;---------------------------------------------------------------------------
; Hyper_Hyourinmaru_Dragon_Start
; Move Type: Ice
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 4
poweradd = -2000
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S140,37
volume = 255
channel = 1
ignorehitpause = 1
persistent = 1

[State 7000, Super A]
type = SuperPause
trigger1 = AnimElem = 4
pos = -2,-80
anim = S7009
sound = S3, 1
time = 60
darken = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 5
trigger2 = animelem = 10
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 15		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State 3000,SuperBG00];         = Hyorinmaru LOGO TEXT
type                            = Explod
trigger1                        = (animelem = 4)
anim                            = 1149
ID                              = 1149
pos                             = 150, 220
postype                         = left
facing                          = ifelse(teamside = 1, 1, 1)
vfacing                         = 1
bindtime                        = 1
sprpriority                     = 210
ontop                           = 1
shadow                          = 0,0,0
ownpal                          = 1
SuperMoveTime                   = 9999
PauseMoveTime                   = 9999


[State 200, Explod]
type = Explod
trigger1 = animelem = 10
anim = 701
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
trigger1= hitcount=2
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Portrait_Normal"
ID = 1107
stateno = 1107
pos = -100,0
postype = back    ;p2,front,back,left,right
facing = ifelse(teamside = 1, 1, 1)
vfacing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 700, Helper]
type                           = Helper
trigger1                       = ANIMELEM = 10
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 1105
stateno                        = 1105
pos                            = -5,-55
postype                        = p1
sprpriority                    = 10
size.xscale                    = .9
size.yscale                    = .7

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60 ;160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 196
removeongethit                  = 1
pausemovetime                   = 9999999

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 196
removeongethit                  = 1
pausemovetime                   = 9999999

[State 7000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; HYPER_HYOURINMARU
[Statedef 1105]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 0
velset                         = 12,0
anim                           = 1105
ctrl                           = 1
sprpriority                    = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8,0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3000,7
volume = 255

[State 2000, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 99999

[State 2000, 2]
type                           = hitdef
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1                       = TimeMod = 5,0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 30,15
guardflag                      = MAFD
pausetime                      = 1,10
guard.pausetime                = 0,20
hitsound                       = S3000,0
sparkno                        = S245
guard.sparkno                  = S760
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -7,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = -1

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 50
trans = add
TimeGap  = 1
FrameGap = 1

[State 1140, Flame Particles]
type=helper
triggerall = NumTarget
trigger1= !numhelper(8150)
trigger1= Movecontact
trigger1= !(target,hitshakeover)
trigger1= var(40):=(target,ID)
helpertype=normal
stateno=8150
ID=8150
name="Flame Particles"
postype=p2
ownpal=1
ignorehitpause=1

[State 8031, portrait]
type = explod
trigger1 = Time = 1
trigger2 = Time = 6
trigger3 = Time = 10
anim = 1104
ID = 1104
postype = P1
pos = 25,0
;under = 1
bindtime = -1
scale = 1.2, 1.2
removetime = 60
pausemovetime = 300
supermovetime = 300
sprpriority = 5

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 1104
scale = .0+(.060*time),0.0+(.040*time)
removetime = 25
bindtime = 26

[State 8031, portrait]
type = explod
trigger1 = Time = 1
trigger2 = Time = 6
trigger3 = Time = 10
anim = 1103
ID = 1103
postype = P1
pos = 0,0
;under = 1
bindtime = -1
scale = 1.2, 1.2
removetime = 60
pausemovetime = 300
supermovetime = 300
sprpriority = 6

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 1103
scale = .0+(.060*time),0.0+(.040*time)
removetime = 25
bindtime = 26

[State 1002, particles]
type=explod
trigger1 = 12
vel=-.9+(random<500),0
accel=0,.05
anim=8150
sprpriority=11
postype=p1
pos = -50,-15
random=30,40
scale = 2.,2.
removetime=-2
ownpal=1
ignorehitpause=1

[State 2002, 4]
type                           = destroyself
trigger1                       = frontedgedist < -820
trigger2                       = time = 90

;---------------------------------------------------------------------------
; Heavens_Ice_Crystals
; Move Type: Ice
[Statedef 2200]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
POWERADD = -1000
anim = 2200
ctrl = 0
sprpriority = 4
poweradd = -2000
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S140,20
volume = 255
channel = 1
ignorehitpause = 1
persistent = 1

