;-------------------------------------------------------------------------------
; Helper Ichigo Bankai
[Statedef 1000]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 1
airjuggle                      = 1
poweradd                       = -500
velset                         = 0,0
anim                           = 2000;700
ctrl                           = 1
sprpriority                    = -3

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

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

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S3000,5
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S6,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 13
value = S3,3
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, 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 = 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
sprpriority = -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 = 8
anim = 10030
pos = -20,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = -2
removeongethit = 1
scale = .5,.5

[State 2000, Helper]
type                           = Helper
trigger1                       = animelem = 7
helpertype                     = normal
name                           = "getsuga small"
ID                             = 2001
stateno                        = 2001
pos                            = 15,-30
postype                        = p1
sprpriority                    = -1
ownpal                         = 1
size.xscale                    = .6
size.yscale                    = .6

[State 2000, Helper]
type                           = Helper
trigger1                       = animelem = 7
helpertype                     = normal
name                           = "getsuga small"
ID                             = 2001
stateno                        = 2001
pos                            = 15,-30
postype                        = p1
sprpriority                    = -1
ownpal                         = 1
size.xscale                    = .6
size.yscale                    = .6

[State 2000, Helper]
type                           = Helper
trigger1                       = animelem = 8
helpertype                     = normal
name                           = "getsuga small"
ID                             = 2002
stateno                        = 2002
pos                            = 30,-10
postype                        = p1
sprpriority                    = -2
ownpal                         = 1
size.xscale                    = .9
size.yscale                    = .7

[State 2000, Helper]
type                           = Helper
trigger1                       = animelem = 8
helpertype                     = normal
name                           = "getsuga small, red tone"
ID                             = 2003
stateno                        = 2003
pos                            = 30,-10
postype                        = p1
ownpal                         = 1
sprpriority                    = -2
size.xscale                    = .9
size.yscale                    = .7

[State 710, 4]
type  = destroyself
trigger1 = TIME = 132

;-------------------------------------------------------------------------------
; BLACK Getsuga Tenshou Wave
[Statedef 2001]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 0
airjuggle                      = 0
poweradd                       = 0
velset                         = 0,0
anim                           = 2001;700
ctrl                           = 0
sprpriority                    = -1

[State 200, Explod]
type = Explod
trigger1 = !TIME
anim = 2001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1
scale = .6,.6

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

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 300
length = 3
palcontrast = 256,0,0
paladd = 0,0,0
timegap = 1
framegap = 1
trans = Add

[State 710, 4]
type  = destroyself
trigger1 = TIME = 31

;-------------------------------------------------------------------------------
; BLACK Getsuga Tenshou Wave
[Statedef 2002]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 0
velset                         = 9,0
anim                           = 2002;700
ctrl                           = 1
sprpriority                    = -2

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

[State 2000, 2]
type                           = hitdef
trigger1                       = AnimElem = 1
trigger2                       = AnimElem = 2
trigger3                       = AnimElem = 3
trigger4                       = AnimElem = 4
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
damage                         = 12,1
guardflag                      = MAFD
pausetime                      = 0,0
hitsound                       = S3000,6
sparkno                        = S7203
guard.sparkno                  = S7203
sparkxy                        = 13, -5
guardsound                     = s1,2
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -7,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = -2

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 300
length = 3
palcontrast = 356,0,0
paladd = 0,0,0
timegap = 1
framegap = 1
trans = Add

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

[State 2002, 4]
type                           = destroyself
trigger1                       = frontedgedist < -80

;-------------------------------------------------------------------------------
; BLACK Getsuga Tenshou Wave
[Statedef 2003]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 0
velset                         = 9,0
anim                           = 2003;700
ctrl                           = 1
sprpriority                    = -2

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

[State 2000, 2]
type                           = hitdef
trigger1                       = AnimElem = 1
trigger2                       = AnimElem = 2
trigger3                       = AnimElem = 3
trigger4                       = AnimElem = 4
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
damage                         = 0,0
guardflag                      = MAFD
pausetime                      = 0,0
hitsound                       = -1
sparkno                        = S7203
guard.sparkno                  = S7203
sparkxy                        = 13, -5
guardsound                     = s1,2
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -7,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = -3

