3250, spin]
type=playsnd
triggerall=anim=3251
trigger1=animelem=1||animelem=7||animelem=13||animelem=19||animelem=25||animelem=31
trigger2=animelem=37||animelem=43||animelem=49||animelem=55||animelem=61
value=1,5

[State 3250, mainhits]
type=hitdef
triggerall=anim=3251
triggerall=var(11):=6&&var(12):=-69
trigger1=animelem=2||animelem=8||animelem=14||animelem=20||animelem=26
trigger2=animelem=32||animelem=38||animelem=44||animelem=50||animelem=56
attr=A,HA                   
damage=24,5    
animtype=Hard        
guardflag=MA
hitflag=MAF      
priority=7,Hit             
pausetime=2,2
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,ifelse(random<500,6,5)     
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
p2facing=1
ground.velocity=ifelse(p2bodydist x>15,1.5,0),-9
air.type=Low
air.velocity=ifelse(p2bodydist x>15,1.5,0),ceil(vel y)-2
getpower=5
givepower=2
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0

[State 3250, mainhitsb]
type=hitdef
triggerall=anim=3201
triggerall=var(11):=6&&var(12):=-69
trigger1=animelem=5||animelem=11||animelem=17||animelem=23||animelem=29
trigger2=animelem=35||animelem=41||animelem=47||animelem=53
attr=A,HA                   
damage=24,5    
animtype=Hard        
guardflag=MA
hitflag=MAF      
priority=7,Hit             
pausetime=2,2
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,ifelse(random<500,6,5)     
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
p2facing=-1
ground.velocity=ifelse(p2bodydist x>15,1.5,0),-9
air.type=Low
air.velocity=ifelse(p2bodydist x>15,1.5,0),ceil(vel y)-2
getpower=5
givepower=2
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0

[State 3250, lasthit]
type=hitdef
trigger1=anim=3251&&animelem=62
trigger1=var(11):=6&&var(12):=-70
attr=S,HA                   
damage=40,5    
animtype=Diagup        
guardflag=M
hitflag=MAF      
priority=7,Hit             
pausetime=24,24
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,6     
guardsound=s2,0
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-8,-2
air.type=Low
air.velocity=-8,-2
getpower=5
givepower=2
envshake.time=16
envshake.freq=60
envshake.ampl=7
fall=1
fall.recover=0


;========================<MISOGI>=============================
[Statedef 4100]
type=S
physics=S
movetype=A
anim=4100
ctrl=0
velset=0,0
juggle=9

[State 4100, strengthvar]
type=varset
trigger1=!time
var(10)=7
[State 4100, nomusic]
type=assertspecial
trigger1=1
flag=nomusic

[State 4100, superchargebgfx]
type=explod
trigger1=anim=4100&&!animelemtime(3)
anim=6101
supermovetime=-1
sprpriority=2
postype = p1
pos=-5,-45
bindtime=-1
removetime=-2
ownpal=1
[State 4100, snd]
type=playsnd
trigger1=anim=4100&&!animelemtime(3)
value=4,3
channel=0
[State 4100, superchargepause]
type=SuperPause
trigger1=anim=4100&&!animelemtime(3)
time=45
anim=s6100
pos=-5,-45
sound=s6,0
poweradd=-1000
darken=0
movetime=45

[State 4100, anim]
type=changeanim
trigger1=anim=4100&&time=48
value=4101
[State 4100, statetype]
type=statetypeset
trigger1=anim=4101
statetype=A
physics=N

[State 4100, push]
type=playerpush
trigger1=anim!=4100&&anim!=4103
value=0
ignorehitpause=1
[State 4100, sprpriority]
type=sprpriority
trigger1=anim!=4100
value=-1
ignorehitpause=1

[State 4100, dust]
type=explod
trigger1=anim=4100&&time=46
anim=4107
ID=4107
sprpriority=-1
postype=p1
pos=0,0
vel=0,0
removetime=-2
ownpal=1
ignorehitpause=1

[State 4100, pos]
type=posadd
trigger1=anim=4101&&!animelemtime(1)
x=p2dist x-10
y=p2dist y-240

[State 4100, vel]
type=velset
trigger1=anim=4101&&animelemtime(2)<0
x=0
y=0
[State 4100, vel]
type=velset
trigger1=anim=4101&&animelem=2
y=20
[State 4100, grav]
type=gravity
trigger1=anim=4101&&animelemtime(2)>0

