;---------------------------------------------------------------------------
; Bankai_Daiguren Hyorinmaru
[Statedef 1190]
type                            = S
ctrl                            = 0
anim                            = 1190
velset                          = 0,0
movetype                        = A
physics                         = S
sprpriority                     = 2
poweradd                        = -1000

[State 0, VarSet]
type                            = VarSet
trigger1                        = animelem = 1
v                               = 0
value                           = 75

[State 0, LifeAdd]
type                            = LifeAdd
trigger1                        = ANIMELEM = 1
value                           = 300
kill                            = 0
absolute                        = 300

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 70
value = S140,42
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 240
value = S140,41
volume = 255

[State 3000,SuperBG00] ;        = DVD
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1196
pos                             = 152,115
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = 200
bindtime                        = 700
removetime                      = 377
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00] ;        = DVD
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 8332
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 1
bindtime                        = 700
removetime                      = 230
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -1
bindtime                        = 700
removetime                      = 377
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -1
bindtime                        = 700
removetime                      = 377
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = time = 250
anim                            = 7010
pos                             = -3,16
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
bindtime                        = 700
removetime                      = 30
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00];         = BANKAI LOGO TEX
type                            = Explod
trigger1                        = (TIME = 70)
anim                            = 1147
ID                              = 1147
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
pausemovetime                   = 9999999

[State 3000,SuperBG00];         = Daiguren Hyorinmaru LOGO TEX
type                            = Explod
trigger1                        = (TIME = 240)
anim                            = 1148
ID                              = 1148
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
pausemovetime                   = 9999999

[State 200, Explod]
type                           = Explod
trigger1                       = animelem = 9
anim                           = 1195
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1
pausemovetime                  = 9999999

[State 700, Helper]
type                           = Helper
trigger1                       = animelem = 9
helpertype                     = normal
name                           = "Spining circle"
ID                             = 7009
stateno                        = 8515
pos                            = 4,-22
postype                        = p1
sprpriority                    = 4
pausemovetime                  = 9999999

[State 700, Helper]
type                           = Helper
trigger1                       = time = 200
helpertype                     = normal
name                           = "Blue FX"
ID                             = 6010
stateno                        = 6010
pos                            = 5,0
postype                        = p1
sprpriority                    = 4
pausemovetime                  = 9999999

[State 0, Pause]
type                            = Pause
trigger1                        = animelem = 1
time                            = 377
movetime                        = 377
pausebg                         = 1

[State 0, AssertSpecial]
type                            = AssertSpecial
trigger1                        = 1
flag                            = nowalk

[State 1190, 2]
type                            = ChangeState
trigger1                        = AnimTime = 0
value                           = 0
ctrl                            = 1

;---------------------------------------------------------------------------
; Standing_Hyorenmaru
; Type Of Move: ICE
[Statedef 31000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 31000
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,39
volume = 255
channel = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3000,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3,9
volume = 255

[State 30000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 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, 20		;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 -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 200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 10030
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 10035
pos = 27,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 13
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 710
stateno                        = 711
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 18
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 720
stateno                        = 721
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 23
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 720
stateno                        = 721
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 28
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 720
stateno                        = 721
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 33
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 730
stateno                        = 731
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 38
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 740
stateno                        = 741
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 43
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 750
stateno                        = 751
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, PlaySnd]
type = PlaySnd
trigger1 = time = 13
trigger2 = time = 18
trigger3 = time = 23
trigger4 = time = 28
trigger5 = time = 33
trigger6 = time = 38
trigger7 = time = 43
value = S3000,4
volume = 20
channel = 1

[State 700, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Bankai  - Dragon hail flower
[Statedef 31500]
type = S
movetype = A
physics = S
anim = 31500
ctrl = 0
poweradd = 0
velset = 0,0

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 140,12
channel = 0
volume = 255

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,0
volume = 255

[State 0, 1]
type = PalFX
trigger1 = AnimElemtime(4) >=50 && AnimElemtime(4) < 120
trigger1 = time%5=0
add = 62,127,127
sinadd = 62,127,127,5
time =4
ignorehitpause = 1

[State 0, 1]
type = PalFX
trigger1 = AnimElemtime(4) >=120
trigger1 = time%5=0
add = 127,62,62
sinadd = 127,62,62,5
time =4
ignorehitpause = 1

[State 0, 1]
type = Explod
trigger1 = AnimElemtime(2) >=0 && AnimElemtime(4) < 120
trigger1 = Timemod = 3, 2
anim = 8150
pos = 0,-10
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 3, 2
anim = 8150
pos = 0,-10
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 3, 2
anim = 8150
pos = 0,-50
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 7, 6
anim = 8150
pos = 0,-10
random = 50,50
sprpriority = 0+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2
size.xscale = .1
size.yscale = .1

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 7, 6
anim = 8150
pos = 0,-50
random = 50,50
sprpriority = 0+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2
size.xscale = .1
size.yscale = .1

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 7, 6
anim = 8332
pos = 0,0
sprpriority = 0
ownpal = 1

[State 0, ]
type = EnvShake
trigger1 = AnimElemtime(4) >= 120
trigger1 = time% 10 = 0
time = 10

[State 0, 1]
type = PlaySnd
trigger1 = AnimElemtime(2) >=0 && AnimElemtime(4) < 120
trigger1 = time%20 = 0
value = 7000,0+random%6
volume = 255

[State 0, 1]
type = PlaySnd
trigger1 = AnimElemtime(4) =120
value = 7000,0+random%6
volume = 255

[State 0, 1]
type = PlaySnd
trigger1 = AnimElemtime(4) >=121
trigger1 = time%25 = 0
value = 7,9
volume = 20

[State 195, 2]
type = ChangeState
triggerall = command != "hold_z"
trigger1 = AnimElemtime(5) > 0
trigger1 = AnimElemtime(5) < 50
value = 31505

[State 195, 2]
type = ChangeState
triggerall = command != "hold_z"
trigger1 = Time > 15
trigger1 = AnimElemtime(5) >=50 && AnimElemtime(4) < 120
value = 31520

[State 195, 2]
type = ChangeState
triggerall = command != "hold_z" || time >= 390
trigger1 = Time > 15
trigger1 = AnimElemtime(5) >=120
value = 31510