[State 2002, 4]
type                           = destroyself
trigger1                       = frontedgedist < -80
;-------------------------------------------------------------------------------
; Helper Ichigo Bankai
[Statedef 2100]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 1
airjuggle                      = 1
poweradd                       = -500
velset                         = 0,0
anim                           = 2100;700
ctrl                           = 1
sprpriority                    = -1

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

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

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 39
value = S3,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S3000,9
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, 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 = 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
sprpriority = -3

[State 410, 2]
type = Helper
trigger1 = AnimElem = 24
id = 2101
name = "HIENIKO"
pos = 5, -35
postype = p1
stateno = 2101
helpertype = normal
keyctrl = 0
ownpal = 1

[State 710, 4]
type  = destroyself
trigger1 = TIME = 204

;-------------------------------------------------------------------------------
; Hiniko_Dust
; MOVE TYPE: Blade Dust
[Statedef 2101]
type    = S
movetype= A
anim = 2101
velset = 6.8,0

[State 2023, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = -1

[State 2023,indo]
type = VelAdd
trigger1 = P2BodyDist X > -20
trigger1 = Vel X < 0
x = 0

[State 2023,vindo]
type = VelAdd
trigger1 = P2BodyDist X < -20
trigger1 = Vel X > -0
x = -0

[State 2023,descendo]
type = VelAdd
trigger1 = P2BodyDist Y > 50
trigger1 = Vel Y < 0
Y = 0

[State 2023,subindo]
type = VelAdd
trigger1 = P2BodyDist Y < 50
trigger1 = Vel Y > -0
Y = -0

[State 2023, magia falsa]
type = HitDef
trigger1 = Time = 0
attr = S, SP
damage    = 50,10
animtype  = Hard
hitflag = MAFD
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
sparkxy = 500,500
hitsound = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3
fall = 1
air.fall = 1
fall.recover = 0

[State 1002, particles]
type=explod
trigger1 = 12
vel=-.9+(random<500),0
accel=0,.05
anim=2101
sprpriority=11
postype=p1
pos = 20,0
random=30,40
removetime=-2
ownpal=1
ignorehitpause=1

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 300
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 60
trans = add
TimeGap  = 1
FrameGap = 10

[State 2023,GoFwd]
type = VelAdd
trigger1 = P2BodyDist X > -20
trigger1 = Vel X < 3
x = 0.6

[State 2023,GoBack]
type = VelAdd
trigger1 = P2BodyDist X < -20
trigger1 = Vel X > -3
x = -0.6

[State 2023,GoDown]
type = VelAdd
trigger1 = P2BodyDist Y > 50
trigger1 = Vel Y < 3
Y = 0.6

[State 2023,GoUp]
type = VelAdd
trigger1 = P2BodyDist Y < 50
  trigger1 = Vel Y > -3
Y = -0.6

[State 2023,muteki]
type = NotHitBy
trigger1 = Time > 0
value = ,NA,SA,HA,NT,ST,HT

[State 2023,GetHit]
type = HitOverride
trigger1 = time > 0
time = -1
attr = SCA,NP,SP,HP
slot = 0
stateno = 2104

[State 2023, ProjHit]
type = destroyself
trigger1 = time = 40

[State 2023, ProjHit]
type = ChangeState
trigger1 = MoveContact = 1
;trigger1 = IsHelper(6001)
value = 2104

;---------------------------------------------------------------------------
; Hit FX
[Statedef 2104]
type    = S
movetype= A
anim = 2104
velset = 6.8,0

[State 2023, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = -1

[State 2023,indo]
type = VelAdd
trigger1 = P2BodyDist X > -20
trigger1 = Vel X < 0
x = 0

[State 2023,vindo]
type = VelAdd
trigger1 = P2BodyDist X < -20
trigger1 = Vel X > -0
x = -0

[State 2023,descendo]
type = VelAdd
trigger1 = P2BodyDist Y > 20
trigger1 = Vel Y < 0
Y = 0

[State 2023,subindo]
type = VelAdd
trigger1 = P2BodyDist Y < 20
trigger1 = Vel Y > -0
Y = -0

[State 2023, magia falsa]
type = HitDef
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1                       = TimeMod = 5,0
attr = S, SP
damage    = 10,1
animtype  = Hard
hitflag = MAFD
guardflag = MAFD
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S4,0+Random%2
guardsound = S120,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3
fall = 1
air.fall = 1
fall.recover = 0

