;---------------------------------------------------------------------------
; Soul Heat
[Statedef 20000]
type                            = S
ctrl                            = 0
anim                            = 20000
velset                          = 0,0
movetype                        = A
physics                         = S
sprpriority                     = 2
poweradd                        = -1000

[State 0, VarSet]
type                            = VarSet
trigger1                        = animelem = 1
v                               = 0
value                           = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S7000,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S7000,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S7000,5
volume = 255

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

[State 3000,SuperBG00];         = Hyorinmaru LOGO TEXT
type                            = helper
trigger1                        = (animelem = 3)
stateno                         = 30003
ID                              = 30003
pos                             = 0, -130
postype                         = left
facing                          = ifelse(teamside = 1, 1, 1)
vfacing                         = 1
bindtime                        = 1
sprpriority                     = 210
ontop                           = 1
shadow                          = 0,0,0
ownpal                          = 1
SuperMoveTime                   = 9999
PauseMoveTime                   = 9999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -1
bindtime                        = 700
removetime                      = 157
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -1
bindtime                        = 700
removetime                      = 157
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00] ;        = DVD
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1196
pos                             = 152,115
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = 200
bindtime                        = 700
removetime                      = 157
removeongethit                  = 1
pausemovetime                   = 9999999

[State 0, Pause]
type                            = Pause
trigger1                        = animelem = 1
time                            = 157
movetime                        = 157
pausebg                         = 1

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

[State 200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1191
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1
pausemovetime = 9999999

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

;---------------------------------------------------------------------------
; Shakkaho_Start
; CNS difficulty: Hado
[Statedef 1500]
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 = 1500				;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 = S140,46
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3,8
volume = 255

[State 700, Helper]
type                           = Helper
trigger1                       = animelem = 5
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 1510
stateno                        = 1510
pos                            = 6,-53
postype                        = p1
sprpriority                    = 4

[State 200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1005
pos = 6,-57
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 92
sprpriority = 4
removeongethit = 1

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

;-------------------------------------------------------------------------------
; Shakkaho
[Statedef 1510]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 12.5,0
anim                           = 1510
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                         = 160,5
guardflag                      = MAFD
pausetime                      = 0,2
hitsound                       = s8000, 0
sparkno                        = -1
GUARD.sparkno                  = S8335
sparkxy                        = 13, -15
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,-6
air.velocity                   = -9,-4
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4

[State 1140, Flame Particles]
type=helper
triggerall = NumTarget
trigger1= !numhelper(1520)
trigger1= Movecontact
trigger1= !(target,hitshakeover)
trigger1= var(40):=(target,ID)
helpertype=normal
stateno=1520
ID=1520
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=1520
sprpriority=11
postype=p1
pos = -20,0
random=30,40
scale = .6,.6
removetime=-2
ownpal=1
ignorehitpause=1

[State 7000, 7]
type = ChangeState
trigger1 = movecontact = 1
value = 1515
ctrl = 0

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

;-------------------------------------------------------------------------------
; Shakkaho_Hit
[Statedef 1515]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 0
velset                         = 0.7,0
anim                           = 1515
ctrl                           = 1
sprpriority                    = 4

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

[State 710, 4]
type                           = destroyself
trigger1                       = time = 40
ctrl                           = 1

;---------------------------------------------------------------------------
; Bakudo 63. Sajo Sabaku
; CNS difficulty: Bakudo
[Statedef 1600]
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 = 1600				;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 = S140,45
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3,8
volume = 255

[State 700, Helper]
type                           = Helper
trigger1                       = animelem = 5
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 1610
stateno                        = 1610
pos                            = 6,-53
postype                        = p1
sprpriority                    = 4

[State 200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1605
pos = 6,-54
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 92
sprpriority = 4
removeongethit = 1

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; Sajo Sabaku_Hit
[Statedef 1610]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 12.5,0
anim                           = 1610
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                         = 160,5
guardflag                      = MAFD
pausetime                      = 0,20
hitsound                       = s8000, 0
sparkno                        = -1
GUARD.sparkno                  = S8335
sparkxy                        = 13, -15
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = 0,0
air.velocity                   = 0,0
air.fall                       = 0
fall                           = 0
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4

[State 1002, particles]
type=explod
trigger1 = 12
vel=-.9+(random<500),0
accel=0,.05
anim=1605
sprpriority=11
postype=p1
pos = -20,0
random=30,40
scale = .6,.6
removetime=-2
ownpal=1
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
Triggerall = AnimElemTime(2) > 0 && AnimElemTime(100)< 1
Trigger1  = TimeMod = 10,0
value = S8000,2
volume = 40

