;---------------------------------------------------------------------------
; Standing_Hyorenmaru_Small_Down
; Type Of Move: ICE
[Statedef 700]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 700
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,21
volume = 255
channel = 2

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

[State 200, 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 = s245
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 = 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 = 6
anim = 701
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 12
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 710
stateno                        = 710
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 17
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 720
stateno                        = 720
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 22
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 730
stateno                        = 730
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 27
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 740
stateno                        = 740
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 32
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 750
stateno                        = 750
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, PlaySnd]
type = PlaySnd
trigger1 = time = 12
trigger2 = time = 17
trigger3 = time = 22
trigger4 = time = 27
trigger5 = time = 32
value = S3000,4
volume = 20
channel = 1

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

;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 710]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,2
anim                           = 710;700
ctrl                           = 1
sprpriority                    = 4

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

[State 710, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,20
hitsound                       = s3000, 0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = 13, -15
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,0
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 5
FrameGap = 1

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

[State 1002, particles]
type=explod
trigger1 = 1
vel=-3+(random<500),-1.5
accel=0,.05
anim=8150
sprpriority=5
postype=p1
pos = -10,-10
random=10,20
removetime=-2
ownpal=1
ignorehitpause=1

[State 710, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90

;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 720]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,2
anim                           = 720;700
ctrl                           = 1
sprpriority                    = 4

[State 720, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 720, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,20
hitsound                       = s3000, 0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = 13, -25
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,0
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 1
FrameGap = 1

[State 720, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 730]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,2
anim                           = 730
ctrl                           = 1
sprpriority                    = 4

[State 730, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 730, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,20
hitsound                       = s3000, 0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = 25, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,0
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 1
FrameGap = 1

[State 730, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 740]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,2
anim                           = 740;700
ctrl                           = 1
sprpriority                    = 4

[State 740, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 740, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,20
hitsound                       = s3000, 0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = -33, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,0
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 1
FrameGap = 1

[State 740, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 750]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,2
anim                           = 750;700
ctrl                           = 1
sprpriority                    = 4

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

[State 750, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,5
hitsound                       = s3000, 0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = -25, 15
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,0
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 1
FrameGap = 1


[State 750, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;---------------------------------------------------------------------------
; Standing_Hyorenmaru_Small_FORWORD
; Type Of Move: ICE
[Statedef 701]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 700
facep2=1
hitcountpersist = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,21
volume = 255
channel = 2

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

[State 200, 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 = s245
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 = 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 = 6
anim = 701
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 12
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 710
stateno                        = 711
pos                            = -5,-62
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 17
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 720
stateno                        = 721
pos                            = -5,-62
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 22
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 730
stateno                        = 731
pos                            = -5,-62
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 27
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 740
stateno                        = 741
pos                            = -5,-62
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 32
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 750
stateno                        = 751
pos                            = -5,-62
postype                        = p1
sprpriority                    = -4

[State 700, PlaySnd]
type = PlaySnd
trigger1 = time = 12
trigger2 = time = 17
trigger3 = time = 22
trigger4 = time = 27
trigger5 = time = 32
value = S3000,4
volume = 20
channel = 1

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

;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 711]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,0
anim                           = 710;700
ctrl                           = 1
sprpriority                    = 4

[State 711, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 711, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,10
hitsound                       = s3000, 0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,0
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 5
FrameGap = 1

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

[State 1002, particles]
type=explod
trigger1 = 1
vel=-3+(random<500),0
accel=0,.05
anim=8150
sprpriority=5
postype=p1
pos = -10,-10
random=10,20
removetime=-2
ownpal=1
ignorehitpause=1

[State 711, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90

;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 721]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,0
anim                           = 720;700
ctrl                           = 1
sprpriority                    = 4

[State 721, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 721, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,10
hitsound                       = S3000,0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,0
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 1
FrameGap = 1

[State 721, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 731]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,0
anim                           = 730
ctrl                           = 1
sprpriority                    = 4

[State 731, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 731, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,10
hitsound                       = S3000,0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,0
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 1
FrameGap = 1

[State 731, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 741]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,0
anim                           = 740;700
ctrl                           = 1
sprpriority                    = 4