[State 1002, particles]
type=explod
trigger1 = 12
vel=-.9+(random<500),0
accel=0,.05
anim=2101
sprpriority=11
postype=p1
pos = 0,0
random=30,40
removetime=-2
ownpal=1
ignorehitpause=1

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 999999
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 60
trans = add
TimeGap  = 1
FrameGap = 10

[State 2023,GoFwd]
type = VelAdd
trigger1 = P2BodyDist X > -20
trigger1 = Vel X < 3
x = 0.6

[State 2023,GoBack]
type = VelAdd
trigger1 = P2BodyDist X < -20
trigger1 = Vel X > -3
x = -0.6

[State 2023,GoDown]
type = VelAdd
trigger1 = P2BodyDist Y > 50
trigger1 = Vel Y < 3
Y = 0.6

[State 2023,GoUp]
type = VelAdd
trigger1 = P2BodyDist Y < 50
  trigger1 = Vel Y > -3
Y = -0.6

[State 2023,muteki]
type = NotHitBy
trigger1 = Time > 0
value = ,NA,SA,HA,NT,ST,HT

[State 2023,GetHit]
type = HitOverride
trigger1 = time > 0
time = -1
attr = SCA,NP,SP,HP
slot = 0
stateno = 2024

[State 2023, ProjHit]
type = destroyself
trigger1 = time = 62

;-------------------------------------------------------------------------------
; Helper Momo
[Statedef 2150]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 1
airjuggle                      = 1
poweradd                       = -500
velset                         = 0,0
anim                           = 2150;700
ctrl                           = 1
sprpriority                    = -1

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

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 39
value = S3,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
value = S3000,10
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S3000,11
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S8,0
volume = 25

[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, 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 = 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
sprpriority = -3

[State 8031, portrait]
type = explod
trigger1 = animelem = 16
anim = 2156
ID = 2156
postype = P1
pos = -40,-70
;under = 1
bindtime = -1
scale = 1.2, 1.2
removetime = 40
sprpriority = 5

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 2156
scale = -3+(.020*time),-3+(.020*time)
removetime = 40
bindtime = 40

[State 200, Explod]
type = Explod
trigger1 = animelem = 16
anim = 2159
pos = -30,-73
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = 40
sprpriority = 0
removeongethit = 1
scale = .4,.4

[State 200, Explod]
type = Explod
trigger1 = animelem = 15
anim = 2158
pos = -10,-77
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 0
removeongethit = 1
scale = .4,.4

[State 200, Explod]
type = Explod
trigger1 = animelem = 15
anim = 2158
pos = 12,-82
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 0
removeongethit = 1
scale = .4,.4

[State 200, Explod]
type = Explod
trigger1 = animelem = 15
anim = 2158
pos = 25,-68
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 0
removeongethit = 1
scale = .4,.4

[State 200, Explod]
type = Explod
trigger1 = animelem = 15
anim = 2155
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 0
removeongethit = 1

[State 410, 2]
type = Helper
trigger1 = AnimElem = 18
id = 2156
name = "Tobiume Fire Ball"
pos = 5, -45
postype = p1
stateno = 2156
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = .9
size.yscale = .9

[State 710, 4]
type  = destroyself
trigger1 = TIME = 196
;-------------------------------------------------------------------------------
; Tobiume Fire Ball
[Statedef 2156]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 1
airjuggle                      = 1
poweradd                       = 0
velset                         = 12,0
anim                           = 2156;700
ctrl                           = 1
sprpriority                    = 4