;---------------------------------------------------------------------------
; Bankai  - Dragon hail flower
[Statedef 41500]
type = S
movetype = A
physics = S
anim = 31500
ctrl = 0
poweradd = 0
velset = 0,0

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 140,12
channel = 0
volume = 255

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,0
volume = 255

[State 0, 1]
type = PalFX
trigger1 = AnimElemtime(4) >=50 && AnimElemtime(4) < 120
trigger1 = time%5=0
add = 62,127,127
sinadd = 62,127,127,5
time =4
ignorehitpause = 1

[State 0, 1]
type = PalFX
trigger1 = AnimElemtime(4) >=120
trigger1 = time%5=0
add = 127,62,62
sinadd = 127,62,62,5
time =4
ignorehitpause = 1

[State 0, 1]
type = Explod
trigger1 = AnimElemtime(2) >=0 && AnimElemtime(4) < 120
trigger1 = Timemod = 3, 2
anim = 8150
pos = 0,-10
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 3, 2
anim = 8150
pos = 0,-10
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 3, 2
anim = 8150
pos = 0,-50
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 7, 6
anim = 8150
pos = 0,-10
random = 50,50
sprpriority = 0+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2
size.xscale = .1
size.yscale = .1

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 7, 6
anim = 8150
pos = 0,-50
random = 50,50
sprpriority = 0+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2
size.xscale = .1
size.yscale = .1

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 7, 6
anim = 8332
pos = 0,0
sprpriority = 0
ownpal = 1

[State 0, ]
type = EnvShake
trigger1 = AnimElemtime(4) >= 120
trigger1 = time% 10 = 0
time = 10

[State 0, 1]
type = PlaySnd
trigger1 = AnimElemtime(2) >=0 && AnimElemtime(4) < 120
trigger1 = time%20 = 0
value = 7000,0+random%6
volume = 255

[State 0, 1]
type = PlaySnd
trigger1 = AnimElemtime(4) =120
value = 7000,0+random%6
volume = 255

[State 0, 1]
type = PlaySnd
trigger1 = AnimElemtime(4) >=121
trigger1 = time%25 = 0
value = 7,9
volume = 20

[State 195, 2]
type = ChangeState
triggerall = command != "hold_y"
trigger1 = AnimElemtime(5) > 0
trigger1 = AnimElemtime(5) < 50
value = 31505

[State 195, 2]
type = ChangeState
triggerall = command != "hold_y"
trigger1 = Time > 15
trigger1 = AnimElemtime(5) >=50 && AnimElemtime(4) < 120
value = 31520

[State 195, 2]
type = ChangeState
triggerall = command != "hold_y" || time >= 390
trigger1 = Time > 15
trigger1 = AnimElemtime(5) >=120
value = 31510

;---------------------------------------------------------------------------
; Bankai  - Dragon hail flower
[Statedef 41510]
type = S
movetype = A
physics = S
anim = 31500
ctrl = 0
poweradd = 0
velset = 0,0

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 140,12
channel = 0
volume = 255

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,0
volume = 255

[State 0, 1]
type = PalFX
trigger1 = AnimElemtime(4) >=50 && AnimElemtime(4) < 120
trigger1 = time%5=0
add = 62,127,127
sinadd = 62,127,127,5
time =4
ignorehitpause = 1

[State 0, 1]
type = PalFX
trigger1 = AnimElemtime(4) >=120
trigger1 = time%5=0
add = 127,62,62
sinadd = 127,62,62,5
time =4
ignorehitpause = 1

[State 0, 1]
type = Explod
trigger1 = AnimElemtime(2) >=0 && AnimElemtime(4) < 120
trigger1 = Timemod = 3, 2
anim = 8150
pos = 0,-10
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 3, 2
anim = 8150
pos = 0,-10
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 3, 2
anim = 8150
pos = 0,-50
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 7, 6
anim = 8150
pos = 0,-10
random = 50,50
sprpriority = 0+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2
size.xscale = .1
size.yscale = .1

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 7, 6
anim = 8150
pos = 0,-50
random = 50,50
sprpriority = 0+var(9)
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2
size.xscale = .1
size.yscale = .1

[State 0, ]
type = Explod
trigger1 = AnimElemtime(4) >= 120
trigger1 = Timemod = 7, 6
anim = 8332
pos = 0,0
sprpriority = 0
ownpal = 1

[State 0, ]
type = EnvShake
trigger1 = AnimElemtime(4) >= 120
trigger1 = time% 10 = 0
time = 10

[State 0, 1]
type = PlaySnd
trigger1 = AnimElemtime(2) >=0 && AnimElemtime(4) < 120
trigger1 = time%20 = 0
value = 7000,0+random%6
volume = 255

[State 0, 1]
type = PlaySnd
trigger1 = AnimElemtime(4) =120
value = 7000,0+random%6
volume = 255

[State 0, 1]
type = PlaySnd
trigger1 = AnimElemtime(4) >=121
trigger1 = time%25 = 0
value = 7,9
volume = 20

[State 195, 2]
type = ChangeState
triggerall = command != "hold_x"
trigger1 = AnimElemtime(5) > 0
trigger1 = AnimElemtime(5) < 50
value = 31505

[State 195, 2]
type = ChangeState
triggerall = command != "hold_x"
trigger1 = Time > 15
trigger1 = AnimElemtime(5) >=50 && AnimElemtime(4) < 120
value = 31520

[State 195, 2]
type = ChangeState
triggerall = command != "hold_x" || time >= 390
trigger1 = Time > 15
trigger1 = AnimElemtime(5) >=120
value = 31510

;---------------------------------------------------------------------------
; Power CHARGE - Level 1
[Statedef 31505]
type = S
movetype = A
physics = N
anim = 31505
ctrl = 0
poweradd = 50
velset = 10,0
juggle = 4
facep2=1
hitcountpersist = 1

[State 731, stopsnd]
type = stopsnd
trigger1 = !time
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 140,36
volume = 900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 8,0
volume = 255