[State 741, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 741, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,10
hitsound                       = S3000,0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,0
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 1
FrameGap = 1

[State 741, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 751]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,0
anim                           = 750;700
ctrl                           = 1
sprpriority                    = 4

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

[State 750, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,5
hitsound                       = S3000,0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = 13, 5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,0
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 1
FrameGap = 1

[State 751, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;---------------------------------------------------------------------------
; Standing_Hyorenmaru_Small_UP
; Type Of Move: ICE
[Statedef 702]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 700
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,21
volume = 255
channel = 2

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

[State 200, 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 = s245
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 = 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 = 6
anim = 701
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 12
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 710
stateno                        = 712
pos                            = 0,-42
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 17
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 720
stateno                        = 722
pos                            = 0,-42
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 22
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 730
stateno                        = 732
pos                            = 0,-42
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 27
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 740
stateno                        = 742
pos                            = 0,-42
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 32
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 750
stateno                        = 752
pos                            = 0,-45
postype                        = p1
sprpriority                    = -4

[State 700, PlaySnd]
type = PlaySnd
trigger1 = time = 12
trigger2 = time = 17
trigger3 = time = 22
trigger4 = time = 27
trigger5 = time = 32
value = S3000,4
volume = 20
channel = 1

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

;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 712]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,-3
anim                           = 710;700
ctrl                           = 1
sprpriority                    = 4

[State 711, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 711, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,5
hitsound                       = S3000,0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,-5
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 5
FrameGap = 1

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

[State 1002, particles]
type=explod
trigger1 = 1
vel=-6+(random<500),1.5
accel=0,.05
anim=8150
sprpriority=5
postype=p1
pos = -10,-10
random=10,20
removetime=-2
ownpal=1
ignorehitpause=1

[State 711, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90

;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 722]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,-3
anim                           = 720;700
ctrl                           = 1
sprpriority                    = 4

[State 721, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 721, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,5
hitsound                       = S3000,0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,-5
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 1
FrameGap = 1

[State 721, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 732]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,-3
anim                           = 730
ctrl                           = 1
sprpriority                    = 4

[State 731, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 731, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,5
hitsound                       = S3000,0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,-5
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 1
FrameGap = 1

[State 731, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 742]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,-3
anim                           = 740;700
ctrl                           = 1
sprpriority                    = 4

[State 741, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 741, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,5
hitsound                       = S3000,0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,-5
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 1
FrameGap = 1

[State 741, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 752]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,-3
anim                           = 750;700
ctrl                           = 1
sprpriority                    = 4

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

[State 750, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 20,5
guardflag                      = MAFD
pausetime                      = 0,5
hitsound                       = S3000,0
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = 13, 5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -9,-5
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 20
trans = add
TimeGap  = 1
FrameGap = 1

[State 751, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;---------------------------------------------------------------------------
; HYORINMARU_TOWER_START
; MOVE TYPE: ICE
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 900
facep2=1
hitcountpersist = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 10035
pos = 26,6
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 = 4
anim = 10030
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1
scale = .5,.5

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S6,3
volume = 255

[State 200, 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, 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 = -5,-9
air.velocity = -9,-8	;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)					;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 700, Helper]
type                           = Helper
trigger1                       = ANIMELEM = 4
helpertype                     = normal
name                           = "Hyorenmaru_TOWER"
ID                             = 920
stateno                        = 920
pos                            = 15,10
postype                        = p1
sprpriority                    = 3

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 221
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 = 222
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 = 6
anim = 223
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 = 7
anim = 224
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

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

;-------------------------------------------------------------------------------
; HYORINMARU_TOWER
[Statedef 920]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 0
airjuggle                      = 1
velset                         = 4,0
anim                           = 920;700
ctrl                           = 1
sprpriority                    = 3

[State 200, Explod]
type = Explod
trigger1 = animelem = 2
anim = 910
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7000,4
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S7000,6
volume = 255

[State 701, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 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 >= 14
x = 0