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

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

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 9999

[State 2000, 2]
type                           = hitdef
Trigger1                       = ANIMELEM = 2
Trigger2                       = ANIMELEM = 4
Trigger3                       = ANIMELEM = 6
Trigger4                       = ANIMELEM = 8
Trigger5                       = ANIMELEM = 10
Trigger6                       = ANIMELEM = 12
Trigger7                       = ANIMELEM = 14
Trigger8                       = ANIMELEM = 16
Trigger9                       = ANIMELEM = 18
Trigger10                       = ANIMELEM = 20
Trigger11                       = ANIMELEM = 22
Trigger12                       = ANIMELEM = 24
Trigger13                       = ANIMELEM = 26
Trigger14                       = ANIMELEM = 28
Trigger15                       = ANIMELEM = 30
Trigger16                       = ANIMELEM = 32
Trigger17                       = ANIMELEM = 34
Trigger18                       = ANIMELEM = 36
Trigger19                       = ANIMELEM = 38
Trigger20                       = ANIMELEM = 40
Trigger11                       = ANIMELEM = 42
Trigger22                       = ANIMELEM = 44
Trigger23                       = ANIMELEM = 46
Trigger24                       = ANIMELEM = 48
Trigger25                       = ANIMELEM = 50
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 5,2
guardflag                      = MAFD
pausetime                      = 0,35
guard.pausetime                = 0,20
hitsound                       = S7,1
sparkno                        = S2185+Random%4
guard.sparkno                  = S2185+Random%4
sparkxy                        = -30, -15
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = 0,0
air.velocity                   = -7,-2
air.fall                       = 1
getpower                       = 0
fall                           = 0
envshake.time                  = 4
envshake.ampl                  = 3
envshake.time                  = 4
envshake.ampl                  = 3
palfx.color                    = 64
palfx.add                      = 100,40,50
palfx.mul                      = 90,50,40
palfx.time                     = 35
sprpriority                    = 4

[State 2000, 2]
type                           = hitdef
Trigger1                       = TIME = 84
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 70,20
guardflag                      = MAFD
pausetime                      = 0,5
guard.pausetime                = 0,20
hitsound                       = S7,1
sparkno                        = S2157
guard.sparkno                  = S2157
sparkxy                        = -20, -20
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = 0,-9
air.velocity                   = -7,-6
air.fall                       = 1
getpower                       = 0
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
palfx.color                    = 64
palfx.add                      = 100,40,50
palfx.mul                      = 90,50,40
palfx.time                     = 75
sprpriority                    = 4

[State 1140, Flame Particles]
type=helper
trigger1= !numhelper(8155)
trigger1= moveCONTACT
trigger1= !(target,hitshakeover)
trigger1= var(40):=(target,ID)
helpertype=normal
stateno=8155
ID=8155
name="Flame Particles"
postype=p2
ownpal=1
ignorehitpause=1

[State 1002, particles]
type=explod
trigger1 = 12
vel=-.9+(random<500),0
accel=0,.05
anim=2158
sprpriority=3
postype=p1
pos = -5,-4
random=30,40
scale = .4,.4
removetime=-2
ownpal=1
ignorehitpause=1

[State 710, 4]
type  = destroyself
trigger1 = TIME = 87
trigger2 = frontedgedist < -90
;---------------------------------------------------------------------------
; Renji_Start
[Statedef 2160]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 2160
ctrl = 0
sprpriority = -1
poweradd = -500
facep2=1
hitcountpersist = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3000,8
volume = 255

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

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 9999

[State 7000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2165
ctrl = 1

;---------------------------------------------------------------------------
; Renji_Swing #1
[Statedef 2165]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 2165
ctrl = 0
sprpriority = -1
poweradd = 0
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3,7
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3,4
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3,5
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S6,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S6,3
volume = 255

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

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 9999

[State 2000, 2]
type                           = hitdef
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1                       = TimeMod = 5,0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 15,5
guardflag                      = MAFD
pausetime                      = 0,35
guard.pausetime                = 0,20
hitsound                       = S7,1
sparkno                        = S2185+Random%4
guard.sparkno                  = -1
sparkxy                        = -35, -50
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = 0,0
air.velocity                   = -7,-2
air.fall                       = 1
getpower                       = 0
fall                           = 0
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = -1

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 2166
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = -1
removeongethit = 1

[State 7000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2170
ctrl = 1

;---------------------------------------------------------------------------
; Renji_Swing #2
[Statedef 2170]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 2170
ctrl = 0
sprpriority = -1
poweradd = 0
facep2=1
hitcountpersist = 1

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

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 9999

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S3,4
volume = 255

[State 2000, 2]
type                           = hitdef
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1                       = TimeMod = 5,0
attr = S, NA
damage = 15,5
animtype = hard
guardflag = MAFD
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 5
sparkno = S2185+Random%4
guard.sparkno = -1
sparkxy = -35, -50
hitsound = S7, 1
guardsound = s120, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 1,-12
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-8
air.hittime = 25
fall.recover = 0
fall = 1
envshake.time = 7
envshake.ampl = 3
sprpriority = -1