[State 0, 1]
type = HitDef
trigger1 = time = 0
attr = S,sa
hitflag = MAF
guardflag = HAF
animtype = Up
priority = 5,Hit
damage = 100,10
pausetime = 0,3
sparkno = s761
guard.sparkno = S8335
sparkxy = -10,-50
hitsound = s3000,6
guardsound = s120,0
ground.type = High
air.type = High
ground.slidetime = 30
guard.slidetime = 30
ground.hittime = 30
guard.hittime = 15
air.hittime = 30
;guard.ctrltime = 0
;guard.dist =
yaccel = 0.4
ground.velocity = 0,-10
guard.velocity = -6
air.velocity = -1,-10
airguard.velocity = -3,-3
fall = 1
fall.recover = 0
getpower = 40,20
givepower = 10,40
envshake.time = 10
fall.envshake.time = 10

[State 200, Explod]
type = Explod
trigger1 = animelem = 1
anim = 10030
pos = 10,-25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
sprpriority = 4
removeongethit = 1
scale = .6,.6

[State 200, Explod]
type = Explod
trigger1 = animelem = 1
anim = 10035
pos = 30,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
sprpriority = 4
removeongethit = 1

[State 1002, particles]
type=explod
trigger1 = 1
vel=-.3+(random<500),0
accel=0,.05
anim=8150
sprpriority=5
postype=p1
pos = 30,-35
random=10,20
scale = .4,.4
ownpal=1
ignorehitpause=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 -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 1000, ChangeState]
type = ChangeState
trigger1 = MOVECONTACT
value = 31501
TIME = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 31502
ctrl = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 31502
ctrl = 1

;---------------------------------------------------------------------------
; Stab Hit
[Statedef 31501]
type = S
movetype = A
physics = N
anim = 31501
ctrl = 0
poweradd = 0
velset = 10,0
juggle = 4

[State 0, 1]
type = HitDef
trigger1 = time = 0
attr = S,sa
hitflag = MF
guardflag = HF
animtype = Up
priority = 5,Hit
damage = 30,10
pausetime = 0,3
sparkno = S761
guard.sparkno = S8335
sparkxy = -10,-50
hitsound = s3000,6
guardsound = s120,0
ground.type = High
air.type = High
ground.slidetime = 30
guard.slidetime = 30
ground.hittime = 30
guard.hittime = 15
air.hittime = 30
;guard.ctrltime = 0
;guard.dist =
yaccel = 0.4
ground.velocity = 0,-10
guard.velocity = -6
air.velocity = -1,-10
airguard.velocity = -3,-3
fall = 1
fall.recover = 0
getpower = 40,20
givepower = 10,40
envshake.time = 10
fall.envshake.time = 10

[State 1002, particles]
type=explod
trigger1 = 1
vel=-.9+(random<500),0
accel=0,.05
anim=8150
sprpriority=5
postype=p1
pos = 30,-35
random=10,20
scale = .4,.4
ownpal=1
ignorehitpause=1

[State 31501, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 31502
ctrl = 1

;---------------------------------------------------------------------------
; Stab End
[Statedef 31502]
type = S
movetype = A
physics = S
anim = 31502
ctrl = 0
poweradd = 0
velset = 0,0
juggle = 4
facep2=1
hitcountpersist = 1

[State 31501, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Power CHARGE - Level 3
[Statedef 31510]
type = S
movetype = A
physics = N
anim = 31510
ctrl = 0
poweradd = 0
velset = 13,0
juggle = 0
facep2=1
hitcountpersist = 1

[State 0, 7]
type = PlayerPush
trigger1 = 1
value = 0

[State 731, stopsnd]
type=stopsnd
trigger1= !time
channel=0

[State 731, stopsnd]
type = stopsnd
trigger1 = !time
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 140,43
volume = 900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 8,0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,1
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,2
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,4
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,5
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,6
volume = 255

[State 6500, EnvShake]
type = EnvShake
trigger1 = ANIMELEM = 1
time = 20
freq = 60
ampl = -2

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 170, 10			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = 			;Flags on how move is to be guarded against
hitflag = MAD			;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, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = s761
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s3000, 0		;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 = 20
fall.envshake.time = 20
sprpriority = 6
palfx.time = 210
palfx.add = 50,30,130
p2stateno = 4007

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 2225
ID = 2225
PosType = P2
Pos = 0,0
Ownpal = 1
bindtime = 99999
SprPriority = 0
IgnoreHitPause = 1
Persistent = 0

[State 200, Explod]
type = Explod
trigger1 = animelem = 1
anim = 10030
pos = 10,-25
postype = p1  ;p2,front,back,left,right
Ownpal = 1
facing = 1
vfacing = 1
sprpriority = 4
removeongethit = 1
scale = .7,.7

[State 200, Explod]
type = Explod
trigger1 = animelem = 1
anim = 10035
pos = 30,0
postype = p1  ;p2,front,back,left,right
Ownpal = 1
facing = 1
vfacing = 1
sprpriority = 4
removeongethit = 1

[State 1002, particles]
type=explod
trigger1 = 1
vel=-.3+(random<500),0
accel=0,.05
anim=8150
sprpriority=5
postype=p1
pos = 30,-35
random=10,20
scale = .5,.5
ownpal=1
ignorehitpause=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 1000, ChangeState]
type = ChangeState
trigger1 = MOVECONTACT
value = 31515
TIME = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 31502
ctrl = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 31502
ctrl = 1

;---------------------------------------------------------------------------
; Stab Hit
[Statedef 31515]
type = S
movetype = A
physics = N
anim = 31515
ctrl = 0
poweradd = 0
velset = 10,0
juggle = 4

[State 0, 7]
type = PlayerPush
trigger1 = 1
value = 0

[State 1002, particles]
type=explod
trigger1 = 1
vel=-.9+(random<500),0
accel=0,.05
anim=8150
sprpriority=5
postype=p1
pos = 30,-35
random=10,20
scale = .4,.4
ownpal=1
ignorehitpause=1

[State 31501, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 31502
ctrl = 1

;---------------------------------------------------------------------------
; Power CHARGE - Level 2
[Statedef 31520]
type = S
movetype = A
physics = N
anim = 31520
ctrl = 0
poweradd = 0
velset = 12,0
juggle = 0
facep2=1
hitcountpersist = 1