[State 7000, 7]
type = ChangeState
trigger1 = movecontact = 1
value = 1615
ctrl = 0

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

;-------------------------------------------------------------------------------
; Sajo Sabaku
[Statedef 1615]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 0
velset                         = 0,0
anim                           = 1615
ctrl                           = 1
sprpriority                    = 4

[State 0, BindToTarget]
type = BindToTarget
trigger1 = !time
time = 100
ID = 1615
pos = 0,0

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

[State 200, 1]
type = HitDef
Triggerall = AnimElemTime(1) > 0 && AnimElemTime(70)< 1
Trigger1 = TimeMod = 2,0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 0, 0			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag =			;Flags on how move is to be guarded against
hitflag = 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, 5		;Time attacker pauses, time opponent shakes
guard.pausetime = 0,50
guard.sparkno = -1	        ;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 = s0, 0		;Sound to play on hit
guardsound = s0, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 0		;Time that the opponent slides back
ground.hittime  = 0		;Time opponent is in hit state
ground.velocity = 0		;Velocity at which opponent is pushed
airguard.velocity = 0,0 	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0,0		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 0
FALL = 0
FALL.RECOVER = 0	        ;Time before opponent regains control in air
sprpriority = 15

[State 0, PlaySnd]
type = PlaySnd
Triggerall = AnimElemTime(2) > 0 && AnimElemTime(100)< 1
Trigger1  = TimeMod = 7,0
value = S8000,2
volume = 40

[State 1011, TargetBind]
type = TargetBind
trigger1 = Movecontact
bindtime = 125
pos = 43,53

[State 710, 4]
type                           = destroyself
trigger1                       = time = 100
ctrl                           = 1

;-------------------------------------------------------------------------
; AIR_Hyourinmarou_Ice_Shots.
; Move Type: Ice
[Statedef 775]
type = A
movetype = A
physics = A
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 775
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 700, Helper]
type                           = Helper
trigger1                       = TIME = 16
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 780
stateno                        = 780
pos                            = 50,-35
postype                        = p1
sprpriority                    = 5

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 16
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 780
stateno                        = 781
pos                            = 35,-55
postype                        = p1
sprpriority                    = 5

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 16
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 780
stateno                        = 782
pos                            = 24,-16
postype                        = p1
sprpriority                    = -4

[State 0, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 0
;-------------------------------------------------------------------------------
; Shots F
[Statedef 780]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 7,0
anim                           = 780
ctrl                           = 1
sprpriority                    = 5

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7000,3
volume = 255

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

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

[State 710, 2]
type                           = hitdef
trigger1                       = time = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 40,15
guardflag                      = MAFD
pausetime                      = 0,20
hitsound                       = s3000, 0
sparkno                        = -1
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  = 1
FrameGap = 1

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

[State 1002, particles]
type=explod
trigger1 = 1
vel=-.9+(random<500),0
accel=0,.05
anim=780
sprpriority=5
postype=p1
pos = -10,-10
random=10,20
removetime=-2
scale = .4,.5
ownpal=1
ignorehitpause=1

[State 710, 4]
type                           = destroyself
trigger1                       = time = 24
;-------------------------------------------------------------------------------
; Shots U
[Statedef 781]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 7,-5
anim                           = 780
ctrl                           = 1
sprpriority                    = 5

[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                         = 40,15
guardflag                      = MAFD
pausetime                      = 0,20
hitsound                       = s3000, 0
sparkno                        = -1
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  = 1
FrameGap = 1

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

[State 1002, particles]
type=explod
trigger1 = 1
vel=-.9+(random<500),0
accel=0,.05
anim=780
sprpriority=5
postype=p1
pos = -10,-10
random=10,20
removetime=-2
scale = .4,.5
ownpal=1
ignorehitpause=1

[State 710, 4]
type                           = destroyself
trigger1                       = time = 24

;-------------------------------------------------------------------------------
; Shots D
[Statedef 782]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 7,5
anim                           = 780
ctrl                           = 1
sprpriority                    = 5

[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                         = 40,15
guardflag                      = MAFD
pausetime                      = 0,20
hitsound                       = s3000, 0
sparkno                        = -1
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  = 1
FrameGap = 1

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

[State 1002, particles]
type=explod
trigger1 = 1
vel=-.9+(random<500),0
accel=0,.05
anim=780
sprpriority=5
postype=p1
pos = -10,-10
random=10,20
removetime=-2
scale = .4,.5
ownpal=1
ignorehitpause=1