[State 200, Explod]
type = Explod
trigger1 = animelem = 1
anim = 2171
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = -1
removeongethit = 1

[State 7000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2175
ctrl = 1

;---------------------------------------------------------------------------
; Renji_Swing #3
[Statedef 2175]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 2175
ctrl = 0
sprpriority = -1
poweradd = 0
facep2=1
hitcountpersist = 1

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

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S6,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S6,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S6,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S6,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S6,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S6,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
value = S6,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S6,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S6,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = S6,3
volume = 255

[State 2000, 2]
type = hitdef
Triggerall = AnimElemTime(1) > 0 && AnimElemTime(180)< 1
Trigger1 = TimeMod = 5,0
attr = S, SP
hitflag = MAFD
animtype = Heavy
damage = 5,2
guardflag = MAFD
pausetime = 0,15
guard.pausetime = 0,20
hitsound = S7,1
sparkno = S2185+Random%4
guard.sparkno = -1
sparkxy = -35, -130
guardsound = s120,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 1,-12
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.1,-8
air.hittime = 25
fall.recover = 0
fall = 1
envshake.time = 7
envshake.ampl = 3
sprpriority = -1

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 2176
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = -1
removeongethit = 1

[State 7000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2180
ctrl = 1

;---------------------------------------------------------------------------
; Renji_Ending
[Statedef 2180]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 2180
ctrl = 0
sprpriority = -1
poweradd = 0
facep2=1
hitcountpersist = 1

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

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 1
value = SCA, NA, SA, AP, AT
time = 9999

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

[State 7000, 7]
type = destroyself
trigger1 = Time = 55
;---------------------------------------------------------------------------
; Kusaka_Helper
[Statedef 2190]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 2190
ctrl = 0
sprpriority = 4
poweradd = -500
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S140,48
volume = 255

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

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

[State 220, 1]
type = VelSet
trigger1 = AnimElem = 7
x = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 13
value = S3,3
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 = MAF			;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, 25		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = S2185+Random%4
sparkxy = -35, -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
sprpriority = 4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 40
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 715
stateno                        = 715
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 46
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 725
stateno                        = 725
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 52
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 735
stateno                        = 735
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 59
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 745
stateno                        = 745
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 65
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 755
stateno                        = 755
pos                            = -5,-65
postype                        = p1
sprpriority                    = -4

[State 700, PlaySnd]
type = PlaySnd
trigger1 = time = 40
trigger2 = time = 46
trigger3 = time = 52
trigger4 = time = 59
trigger5 = time = 65
value = S3000,4
volume = 20
channel = 1

[State 7000, 7]
type = destroyself
trigger1 = Time = 134
;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 715]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,1
anim                           = 715;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                        = S6205
GUARD.sparkno                  = S765
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 1140, Flame Particles]
type=helper
trigger1= !numhelper(8151)
trigger1= Movecontact
trigger1= !(target,hitshakeover)
trigger1= var(40):=(target,ID)
helpertype=normal
stateno=8151
ID=8151
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=8151
sprpriority=5
postype=p1
pos = -10,-10
random=10,20
removetime=-2
ownpal=1

[State 715, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90

;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 725]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,1
anim                           = 725;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                         = 10,5
guardflag                      = MAFD
pausetime                      = 0,20
hitsound                       = s3000, 0
sparkno                        = S6205
GUARD.sparkno                  = S765
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 725, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 735]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,1
anim                           = 735
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                         = 10,5
guardflag                      = MAFD
pausetime                      = 0,20
hitsound                       = s3000, 0
sparkno                        = S6205
GUARD.sparkno                  = S765
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 735, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 745]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,1
anim                           = 745;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                         = 10,5
guardflag                      = MAFD
pausetime                      = 0,20
hitsound                       = s3000, 0
sparkno                        = S6205
GUARD.sparkno                  = S765
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 745, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90
;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 755]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 8,1
anim                           = 755;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                         = 10,5
guardflag                      = MAFD
pausetime                      = 0,5
hitsound                       = s3000, 0
sparkno                        = S6205
GUARD.sparkno                  = S765
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 755, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90