[State 731, stopsnd]
type=stopsnd
trigger1= !time
channel=0

[State 731, stopsnd]
type = stopsnd
trigger1 = !time
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 140,43
volume = 900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 8,0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,1
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,2
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,4
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,5
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = 7000,6
volume = 255

[State 6500, EnvShake]
type = EnvShake
trigger1 = ANIMELEM = 1
time = 20
freq = 60
ampl = -2

[State 0, 7]
type = PlayerPush
trigger1 = 1
value = 0

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 90, 10			;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 = MAD			;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, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = s761
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s3000, 0		;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 = 20
fall.envshake.time = 20
p2stateno = 4007

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 2227
ID = 2227
PosType = P2
Pos = 0,0
Ownpal = 1
bindtime = 99999
SprPriority = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 1
anim = 10030
pos = 10,-25
postype = p1  ;p2,front,back,left,right
Ownpal = 1
facing = 1
vfacing = 1
sprpriority = 4
removeongethit = 1
scale = .7,.7

[State 200, Explod]
type = Explod
trigger1 = animelem = 1
anim = 10035
pos = 30,0
postype = p1  ;p2,front,back,left,right
Ownpal = 1
facing = 1
vfacing = 1
sprpriority = 4
removeongethit = 1

[State 1002, particles]
type=explod
trigger1 = 1
vel=-.3+(random<500),0
accel=0,.05
anim=8150
sprpriority=5
postype=p1
pos = 30,-35
random=10,20
scale = .6,.6
ownpal=1
ignorehitpause=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 1000, ChangeState]
type = ChangeState
trigger1 = MOVECONTACT
value = 31515
TIME = 30

[State 1000, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 31502
ctrl = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 31502
ctrl = 1

;---------------------------------------------------------------------------
; Spike_Scrape_Bankai
; CNS difficulty: easy
[Statedef 32500]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32500				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 10
x = 17

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,35
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S6,1
volume = 255

[State 32510, 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 = MAD			;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, 30		;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 -1]
Type = Helper
Trigger1 = animelem = 6
StateNo = 32510
ID = 32510
PosType = P1
Pos = 5,-65
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
size.xscale = .5
size.yscale  = .5

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 32501
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8150
pos = 5,-65
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8150
pos = 65,-35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8150
pos = -20,-105
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 6
anim = 10030
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 10035
pos = 27,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; FX
; CNS difficulty: Ice
[Statedef 32510]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32510				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 5 		;Set layering priority to 2 (in front)

[State 710, BindToRoot]
type = BindToRoot
trigger1 = animelem = 1
time = 30
pos = 5,-65

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7000,0
volume = 255

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7000,0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7000,2
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7000,2
volume = 255

[State 0, 7]
type = PlayerPush
trigger1 = 1
value = 0

[State 920, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 80,5
guardflag                      = MAFD
pausetime                      = 0,3
guard.pausetime                = 0,50
hitsound                       = S3000,0
sparkno                        = S240
GUARD.sparkno                  = s240
sparkxy                        = 13, 5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,-9
air.velocity                   = -9,-8
air.fall                       = 1
fall                           = 1
envshake.time                  = 7
envshake.ampl                  = 12
sprpriority                    = 6
palfx.time                     = 30
palfx.add                      = 50,30,130

[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 701, 5]
type = NotHitBy
trigger1 = 1
value = SCA
Time = 66

[State 750, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1200, Flames]
type = Explod
trigger1 = time >= 2
trigger1 = Timemod = 9, 5
anim = 8150
pos = 50,-50
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2
Scale = -1,-1

[State 1200, Flames]
type = Explod
trigger1 = time >= 2
trigger1 = Timemod = 9, 5
anim = 8150
pos = 30,-20
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2
Scale = -1,-1

[State 1200, Flames]
type = Explod
trigger1 = time >= 2
trigger1 = Timemod = 9, 5
anim = 8150
pos = 10,10
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2
Scale = -1,-1

[State 200, 5]
type = destroyself
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; Hyourinmarou_Slash_Bankai
; CNS difficulty: Ice
[Statedef 32520]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32520				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,29
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S6,1
volume = 255

[State 32520, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 15, 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 = MAD			;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, 8		;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 -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 = animelem = 5
StateNo = 32530
ID = 32530
PosType = P1
Pos = 50,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
size.xscale = .6
size.yscale  = .6

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 10030
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 10035
pos = 27,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, 5]
type = ChangeState
trigger1 = movehit && time = 35
value = 32500
ctrl = 1

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Slash FX
[Statedef 32530]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32530				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 5 		;Set layering priority to 2 (in front)

[State 710, BindToRoot]
type = BindToRoot
trigger1 = animelem = 1
time = 25
pos = 50,-50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7000,0
volume = 255

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7000,0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7000,2
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7000,2
volume = 255

[State 0, 7]
type = PlayerPush
trigger1 = 1
value = 0

[State 920, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 80,5
guardflag                      = MAFD
pausetime                      = 0,30
guard.pausetime                = 0,50
hitsound                       = S3000,0
sparkno                        = S240
GUARD.sparkno                  = s240
sparkxy                        = 13, 5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,-9
air.velocity                   = -9,-8
air.fall                       = 1
fall                           = 1
envshake.time                  = 7
envshake.ampl                  = 12
sprpriority                    = 6
palfx.time                     = 27
palfx.add                      = 50,30,130

[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 701, 5]
type = NotHitBy
trigger1 = 1
value = SCA
Time = 66

[State 750, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1200, Flames]
type = Explod
trigger1 = time >= 2
trigger1 = Timemod = 9, 5
anim = 8150
pos = -10,-30
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2
Scale = -1,-1

[State 1200, Flames]
type = Explod
trigger1 = time >= 2
trigger1 = Timemod = 9, 5
anim = 8150
pos = 30,-20
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2
Scale = -1,-1

[State 1200, Flames]
type = Explod
trigger1 = time >= 2
trigger1 = Timemod = 9, 5
anim = 8150
pos = 10,10
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2
Scale = -1,-1

[State 200, 5]
type = destroyself
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; Hyourinmaru_Sky_Slash
; Move Type: strong Ice
[Statedef 32525]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32525				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,32
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S6,1
volume = 255