[State 710, 4]
type                           = destroyself
trigger1                       = time = 24
;---------------------------------------------------------------------------
; Hyourinmarou_Spike_Start
; CNS difficulty: Hado
[Statedef 1700]
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 = 1700				;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 = S140,35
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S3,9
volume = 255

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

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

[State 700, Helper]
type                           = Helper
trigger1                       = animelem = 7
helpertype                     = normal
name                           = "Hyourinmarou_Spike"
ID                             = 1705
stateno                        = 1705
pos                            = 20,-32
postype                        = p1
sprpriority                    = 4

[State 700, Helper]
type                           = Helper
trigger1                       = animelem = 7
helpertype                     = normal
name                           = "Hyourinmarou_Spike"
ID                             = 1705
stateno                        = 1705
pos                            = 20,-32
postype                        = p1
sprpriority                    = 4

[State 200, Explod]
type = Explod
trigger1 = animelem = 7
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, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Hyourinmarou_Spike
[Statedef 1705]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 0,0
anim                           = 1705
ctrl                           = 1
sprpriority                    = 4

[State POS]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -25,35

[State POS]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = -30,30

[State POS]
Type = PosAdd
Trigger1 = Time = 0
X = Var(1)
Y = Var(2)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = S2000,0
volume = 255

[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                         = 70,5
guardflag                      = MAFD
pausetime                      = 0,2
hitsound                       = s4, 1
sparkno                        = -1
GUARD.sparkno                  = S8335
sparkxy                        = 13, -15
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = -2,-6
air.velocity                   = -9,-4
air.fall                       = 1
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4

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

[State 7000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1710
ctrl = 0
;-------------------------------------------------------------------------------
; Hyourinmarou_Spike_End
[Statedef 1710]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 0
velset                         = 0,0
anim                           = 1710
ctrl                           = 1
sprpriority                    = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S2000,1
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S2000,1
volume = 255

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

[State 710, 4]
type                           = destroyself
trigger1                       = time = 44
ctrl                           = 1

;---------------------------------------------------------------------------
; Hyourinmarou_Spike_Start
; CNS difficulty: Ice
[Statedef 1720]
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 = 1720				;Change animation (Def: no change)
poweradd = -2000			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 7000, Super A]
type = SuperPause
trigger1 = AnimElem = 3
pos = -20,-46
anim = S7009
sound = S3, 1
time = 65
darken = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S3,9
volume = 255

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

[State 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 3000,SuperBG00];         = Hyorinmaru LOGO TEXT
type                            = Explod
trigger1                        = (animelem = 3)
anim                            = 1149
ID                              = 1149
pos                             = 150, 220
postype                         = left
facing                          = ifelse(teamside = 1, 1, 1)
vfacing                         = 1
bindtime                        = 1
sprpriority                     = 210
ontop                           = 1
shadow                          = 0,0,0
ownpal                          = 1
SuperMoveTime                   = 9999
PauseMoveTime                   = 9999

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Portrait_Normal"
ID = 1107
stateno = 1107
pos = -100,0
postype = back    ;p2,front,back,left,right
facing = ifelse(teamside = 1, 1, 1)
vfacing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60 ;160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 154
removeongethit                  = 1
pausemovetime                   = 70

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 154
removeongethit                  = 1
pausemovetime                   = 70


[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 3100]
type = Helper
trigger1 = Time = 23 || Time = 25 || Time = 27
name = "Ice"
ID = 3150
pos = 20,-35
postype = p1
stateno = 3150
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
sprpriority = 7

[State 3100]
type = Helper
trigger1 = Time = 24 || Time = 26 || Time = 28
name = "Ice"
ID = 3150
pos = 20,-35
postype = p1
stateno = 3160
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
sprpriority = 7

[State 3100]
type = Helper
trigger1 = Time = 30
name = "Ice"
ID = 3150
pos = 20,-35
postype = p1
stateno = 3170
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
sprpriority = 7

[State 200, Explod]
type = Explod
trigger1 = animelem = 7
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 = 7
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, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hyourinmarou_Hpyer_Spikes
[Statedef 3150]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 1725
sprpriority = 7

[State POS]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -25,35

[State POS]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = -30,35

[State POS]
Type = PosAdd
Trigger1 = Time = 0
X = Var(1)
Y = Var(2)