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

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

[State 920, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 100,5
guardflag                      = MAFD
pausetime                      = 0,3
guard.pausetime                = 0,30
hitsound                       = S3000,0
sparkno                        = S6205
GUARD.sparkno                  = -1
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                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
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 1200, Flames]
type = Explod
trigger1 = time >= 7
trigger1 = Timemod = 9, 5
anim = 8150
pos = 71,-114
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 >= 7
trigger1 = Timemod = 8, 5
anim = 8150
pos = 63,-69
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 >= 7
trigger1 = Timemod = 8, 5
anim = 8150
pos = 22,-22
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 >= 7
trigger1 = Timemod = 15, 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 920, 0]
type = destroyself
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HYORINMARU_Slash_START
; MOVE TYPE: ICE
[Statedef 930]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 930
facep2=1
hitcountpersist = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = 8

[State 701, 5]
type = NotHitBy
trigger1 = animelem = 4
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 44

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 10035
pos = 26,6
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 = 4
anim = 10030
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1
scale = .5,.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,34
volume = 255
channel = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S6,3
volume = 255

[State 200, 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, 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 = -5,-9
air.velocity = -9,-8	;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)					;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 700, Helper]
type                           = Helper
trigger1                       = ANIMELEM = 5
helpertype                     = normal
name                           = "Hyorenmaru_Slash"
ID                             = 940
stateno                        = 940
pos                            = 0,0
postype                        = p1
sprpriority                    = 3

[State 700, Helper]
type                           = Helper
trigger1                       = ANIMELEM = 5
helpertype                     = normal
name                           = "Hyorenmaru_Slash"
ID                             = 940
stateno                        = 940
pos                            = 0,0
postype                        = p1
sprpriority                    = 3

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 211
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 = 212
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 = 6
anim = 213
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 = 7
anim = 214
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 = 8
anim = 215
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

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

;-------------------------------------------------------------------------------
; HYORINMARU_Slash
[Statedef 940]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 0
airjuggle                      = 1
velset                         = 2,0
anim                           = 940
ctrl                           = 1
sprpriority                    = 6

[State 0, BindToRoot]
type = BindToRoot
trigger1 = TIME = 0
time = 99999
POS = 0,0

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

[State 701, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 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 >= 5
x = 0

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

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

[State 920, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 50,5
guardflag                      = MAFD
pausetime                      = 0,3
guard.pausetime                = 0,50
hitsound                       = S3000,0
sparkno                        = S6205
GUARD.sparkno                  = -1
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                  = 4
envshake.ampl                  = 9
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 1200, Flames]
type = Explod
trigger1 = time >= 2
trigger1 = Timemod = 9, 5
anim = 8150
pos = -34,-33
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 >= 3
trigger1 = Timemod = 8, 5
anim = 8150
pos = 26,-17
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 >= 1
trigger1 = Timemod = 8, 5
anim = 8150
pos = 55,-31
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 >= 4
trigger1 = Timemod = 15, 5
anim = 8150
pos = 65,-65
random = 50,50
sprpriority = 10+var(9)
ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2
Scale = -1,-1

[State 920, 0]
type = destroyself
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sky_High_Ice_Start
; Move Type: Light Ice
[Statedef 950]
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 = 950				;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
trigger1 = animelem = 5
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 50, 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 = -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 = 0,-11		;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 = 90
Fall = 1	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State 200, 1]
type = HitDef
trigger1 = animelem = 11
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 85, 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, 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 = -5,-7	;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -9,-4		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12
air.fall = 1	        ;Time before opponent regains control in air
fall = 1
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 1140, Flame Particles]
type=helper
triggerall = NumTarget
trigger1= !numhelper(8150)
trigger1= hitcount = 2
trigger1= !(target,hitshakeover)
trigger1= var(40):=(target,ID)
helpertype=normal
stateno=8150
ID=8150
name="Flame Particles"
postype=p2
ownpal=1
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 9
value = S3,9
volume = 255

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 10
anim = 951
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 = 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 1120,07]
type                           = VelSet
trigger1                       = AnimElem = 1
x                              = 1

[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                              = 0

[State 1120,16]
type                           = VelSet
trigger1                       = AnimElem = 4
x                              = 0
y                              = -5.6