[State 200, 1]
type = HitDef
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1                       = TimeMod = 2,0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Hard		;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, 3		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = s240
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 = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -0,-1
guard.velocity = -7
air.velocity = -0,-6
fall = 1
fall.animtype = Hard
fall.recover = 0
envshake.time = 7
envshake.ampl = 3
palfx.time = 27
palfx.add = 50,30,130

[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, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3,9
volume = 255

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 10035
pos = -10,6
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 4
removeongethit = 1
scale = .6,.6

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 32526
pos = 40,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
ownpal = 1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 1120,07]
type                           = VelSet
trigger1                       = AnimElem = 1
x                              = 7

[State 1120,08]
type                           = NotHitBy
trigger1                       = AnimElem = 4,<=0
value                          = SC

[state 1120,14]
type                           = StatetypeSet
trigger1                       = Animelem = 4
value                          = A

[State 1120,15]
type                           = PosAdd
trigger1                       = AnimElem = 3
x                              = 7

[State 1120,16]
type                           = VelSet
trigger1                       = AnimElem = 5
x                              = 6
y                              = -7.9

[State 1120,17]
type                           = VelAdd
trigger1                       = AnimElemTime(10) >= 1
x                              = 0
y                              = .5

[State 1120,18]
type                           = VelSet
trigger1                       = AnimElem = 7
x                              = .0

[State 1120,20]
type                           = ChangeState
trigger1                       = Vel Y > 0 && Pos Y >= -10
value                          = 52

;-------------------------------------------------------------------------
; Air_Bankai_Long_Hyourinmarou
; Move Type: Ice
[Statedef 32540]
type = A
movetype = A
physics = A
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 32540
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= 0.5
X= -2.5

[State 980, 1]
Type=Velmul
Trigger1 = AnimElemTime(1) > 0
Y= 0.0
X= 0.1

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 23

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,39
volume = 255
channel = 2

[State 1702, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 3,9
volume = 255

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 15, 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, 12		;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 = s3000, 0		;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 700, Helper]
type                           = Helper
trigger1                       = TIME = 10
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 710
stateno                        = 711
pos                            = 47,-58
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 15
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 720
stateno                        = 721
pos                            = 47,-58
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 20
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 720
stateno                        = 721
pos                            = 47,-58
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 25
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 720
stateno                        = 721
pos                            = 47,-58
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 30
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 730
stateno                        = 731
pos                            = 47,-58
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 35
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 740
stateno                        = 741
pos                            = 47,-58
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 40
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 750
stateno                        = 751
pos                            = 47,-58
postype                        = p1
sprpriority                    = -4

[State 700, PlaySnd]
type = PlaySnd
trigger1 = time = 10
trigger2 = time = 15
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 30
trigger6 = time = 35
trigger7 = time = 40
value = S3000,4
volume = 20
channel = 1

[State 200, Explod]
type = Explod
trigger1 = time = 10
trigger2 = time = 15
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 30
trigger5 = time = 35
trigger5 = time = 40
anim = 8150
pos = 47,-69
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 10
removeongethit = 1
scale = 2.,2.

[State 200, Explod]
type = Explod
trigger1 = animelem = 2
anim = 10030
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 200, Explod]
type = Explod
trigger1 = animelem = 2
anim = 10035
pos = 27,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

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

;-------------------------------------------------------------------------
; Air_Bankai_Mist
; Move Type: Ice
[Statedef 32545]
type = A
movetype = A
physics = A
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 32545
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= 0.5
X= -2.5

[State 980, 1]
Type=Velmul
Trigger1 = AnimElemTime(1) > 0
Y= 0.0
X= 0.1

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 23

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,22
volume = 255
channel = 2

[State 1702, 1]
type = PlaySnd
trigger1 = time = 21
value = 2000,2
volume = 255

[State 1702, 1]
type = PlaySnd
trigger1 = time = 21
value = 7000,0
volume = 255

[State 1702, 1]
type = PlaySnd
trigger1 = time = 21
value = 7000,1
volume = 255

[State 0, 1]
type = Projectile
triggerall = time < 95
trigger1 = Time > 21
trigger1 = time%4=0
projanim = 8157
projremove = 0
projremovetime = 45
projheightbound = -999, 999
velocity = var(11)/2,3
postype = p1
offset = 38, -22
attr = S, HP
hitflag = MAFD
guardflag = MA
animtype = Hard
damage = 8, 2
pausetime = 0, 8
sparkno = -1
sparkxy = 10, 0
guard.sparkno = S8335
hitsound = -1
guardsound = s120, 0
ground.type = Low
ground.hittime = 12
guard.hittime = 13
ground.velocity = -2, -2
guard.velocity = -9
air.velocity = -1, -3
getpower = 0
givepower = 0
palfx.time = 45
palfx.time = 30
palfx.add = 50,30,130
fall = 1
fall.recover = 0
hitonce = 1
persistent = 1

[State 2100, 8]
type = VarSet
trigger1 = var(10) >= 58
v = 10
value = 0

[State 2100, 9]
type = VarSet
trigger1 = var(10) <= -58
v = 10
value = 0

[State 2100, 8]
type = VarSet
trigger1 = var(10) = 0
v = 11
value = 10

[State 1052, 3]
type = CtrlSet
trigger1 = Time = 200
trigger1 = var(3) = 1
value = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 10030
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 10035
pos = 27,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

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

;---------------------------------------------------------------------------
; Crystal_Freeze_Hyper
; CNS difficulty: Ice
[Statedef 32550]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32550				;Change animation (Def: no change)
poweradd = -2000			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 3100, 1]
type = screenbound
trigger1 = 1
value = 0

[State 3100, 1]
type = posset
trigger1 = time = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !TIME
value = S140,37
volume = 255

[State 7000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-55
anim = S7009
sound = S3, 1
time = 60
darken = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 18
value = S3000,2
volume = 255

[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 = MAD			;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, 8		;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 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Portrait_Bankai"
ID = 9100
stateno = 9100
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 3000,SuperBG00];         = Hyorinmaru LOGO TEXT
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 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                      = 195
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                      = 195
removeongethit                  = 1
pausemovetime                   = 9999999