[State 7000, Super A]
type = SuperPause
trigger1 = AnimElem = 4
pos = -2,-80
anim = S7009
sound = S3, 1
time = 60
darken = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 5
trigger2 = animelem = 10
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 15		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State 3000,SuperBG00];         = Hyorinmaru LOGO TEX
type                            = Explod
trigger1                        = (animelem = 4)
anim                            = 1150
ID                              = 1150
pos                             = 150, 220
postype                         = left
facing                          = ifelse(teamside = 1, 1, 1)
vfacing                         = 1
bindtime                        = 1
sprpriority                     = 210
ontop                           = 1
shadow                          = 0,0,0
ownpal                          = 1
SuperMoveTime                   = 9999
PauseMoveTime                   = 9999


[State 200, Explod]
type = Explod
trigger1 = animelem = 12
anim = 2205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
trigger1= hitcount=2
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Portrait_Normal"
ID = 1107
stateno = 1107
pos = -100,0
postype = back    ;p2,front,back,left,right
facing = ifelse(teamside = 1, 1, 1)
vfacing = 1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 37
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2210
stateno                        = 2210
pos                            = 30,0
postype                        = p1
sprpriority                    = 10

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 42
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2210
stateno                        = 2210
pos                            = 90,0
postype                        = p1
sprpriority                    = 11

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 47
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2210
stateno                        = 2210
pos                            = 120,0
postype                        = p1
sprpriority                    = 12

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 52
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2210
stateno                        = 2210
pos                            = 140,0
postype                        = p1
sprpriority                    = 13

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 57
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2210
stateno                        = 2210
pos                            = 170,0
postype                        = p1
sprpriority                    = 13

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 62
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2210
stateno                        = 2210
pos                            = 220,0
postype                        = p1
sprpriority                    = 13

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 67
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2210
stateno                        = 2210
pos                            = 280,0
postype                        = p1
sprpriority                    = 13

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 70
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2215
stateno                        = 2215
pos                            = 200,0
postype                        = p1
sprpriority                    = 15
size.xscale                    = 2.
size.yscale                    = 2.

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60 ;160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 196
removeongethit                  = 1
pausemovetime                   = 9999999

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 196
removeongethit                  = 1
pausemovetime                   = 9999999

[State 7000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CRYSTAL_FREEZE
; Move Type: Ice
[Statedef 2210]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 2210
ctrl = 0
sprpriority = 10
poweradd = 0
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 0
value = S3000,4
volume = 255
channel = 1

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 55, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MAFD			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 3		;Time attacker pauses, time opponent shakes
guard.pausetime = 0,50
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 0		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = 0		;Velocity at which opponent is pushed
airguard.velocity = 0,0	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12
fall = 1	        ;Time before opponent regains control in air
envshake.time = 13
envshake.ampl = 8
sprpriority = 10

[State 1200, Flames]
type = Explod
trigger1 = time >= 7
trigger1 = Timemod = 9, 5
anim = 8150
pos = 0,-30
random = 50,50
sprpriority = 15
ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2

[State 1200, Flames]
type = Explod
trigger1 = time >= 9
trigger1 = Timemod = 5, 2
anim = 8150
pos = 0,-30
random = 50,50
sprpriority = 15
ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2

[State 0, EnvShake]
type = EnvShake
trigger1 = TIME = 0
time = 10
freq = 60
ampl = -4

[State 1140, Flame Particles]
type=helper
triggerall = NumTarget
trigger1= !numhelper(8150)
trigger1= Movecontact
trigger1= !(target,hitshakeover)
trigger1= var(40):=(target,ID)
helpertype=normal
stateno=8150
ID=8150
name="Flame Particles"
postype=p2
ownpal=1
ignorehitpause=1

[State 7000, 7]
type = DESTROYSELF
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CRYSTAL_FREEZE_ BIG
; Move Type: Ice
[Statedef 2215]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 2215
ctrl = 0
sprpriority = 15
poweradd = 0
;facep2=1
;hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 0
value = S3000,4
volume = 255

[State 0, BindToRoot]
type = BindToRoot
trigger1 = TIME = 0
time = 999999
pos = 200,0

[State 200, 1]
type = HitDef
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(38)< 1
Trigger1                       = TimeMod = 5,0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MAFD			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 10		;Time attacker pauses, time opponent shakes
guard.pausetime = 0,50
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -7		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12
FALL = 1
FALL.RECOVER = 0	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3
sprpriority = 15

[State 0, EnvShake]
type = EnvShake
trigger1 = TIME = 0
time = 10
freq = 60
ampl = -4

[State 1140, Flame Particles]
type=helper
triggerall = NumTarget
trigger1= !numhelper(8150)
trigger1= Movecontact
trigger1= !(target,hitshakeover)
trigger1= var(40):=(target,ID)
helpertype=normal
stateno=8150
ID=8150
name="Flame Particles"
postype=p2
ownpal=1
ignorehitpause=1