[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_Hyourinmaru_Dragon_Start
; Move Type: Ice
[Statedef 770]
type = A
movetype = A
physics = A
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 770
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 = 140,21
volume = 255

[State 1702, 1]
type = PlaySnd
trigger1 = animelem = 6
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 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 951
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 9000
removetime = -2
sprpriority = 4
removeongethit = 1


[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 20
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 710
stateno                        = 710
pos                            = 45,-50
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 26
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 720
stateno                        = 720
pos                            = 45,-50
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 32
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 730
stateno                        = 730
pos                            = 45,-50
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 36
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 740
stateno                        = 740
pos                            = 45,-50
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 41
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 750
stateno                        = 750
pos                            = 45,-50
postype                        = p1
sprpriority                    = -4

[State 700, PlaySnd]
type = PlaySnd
trigger1 = time = 24
trigger2 = time = 30
trigger3 = time = 35
trigger4 = time = 40
trigger5 = time = 45
value = S3000,4
volume = 20
channel = 1

[State 200, Explod]
type = Explod
trigger1 = time = 24
trigger2 = time = 30
trigger3 = time = 35
trigger4 = time = 40
trigger5 = time = 45
anim = 8150
pos = 40,-68
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 10
removeongethit = 1
scale = 2.,2.

[State 0, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 0
;---------------------------------------------------------------------------
; POWER CHARGE
[Statedef 630]
type=S
physics=S
movetype=I
anim = IfElse(var(0) = 75,640,630)
velset=0,0
ctrl=0

[State 8330, Snd]
type=playsnd
trigger1= !time
value=140,39
channel = 0
volume = 255

[State 630, power]
type=poweradd
triggerall= power<const(data.power) && power<powermax
trigger1= var(59)<=0 && (command="hold_a")
trigger2= var(59)>=1
value=3+ifelse(time<60,0,(time-60)/12)

[State 630, FX]
type=helper
trigger1= !numhelper(8330)
helpertype=normal
stateno=8330
ID=8330
POS = 5,5
name="Power Charge"
postype=p1
pausemovetime=65535
supermovetime=65535
ownpal=1

[State 630, FX]
type=helper
trigger1= !numhelper(8331)
helpertype=normal
stateno=8331
ID=8331
name="Particles"
postype=p1
pausemovetime=65535
supermovetime=65535
ownpal=1

[State -2, LifeAdd]
type = LIFEAdd
trigger1 = ((GameTime%5) = 0)
value = 2
kill = 0
absolute = 150
ignorehitpause = 1
persistent = 1

[State 1200, Flames]
type = Explod
trigger1 = time >= 10
trigger1 = Timemod = 3, 2
anim = 8333
pos = 0,-30
random = 50,50
sprpriority = 10+var(9)
scale=.5,.5
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,-50
random = 50,50
sprpriority = 10+var(9)
scale=.5,.5
ownpal = 1
accel = 0.2,-0.05
velocity = -3,-2

[State 630, End]
type=changestate
trigger1= power>=const(data.power) || power>=powermax || roundstate!=2
trigger2= var(59)<=0 && (command!="hold_a")
trigger3= var(59)>=1 && (inguarddist || p2bodydist x<=120)
value=631
ctrl=1

;---END---
[Statedef 631]
type=S
physics=S
movetype=I
anim = IfElse(var(0) = 75,641,631)
velset=0,0
ctrl=1

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

[State 730, Snd]
type=playsnd
trigger1= !time && power>=const(data.power)
value=6,7
channel=0
persistent=0

[State 730, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1

;----------------------------------------------------------------------------
; do not touch
[Statedef 8330]
type=A
physics=N
movetype=I
anim=9741
ctrl=0
velset=0,0

[State 8330, Bind]
type=bindtoroot
trigger1= (root,stateno=630)
pos=-7,0

[State 8330, Snd]
type=playsnd
trigger1= !time
value=0,730
channel=0

[State 1200, Flames]
type = Playsnd
trigger1 = Time = 0
Value = 7,8
channel = 2

[State 1200, Flames]
type = Playsnd
trigger1 = Timemod = 100,50
Value = 7,9
channel = 2