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 16
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2220
stateno                        = 2220
pos                            = 50,0
bindtime                       = 1
postype                        = p1
sprpriority                    = 10

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 20
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2220
stateno                        = 2230
pos                            = 100,0
bindtime                       = 1
postype                        = p1
sprpriority                    = 10

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 24
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2220
stateno                        = 2240
pos                            = 150,0
bindtime                       = 1
postype                        = p1
sprpriority                    = 10

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 28
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2220
stateno                        = 2250
pos                            = 200,0
bindtime                       = 1
postype                        = p1
sprpriority                    = 10

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 32
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2220
stateno                        = 2260
pos                            = 250,0
bindtime                       = 1
postype                        = p1
sprpriority                    = 10

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 36
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2220
stateno                        = 2270
pos                            = 300,0
bindtime                       = 1
postype                        = p1
sprpriority                    = 10

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 40
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2220
stateno                        = 2280
pos                            = 350,0
bindtime                       = 1
postype                        = p1
sprpriority                    = 10

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3987
ctrl = 1

;---------------------------------------------------------------------------
; CRYSTAL_FREEZE
; Move Type: Ice
[Statedef 2220]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 2220
ctrl = 0
sprpriority = 10
poweradd = 0
hitcountpersist = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = TIME = 0
time = 74
pos = 50,0

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 30
value = S3000,3
volume = 255
channel = 1

[State 200, 1]
type = HitDef
Triggerall = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1 = TimeMod = 6,0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 15, 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 = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -9		;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	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3
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
; Move Type: Ice
[Statedef 2230]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 2220
ctrl = 0
sprpriority = 10
poweradd = 0
hitcountpersist = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = TIME = 0
time = 74
pos = 100,0

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 30
value = S3000,3
volume = 255
channel = 1

[State 200, 1]
type = HitDef
Triggerall = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1 = TimeMod = 6,0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 15, 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 = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -9		;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	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3
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
; Move Type: Ice
[Statedef 2240]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 2220
ctrl = 0
sprpriority = 10
poweradd = 0
hitcountpersist = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = TIME = 0
time = 74
pos = 150,0

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 30
value = S3000,3
volume = 255
channel = 1

[State 200, 1]
type = HitDef
Triggerall = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1 = TimeMod = 6,0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 15, 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 = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -9		;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	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3
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
; Move Type: Ice
[Statedef 2250]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 2220
ctrl = 0
sprpriority = 10
poweradd = 0
hitcountpersist = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = TIME = 0
time = 74
pos = 200,0

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 30
value = S3000,3
volume = 255
channel = 1

[State 200, 1]
type = HitDef
Triggerall = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1 = TimeMod = 6,0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 15, 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 = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -9		;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	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3
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
; Move Type: Ice
[Statedef 2260]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 2220
ctrl = 0
sprpriority = 10
poweradd = 0
hitcountpersist = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = TIME = 0
time = 74
pos = 250,0

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 30
value = S3000,3
volume = 255
channel = 1

[State 200, 1]
type = HitDef
Triggerall = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1 = TimeMod = 6,0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 15, 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 = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -9		;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	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3
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
; Move Type: Ice
[Statedef 2270]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 2220
ctrl = 0
sprpriority = 10
poweradd = 0
hitcountpersist = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = TIME = 0
time = 74
pos = 300,0

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 30
value = S3000,3
volume = 255
channel = 1

[State 200, 1]
type = HitDef
Triggerall = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1 = TimeMod = 6,0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 15, 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 = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -9		;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	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3
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
; Move Type: Ice
[Statedef 2280]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 2220
ctrl = 0
sprpriority = 10
poweradd = 0
hitcountpersist = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = TIME = 0
time = 74
pos = 350,0

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 30
value = S3000,3
volume = 255
channel = 1

[State 200, 1]
type = HitDef
Triggerall = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1 = TimeMod = 6,0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 15, 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 = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -9		;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	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3
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


;---------------------------------------------------------------------------
; run back
[Statedef 3987]
type    = S
movetype= A
physics = N
velset = 10,0
anim = 260
sprpriority = 3

[State 3100, 1]
type = screenbound
trigger1 = 1
value = 0

[State 3100, 1]
type = posset
trigger1 = time = 0
y = 0


[State 1050, 4]
type = changestate
trigger1 = P2BodyDist X < 120
trigger1 = command = "holdfwd"
value = 31505
ctrl = 1

[State 1050, 4]
type = changestate
trigger1 = P2BodyDist X < 120
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 32555]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32555				;Change animation (Def: no change)
poweradd = -1000			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 7000, Super A]
type = SuperPause
trigger1 = AnimElem = 3
pos = 0,-40
anim = S7009
sound = S3, 1
time = 60
darken = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S6,1
volume = 255

[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 = MAD			;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, 8		;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 -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 200, Explod]
type = Explod
trigger1 = time = 27
anim = 10030
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = time = 27
anim = 10035
pos = 20,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Portrait_Bankai"
ID = 9100
stateno = 9100
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 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                      = 258
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                      = 258
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00];         = Hyorinmaru LOGO TEXT
type                            = Explod
trigger1                        = (animelem = 3)
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 = time = 27
name = "Wild_Hyourinmarou_Ice_Shot"
StateNo = 32556
ID = 32556
PosType = p1
Pos = 70,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = time = 31
name = "Wild_Hyourinmarou_Ice_Shot"
StateNo = 32556
ID = 32556
PosType = p1
Pos = 140,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = time = 35
name = "Wild_Hyourinmarou_Ice_Shot"
StateNo = 32556
ID = 32556
PosType = p1
Pos = 210,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = time = 39
name = "Wild_Hyourinmarou_Ice_Shot"
StateNo = 32556
ID = 32556
PosType = p1
Pos = 280,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 32556]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32556				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 5			;Set layering priority to 2 (in front)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7000,0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S7000,1
volume = 255

[State -1]
Type = Helper
Trigger1 = time = 7
StateNo = 32557
ID = 32557
PosType = p1
Pos = 0,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State 2000, 2]
type                           = hitdef
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1                       = TimeMod = 8,0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 40,4
guardflag                      = MAFD
pausetime                      = 1,10
guard.pausetime                = 0,20
hitsound                       = S3000,0
sparkno                        = -1
guard.sparkno                  = S8335
sparkxy                        = 0, -50
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = 0,0
air.velocity                   = 0,0
air.fall                       = 1
air.recover                    = 0
getpower                       = 0
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 5
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 32559
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 32559]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32559				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)