[State 4100, anim]
type=changeanim
trigger1=anim=4101&&animelemtime(2)>3&&p2dist y<(enemynear,const(size.height)+20)
trigger2=anim=4101&&animelemtime(1)>0&&pos y>-30
value=4101
elem=3
persistent=0
[State 4100, snd]
type=playsnd
trigger1=anim=4101&&animelemtime(2)>3&&p2dist y<(enemynear,const(size.height)+20)
trigger2=anim=4101&&animelemtime(1)>0&&pos y>-30
value=4,11
channel=0
persistent=0

[State 4100, particles]
type=explod
trigger1=anim=4101&&animelemtime(2)>0
vel=0,-2
anim=4109
sprpriority=3
postype=p1
pos=3,-60
random=40,40
facing=-1+(random<500)*2
removetime=-2
ownpal=1

[State 4100, hit]
type=hitdef
trigger1=anim=4101&&animelem=3
trigger1=var(11):=7&&var(12):=-55
attr=A,HA                   
damage=floor(500+(random/20)),5
animtype=Hard      
guardflag=M          
hitflag=MAF
priority=7,Hit             
pausetime=0,0
guard.pausetime=0,30
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,8    
guardsound=s2,0
ground.type=Trip
ground.slidetime=30
ground.hittime=45
ground.velocity=0,0
air.velocity=0,ceil(vel y)
getpower=0
givepower=30
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
p2stateno=ifelse(p2statetype=A,1114110,1114100)

[State 4100, cutFX]
type=explod
triggerall=anim=4101&&animelemtime(3)>=0&&movehit&&numtarget
trigger1=(target,time=0)&&(target,movetype=H)
anim=4110
sprpriority=4
postype=p2
facing=-1
pos=0,0
removetime=-2
ownpal=1
ignorehitpause=1

[State 4100, anim]
type=changeanim
trigger1=anim=4101&&pos y>=-5
value=ifelse(movehit,4102,4103)
[State 4100, stop]
type=posset
trigger1=anim=[4102,4103]
y=0
[State 4100, stop]
type=velset
trigger1=anim=[4102,4103]
y=0

[State 4100, shake]
type=envshake
trigger1=(anim=4102||anim=4103)&&!animelemtime(1)
time=ifelse((anim=4102),30,15)
frequency=50
ampl=10

[State 4100, snd]
type=playsnd
trigger1=anim=4102&&!animelemtime(1)
value=5,7
[State 4100, fire]
type=explod
trigger1=anim=4102&&!animelemtime(1)
vel=0,0
anim=4105
sprpriority=4
postype=p1
pos=0,0
removetime=-2
ownpal=1
[State 4100, fire]
type=explod
trigger1=anim=4103&&!animelemtime(1)
vel=0,0
anim=4106
sprpriority=4
postype=p1
pos=0,0
removetime=-2
ownpal=1

[State 4100, dust]
type=explod
trigger1=(anim=4102||anim=4103)&&!animelemtime(1)
anim=6020
ID=6020
sprpriority=-2
postype=p1
pos=0,0
vel=0,0
removetime=-2
ownpal=1
ignorehitpause=1
[State 4100, dust]
type=explod
trigger1=anim=4102&&animelemtime(1)=13
vel=0,0
anim=6024
sprpriority=4
postype=p1
pos=0,0
removetime=-2
ownpal=1

[State 4100, particles]
type=explod
trigger1=anim=4102&&animelemtime(1)>=5&&animelemtime(1)<17
vel=ceil(5+random/100),ceil(1+random/500)
accel=-.4,-.75
anim=4108
sprpriority=3
postype=p1
pos=2,-40
random=60,60
facing=-1+(random<500)*2
removetime=-2
ownpal=1
scale=1,.15
[State 4100, particles]
type=explod
trigger1=anim=4102&&animelemtime(1)>=3&&animelemtime(1)<15
vel=-ceil(5+random/100),ceil(1+random/500)
accel=.4,-.75
anim=4108
sprpriority=3
postype=p1
pos=2,-40
random=60,60
facing=-1+(random<500)*2
removetime=-2
ownpal=1
scale=1,.15

[State 4100, end]
type=changestate
trigger1=(anim=[4102,4103])&&!animtime
value=0
ctrl=1