[State 8330, Aura]
type=explod
trigger1= !numexplod(8330)
ID=8330
anim=8330
sprpriority=3
postype=p1
bindtime=-1
removetime=-1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 8330, FX]
type=modifyexplod
trigger1= numexplod(8330) && root,power<3000
ID=8330
scale= .5, .1 + .4*(root,power/3000.0)

[State 8330, FX]
type=modifyexplod
trigger1= numexplod(8330) && root,power>=3000
ID=8330
scale= .5, .5

[State 8330, Dust]
type=explod
trigger1= !(time%6)
anim=8332
sprpriority=-3
postype=p1
pos=0,-ceil(pos y)
scale=.6,.6
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 8330, End]
type=stopsnd
trigger1= root,stateno!=630
channel=0
channel=1
channel=2

[State 8330, End]
type=removeexplod
trigger1= root,stateno!=630

[State 8330, End]
type=destroyself
trigger1= root,stateno!=630

;---Particles---
[Statedef 8331]
type=A
physics=N
movetype=I
anim=9741
ctrl=0
velset=0,0

[State 8331, Bind]
type=bindtoroot
trigger1= !(time%8)
pos=ceil(-151+(random/3.125)),ceil(98-(random/3.125))

[State 8331, Particle]
type=explod
trigger1= (time%8)=1
anim=8331
sprpriority=ifelse(random<750,10,5)
postype=p1
vel= ((rootdist x+0)/32.0), ((rootdist y-45)/32.0)
scale= ifelse(random<500,.5,-.5), ifelse(random<500,.5,-.5)
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 8331, End]
type=removeexplod
trigger1= root,stateno!=630

[State 8331, End]
type=destroyself
trigger1= root,stateno!=630

;---------------------------------------------------------------------------
; flash step Ground
[Statedef 960]
type = S
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 960
poweradd = -75
sprpriority = 2
facep2=1
hitcountpersist = 1

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 2
value = SCA, NA, SA, AP, AT
time = 18

[State 220, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 2

[State 220, 1]
type = VelSet
trigger1 = AnimElem = 8
x = -3

[State 500, Turn]
type = Turn
trigger1 = AnimElem = 6
trigger1 = command != "holdback"

[State 500, PosAdd]
type = PosAdd
trigger1 = AnimElem = 5
x = ifelse(command = "holdfwd", 300,p2bodydist x + 100)
y = 0

[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 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s3,3
volume = 20
channel = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s140,9
volume = 255

[State 3051, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; FLASH STEP AIR
[Statedef 965]
type = A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 965
poweradd = -75
sprpriority = 2
facep2=1
hitcountpersist = 1
ctrl = 0

[State 501, Turn]
type = Turn
trigger1 = AnimElem = 6
trigger1 = command != "holdback"

[State 501, PosAdd]
type = PosAdd
trigger1 = AnimElem = 5
x = ifelse(command = "holdback", -175,p2bodydist x + 100)
y = 0
facep2=1
hitcountpersist = 1

[State 501, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s3,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s140,9
volume = 255

[State 501, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
physics = A

[State 501, CtrlSet]
type = CtrlSet
trigger1 = AnimElem = 6
value = 1

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

;---------------------------------------------------------------------------
; Hyourinmaru_Gruond_Crystals
; Type Of Move: ICE
[Statedef 840]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 840
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,18
volume = 255
channel = 2

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

[State 200, 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 = 6
anim = 2205
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 = 6
anim = 10035
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 19
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2210
stateno                        = 2210
pos                            = 30,0
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 26
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2210
stateno                        = 2210
pos                            = 70,0
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 33
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2210
stateno                        = 2210
pos                            = 110,0
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 40
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2210
stateno                        = 2210
pos                            = 160,0
postype                        = p1
sprpriority                    = -4

[State 700, PlaySnd]
type = PlaySnd
trigger1 = time = 19
trigger2 = time = 26
trigger3 = time = 33
trigger4 = time = 40
value = S3000,4
volume = 20
channel = 1