[State 710, 4]
type = destroyself
trigger1 = time = 27

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 32557]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32557				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 5			;Set layering priority to 2 (in front)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7000,4
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S7000,2
volume = 255

[State 2000, 2]
type                           = hitdef
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1                       = TimeMod = 8,0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 11,4
guardflag                      = MAFD
pausetime                      = 1,10
guard.pausetime                = 0,20
hitsound                       = S3000,0
sparkno                        = -1
guard.sparkno                  = S8335
sparkxy                        = 0, -50
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = 0,0
air.velocity                   = 0,0
air.fall                       = 1
air.recover                    = 0
getpower                       = 0
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 5
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 1200, Flames]
type = Explod
trigger1 = time >= 10
trigger1 = Timemod = 3, 2
anim = 8333
pos = 0,-20
random = 50,50
sprpriority = 10
;scale=.8,.8
ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2

[State 1200, Flames]
type = Explod
trigger1 = time >= 10
trigger1 = Timemod = 3, 2
anim = 8333
pos = 0,-80
random = 50,50
sprpriority = 10
scale=.5,.5
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2

[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 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 32558
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 32558]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32558				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 5			;Set layering priority to 2 (in front)

[State 710, 4]
type = destroyself
trigger1 = time = 63

;-------------------------------------------------------------------------
; AIR_ Bankai_Hyourinmaru_Dragon_Start
; Move Type: Ice
[Statedef 32560]
type = A
movetype = A
physics = A
velset = 0,0
ctrl = 0
poweradd = -1000
sprpriority = 2
anim = 32560
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= -0.5
X= -2.5

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

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 23

[State 1702, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 140,37
volume = 255

[State 1702, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 3,9
volume = 255

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 15, 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, 12		;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 = s3000, 0		;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 -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 7000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 8,-43
anim = S7009
sound = S3, 1
time = 60
darken = 0

[State 200, Explod]
type = Explod
trigger1 = time = 8
anim = 10030
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = time = 8
anim = 10035
pos = 20,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Portrait_Bankai"
ID = 9100
stateno = 9100
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 3000,SuperBG00];         = Hyorinmaru LOGO TEXT
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 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                      = 167
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                      = 167
removeongethit                  = 1
pausemovetime                   = 9999999

[State 700, Helper]
type                           = Helper
trigger1                       = ANIMELEM = 2
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 1105
stateno                        = 1105
pos                            = -5,-43
postype                        = p1
sprpriority                    = 10
size.xscale                    = .9
size.yscale                    = .7


[State 0, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 0
;-------------------------------------------------------------------------
; Sennen Hyoro_Unleash
[Statedef 32570]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32570				;Change animation (Def: no change)
poweradd = -3000			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 7000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 140, 39
volume = 255

[State 7000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 11,-63
anim = S7009
sound = S3, 1
darken = 0
time = 50

[State 7000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 6, 3
volume = 255

[State 7000, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HT
animtype  = hard
damage    = 140, 15
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = S8335
sparkxy = -10,-45
hitsound   = S7,1
guardsound = S120,0
ground.type = High
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -20
air.velocity = -7, -2
p2facing = 1
p2stateno = 4004
kill = 0
guard.kill = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Portrait_Bankai"
ID = 9100
stateno = 9100
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 -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 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                      = 89
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                      = 89
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00] ;        = DVD
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1196
pos                             = 152,115
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = 200
bindtime                        = 700
removetime                      = 89
removeongethit                  = 1
pausemovetime                   = 9999999

[State 7000, 7]
type = ChangeState
trigger1 = movehit = 1
value = 32571
ctrl = 0

[State 7000, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = movehit = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
; slide back
[Statedef 32571]
type    = S
movetype= A
physics = S
juggle  = 0
velset = -10,0
anim = 32571
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 70004, muteki]
type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = 1

[State 7000, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 70001, muteki]
type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = 1

[State 70004, 1]
type = Velset
trigger1 = P2BodyDist X < 140
x = -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                      = 14
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                      = 14
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00] ;        = DVD
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1196
pos                             = 152,115
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = 200
bindtime                        = 700
removetime                      = 14
removeongethit                  = 1
pausemovetime                   = 9999999

[State 70001, 7]
type = ChangeState
trigger1 = Vel X = 0
trigger1 = AnimTime = 0
value = 32572
ctrl = 0
;-------------------------------------------------------------------------

[Statedef 32572]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32572				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 70004, muteki]
type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = 1

[State 7000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 3, 7
volume = 255

[State 7000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 3, 9
volume = 255

[State 7000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 140, 9
volume = 255

[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                      = 300
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                      = 300
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00] ;        = DVD
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1196
pos                             = 152,115
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = 200
bindtime                        = 700
removetime                      = 300
removeongethit                  = 1
pausemovetime                   = 9999999

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 32573
pos = 20,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 3000,SuperBG00];         = Hyorinmaru LOGO TEXT
type                            = Explod
trigger1                        = (time = 90)
anim                            = 1151
ID                              = 1151
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

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 0
helpertype                     = normal
name                           = "Sennen Hyoro"
ID                             = 32574
stateno                        = 32574
pos                            = 0,20
postype                        = left
sprpriority                    = 2

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 50
helpertype                     = normal
name                           = "Sennen Hyoro"
ID                             = 34580
stateno                        = 34580
pos                            = -90,-85
postype                        = p2
sprpriority                    = 2

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 50
helpertype                     = normal
name                           = "Sennen Hyoro"
ID                             = 34580
stateno                        = 34580
pos                            = -65,-85
postype                        = p2
sprpriority                    = 2

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 50
helpertype                     = normal
name                           = "Sennen Hyoro"
ID                             = 32580
stateno                        = 32580
pos                            = -20,-85
postype                        = p2
sprpriority                    = 2


[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 50
helpertype                     = normal
name                           = "Sennen Hyoro"
ID                             = 33580
stateno                        = 33580
pos                            = 25,-85
postype                        = p2
sprpriority                    = 2