[State 7000, 7]
type = DESTROYSELF
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hyper_Hyourinmaru_Dragon_Air_Start
; Move Type: Ice
[Statedef 3100]
type    = A
movetype= A
physics = A
juggle  = 0
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 4
poweradd = -1000
facep2=1
hitcountpersist = 1

[State 980, VelSet 2]
Type = VelSet
Trigger1 = Pos Y >= 0
Y = 0

[State 980, 1]
Type=Velset
Trigger1 = AnimElemTime(1) > 0
Y= 0.-1
X= -2.5

[State 980, 1]
Type=Velmul
Trigger1 = AnimElemTime(1) > 0
Y= 0.1
X= 0.1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,37
volume = 255
channel = 1
ignorehitpause = 1
persistent = 1

[State 7000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 2,-45
anim = S7009
sound = S3, 1
time = 67
darken = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 15		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State 3000,SuperBG00];         = Hyorinmaru LOGO TEX
type                            = Explod
trigger1                        = (animelem = 1)
anim                            = 1149
ID                              = 1149
pos                             = 150, 220
postype                         = left
facing                          = ifelse(teamside = 1, 1, 1)
vfacing                         = 1
bindtime                        = 1
sprpriority                     = 210
ontop                           = 1
shadow                          = 0,0,0
ownpal                          = 1
SuperMoveTime                   = 9999
PauseMoveTime                   = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Portrait_Normal"
ID = 1107
stateno = 1107
pos = -100,0
postype = back    ;p2,front,back,left,right
facing = ifelse(teamside = 1, 1, 1)
vfacing = 1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 700, Helper]
type                           = Helper
trigger1                       = ANIMELEM = 5
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 1202
stateno                        = 1202
pos                            = -5,-35
postype                        = p1
sprpriority                    = 10
size.xscale                    = .9
size.yscale                    = .7

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60 ;160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 191
removeongethit                  = 1
pausemovetime                   = 9999999

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 191
removeongethit                  = 1
pausemovetime                   = 9999999

[State 0, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 0

;-------------------------------------------------------------------------------
; HYPER_HYOURINMARU
[Statedef 1202]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 0
velset                         = 12,5
anim                           = 1202
ctrl                           = 1
sprpriority                    = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8,0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3000,7
volume = 255

[State 2000, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 99999

[State 2000, 2]
type                           = hitdef
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1                       = TimeMod = 5,0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,25
guardflag                      = MAFD
pausetime                      = 1,15
guard.pausetime                = 0,20
hitsound                       = S3000,0
sparkno                        = s241
guard.sparkno                  = -1
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = 0,0
air.velocity                   = -7,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = -1

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 50
trans = add
TimeGap  = 1
FrameGap = 1

[State 1140, Flame Particles]
type=helper
triggerall = NumTarget
trigger1= !numhelper(8150)
trigger1= Movecontact
trigger1= !(target,hitshakeover)
trigger1= var(40):=(target,ID)
helpertype=normal
stateno=8150
ID=8150
name="Flame Particles"
postype=p2
ownpal=1
ignorehitpause=1

[State 8031, portrait]
type = explod
trigger1 = Time = 1
trigger2 = Time = 6
trigger3 = Time = 10
anim = 1201
ID = 1201
postype = P1
pos = 0,0
;under = 1
bindtime = -1
scale = 1.2, 1.2
removetime = 60
pausemovetime = 300
supermovetime = 300
sprpriority = 5

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 1201
scale = .0+(.060*time),0.0+(.040*time)
removetime = 25
bindtime = 26

[State 8031, portrait]
type = explod
trigger1 = Time = 1
trigger2 = Time = 6
trigger3 = Time = 10
anim = 1200
ID = 1200
postype = P1
pos = 0,0
;under = 1
bindtime = -1
scale = 1.2, 1.2
removetime = 60
pausemovetime = 300
supermovetime = 300
sprpriority = 6

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 1200
scale = .0+(.060*time),0.0+(.040*time)
removetime = 25
bindtime = 26

[State 1002, particles]
type=explod
trigger1 = 12
vel=-.9+(random<500),0
accel=0,.05
anim=8150
sprpriority=11
postype=p1
pos = -15,-50
random=30,40
scale = 2.,2.
removetime=-2
ownpal=1
ignorehitpause=1

[State 2002, 4]
type                           = destroyself
trigger1                       = frontedgedist < -820
trigger2                       = time = 90