[State 700, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Parry
; CNS difficulty: easy
[StateDef 980]
type = S
movetype = I
physics = S
anim = 980
velset = 0,0
ctrl = 0
sprpriority = 2
poweradd = 60
facep2=1
hitcountpersist = 1

[State 980, Pause]
type = Pause
trigger1 = !Time
time = 20
movetime = 20

[State 980, HitOverride]
type=hitoverride
trigger1= !TIME
attr= SCA,SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = 20
stateno=0
ignorehitpause=1

[State 6100, Parry Sound]
type = PlaySnd
trigger1 = time = 23
value = S140,26
volume = 900

[State 6100, Parry Sound]
type = PlaySnd
trigger1 = time=0
value = S6100,0

[State 6102, Parry Sound]
type = PlaySnd
trigger1 = !Time
value = S6100,0

[State 6100, Parry Spark]
type = Explod
trigger1 = time=0
anim = 981
ID = 981
sprpriority = 5
postype = p1
pos = 25,-45
pausemovetime = 999999
ownpal = 1
scale = .6,.6

[State 6100, RemoveExplod]
type = RemoveExplod
trigger1=animelem=4
id = 981

[State 6100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State 6100, CtrlSet]
type = CtrlSet
trigger1 = Time > 10
value = 1

[State 6100, ChangeState]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Crouching Parry
; CNS difficulty: easy
[StateDef 985]
type = C
movetype = I
physics = C
anim = 985
velset = 0,0
ctrl = 0
sprpriority = 2
poweradd = 60
facep2=1
hitcountpersist = 1

[State 6100, Pause]
type = Pause
trigger1 = !Time
time = 10
movetime = 10

[State 6100, HitBy]
type = NotHitBy
trigger1=1
time=1
value=SCA

[State 6100, Parry Sound]
type = PlaySnd
trigger1 = time = 23
value = S140,26
volume = 900

[State 6100, Parry Sound]
type = PlaySnd
trigger1 = time=0
value = S6100,0

[State 6102, Parry Sound]
type = PlaySnd
trigger1 = !Time
value = S6100,0

[State 6100, Parry Spark]
type = Explod
trigger1 =time=0 ;AnimElem = 2
anim = 981
ID = 981
sprpriority = 5
postype = p1
pos = 35,-18
pausemovetime=999999
ownpal = 1
scale = .5,.5

[State 6100, RemoveExplod]
type = RemoveExplod
trigger1=animelem=3
id =8965

[State 6100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State 6100, CtrlSet]
type = CtrlSet
trigger1 = Time > 10
value = 1

[State 6100, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Aerial Parry
; CNS difficulty: easy
[Statedef 990]
type = A
movetype = A
physics = A
anim = 990
ctrl = 0
sprpriority = 2
poweradd = 60
facep2=1
hitcountpersist = 1

[State 6102,rise]
type=VelSet
trigger1=time=0
y=-3

[State 6102, Pause]
type = Pause
trigger1 = !Time
time = 20
movetime = 20

[State 6102, HitBy]
type = HitBy
trigger1 = Time <=20
time = 1
value = SCA,AT

[State 6102,statetypeset]
type = StateTypeSet
trigger1 = Time <= 10
physics = N

[State 6102,statetypeset]
type = StateTypeSet
trigger1 = time > 10
physics = A

[State 6102, PosFreeze]
type = PosFreeze
trigger1 = Time <= 10
value = 1

[State 6100, Parry Sound]
type = PlaySnd
trigger1 = time = 23
value = S140,26
volume = 900

[State 6100, Parry Sound]
type = PlaySnd
trigger1 = time=0
value = S6100,0

[State 6102, Parry Sound]
type = PlaySnd
trigger1 = !Time
value = S6100,0

[State 6102, Parry Spark]
type = Explod
trigger1 =time=0 ;AnimElem = 2
anim = 981
id = 981
pos = 30, -50
sprpriority = 5
pausemovetime=999999
supermove = 1
bindtime = -1
ownpal = 1
scale = .5,.5

[State 6102, RemoveExplod]
type = RemoveExplod
trigger1=animelem=4
id =8965

[State 6102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State 6102, CtrlSet]
type = CtrlSet
trigger1 = time > 10
value = 1

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