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 50
helpertype                     = normal
name                           = "Sennen Hyoro"
ID                             = 35580
stateno                        = 35580
pos                            = 65,-85
postype                        = p2
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 50
helpertype                     = normal
name                           = "Sennen Hyoro"
ID                             = 35580
stateno                        = 35580
pos                            = 90,-85
postype                        = p2
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 70
helpertype                     = normal
name                           = "Sennen Hyoro"
ID                             = 34580
stateno                        = 34580
pos                            = -90,-85
postype                        = p2
sprpriority                    = -2

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 70
helpertype                     = normal
name                           = "Sennen Hyoro"
ID                             = 34580
stateno                        = 34580
pos                            = -65,-85
postype                        = p2
sprpriority                    = -2

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 70
helpertype                     = normal
name                           = "Sennen Hyoro"
ID                             = 32580
stateno                        = 32580
pos                            = -20,-85
postype                        = p2
sprpriority                    = -2


[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 70
helpertype                     = normal
name                           = "Sennen Hyoro"
ID                             = 33580
stateno                        = 33580
pos                            = 25,-85
postype                        = p2
sprpriority                    = -2

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 70
helpertype                     = normal
name                           = "Sennen Hyoro"
ID                             = 35580
stateno                        = 35580
pos                            = 65,-85
postype                        = p2
sprpriority                    = -2

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 70
helpertype                     = normal
name                           = "Sennen Hyoro"
ID                             = 35580
stateno                        = 35580
pos                            = 90,-85
postype                        = p2
sprpriority                    = -2

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 160
helpertype                     = normal
name                           = "Gethit"
ID                             = 40000
stateno                        = 40000
pos                            = -40,-100
postype                        = p2
sprpriority                    = -4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 158
value = S7000,2
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 90
value = S140,44
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 90
value = S140,44
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = S7000,4
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S140,13
volume = 255

[State 32572, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------

[Statedef 32580]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32580				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7000,0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7000,1
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7000,2
volume = 255

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1


[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 32572, 7]
type = changestate
trigger1 = AnimTime = 0
value = 32581
ctrl = 1

;-------------------------------------------------------------------------

[Statedef 32581]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 2,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 32581				;Change animation (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1


[State 701, 2]
type = VelSet
trigger1 = Time = [0,10]
x = 1

[State 701, 3]
type = VelSet
trigger1 = Time = [11,13]
x = 1

[State 701, 4]
type = VelSet
trigger1 = Time >= 10
x = 0

[State 32572, 7]
type = destroyself
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------

[Statedef 33580]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 33580				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1


[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 32572, 7]
type = changestate
trigger1 = AnimTime = 0
value = 33581
ctrl = 1

;-------------------------------------------------------------------------

[Statedef 33581]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 2,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 33581				;Change animation (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1


[State 701, 2]
type = VelSet
trigger1 = Time = [0,10]
x = 1

[State 701, 3]
type = VelSet
trigger1 = Time = [11,13]
x = 1

[State 701, 4]
type = VelSet
trigger1 = Time >= 10
x = 0

[State 32572, 7]
type = destroyself
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------

[Statedef 34580]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 34580				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1


[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 32572, 7]
type = changestate
trigger1 = AnimTime = 0
value = 34581
ctrl = 1

;-------------------------------------------------------------------------

[Statedef 34581]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 40,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 34581				;Change animation (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1


[State 701, 2]
type = VelSet
trigger1 = Time = [0,10]
x = 1

[State 701, 3]
type = VelSet
trigger1 = Time = [11,28]
x = 1

[State 701, 4]
type = VelSet
trigger1 = Time = 35
x = 0

[State 32572, 7]
type = destroyself
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------

[Statedef 35580]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 34580				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1


[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 8150
pos = -2,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
sprpriority = 4
removeongethit = 1

[State 32572, 7]
type = changestate
trigger1 = AnimTime = 0
value = 34581
ctrl = 1

;-------------------------------------------------------------------------

[Statedef 35581]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 40,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 34581				;Change animation (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1


[State 701, 2]
type = VelSet
trigger1 = Time = [0,10]
x = -1

[State 701, 3]
type = VelSet
trigger1 = Time = [11,28]
x = -1

[State 701, 4]
type = VelSet
trigger1 = Time = 35
x = 0

[State 32572, 7]
type = destroyself
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; GetHit
[Statedef 40000]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 40000				;Change animation (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

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

;[State 7000, 1]
;type = PlayerPush
;trigger1 = 1
;value = 0

[State 70004, muteki]
type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = 1

[State 2000, 2]
type                           = hitdef
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1                       = TimeMod = 5,0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 15
guardflag                      =
pausetime                      = 0,30
guard.pausetime                = 0,20
hitsound                       = S3000,0
sparkno                        = s761
guard.sparkno                  = -1
sparkXY                        = -10,Var(13)
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = 0,0
air.velocity                   = 0,-15
air.fall                       = 1
getpower                       = 0
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = -1

[State 0, VarRandom]
Type = VarRandom
Trigger1 = Time > 0
v = 13
range = 20,20

[State 8031, portrait]
type = explod
trigger1 = Time = 1
anim = 7011
ID = 7011
postype = p2
pos = 0,20
;under = 1
bindtime = -1
scale = 1.3, 1.3
sprpriority = 90
pausemovetime = 300
supermovetime = 300

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 7011
scale = .1+(.04*time),.1+(.04*time)

[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 700, Helper]
type                           = Helper
trigger1                       = TIME = 100
helpertype                     = normal
name                           = "Blue FX"
ID                             = 6010
stateno                        = 6010
pos                            = 100,120
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 100
helpertype                     = normal
name                           = "Blue FX"
ID                             = 6010
stateno                        = 6010
pos                            = -0,120
postype                        = p1
sprpriority                    = -4

[State 32572, 7]
type = destroyself
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Shakkaho_Hit
[Statedef 32574]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 0
velset                         = 0.4,0
anim                           = 32574
ctrl                           = 1
sprpriority                    = 4

[State 710, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 710, 4]
type                           = destroyself
trigger1                       = time = 319
ctrl                           = 1


