[State 3150]
type = Explod
trigger1 = Time = 0
anim = 1730
ID = 1730
pos = 0, 0
postype = P1
sprpriority = 7
ignorehitpause = 0
;bindtime = -1
ownpal = 1

[State 3150]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3150]
type = PlaySnd
trigger1 = Time = 2
value = 2000, 0
volume = 255

[State 3150]
type = PlaySnd
trigger1 = Time = 36
value = 2000, 1
volume = 255

[State 3150]
type = VelSet
trigger1 = AnimElemTime(2) = [0,5]
x = 1
y = .2

[State 3150]
type = VelSet
trigger1 = AnimElemTime(2) = [6,10]
x = .5
y = .1

[State 3150]
type = VelSet
trigger1 = AnimElemTime(2) >= 11
x = 0
y = 0

[State 3150]
type = Null
trigger1 = 1
value = SCA, NA, SA, HA, NT, ST, HT
time = 1
ignorehitpause = 1

[State 3150]
type = HitDef
trigger1 = time = 7 || time = 10 || time = 13 || time = 16 || time = 19
attr = A, HP
animtype  = Hard
damage    = 17,2
getpower = 0
givepower = 1
juggle = 0
guardflag = MA
pausetime = 1,0
sparkno = -1
guard.sparkno = s4600
sparkxy = 10,10
hitsound   = -1;sS4,1
guardsound = -1;sS120,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2.5,-4.5
air.velocity = -2.5,-2.8
envshake.time = 7
envshake.freq = 100
envshake.ampl = 3
envshake.phase = 100
fall = 1

[State 3150]
type = HitDef
trigger1 = time = 7 || time = 10 || time = 13 || time = 16 || time = 19
attr = A, HP
animtype  = Hard
damage    = 17,2
getpower = 0
givepower = 1
juggle = 0
guardflag = MA
pausetime = 1,0
sparkno = -1
guard.sparkno = s4600
sparkxy = 10,10
hitsound   = -1;sS4,1
guardsound = -1;sS120,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2.5,-4.5
air.velocity = -2.5,-2.8
envshake.time = 7
envshake.freq = 100
envshake.ampl = 3
envshake.phase = 100
fall = 1

[State 3150]
type = pause
trigger1 = (HitCount = 1) && movecontact
time = 4
Persistent = 0

[State 3150]
type = pause
trigger1 = (HitCount = 4) && movecontact
time = 4
Persistent = 0

[State Hit]
type = playsnd
trigger1 = (HitCount = 1) && movehit
value = S4,1
Persistent = 0
channel = 5

[State Hit]
type = playsnd
trigger1 = (HitCount = 4) && movehit
value = S4,1
Persistent = 0
channel = 5

[State Guard]
type = playsnd
trigger1 = moveguarded
value = S120,0
Persistent = 0
channel = 5

[State Guard]
type = playsnd
trigger1 = moveguarded
value = S120,0
Persistent = 0
channel = 5

[State Guard]
type = playsnd
trigger1 = moveguarded
value = S120,0
Persistent = 0
channel = 5

[State 3150]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Hyourinmarou_Hpyer_Spikes
[Statedef 3160]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 1725
sprpriority = 7

[State POS]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -25,35

[State POS]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = -30,30

[State POS]
Type = PosAdd
Trigger1 = Time = 0
X = Var(1)
Y = Var(2)

[State 3160]
type = Explod
trigger1 = Time = 0
anim = 1730
ID = 1730
pos = 0, 0
postype = P1
sprpriority = 7
ignorehitpause = 0
;bindtime = -1
ownpal = 1

[State 3160]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3160]
type = VelSet
trigger1 = AnimElemTime(2) = [0,5]
x = 1
y = .2

[State 3160]
type = VelSet
trigger1 = AnimElemTime(2) = [6,10]
x = .5
y = .1

[State 3160]
type = VelSet
trigger1 = AnimElemTime(2) >= 11
x = 0
y = 0

[State 3160]
type = Null
trigger1 = 1
value = SCA, NA, SA, HA, NT, ST, HT
time = 1
ignorehitpause = 1

[State 3160]
type = HitDef
trigger1 = time = 7 || time = 10 || time = 13 || time = 16 || time = 19
attr = A, HP
animtype  = Hard
damage    = 17,2
getpower = 0
givepower = 1
guardflag = MA
pausetime = 1,0
sparkno = -1
guard.sparkno = s4600
sparkxy = 10,10
hitsound   = -1;sS4,1
guardsound = -1;sS120,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2.5,-4.5
air.velocity = -2.5,-2.8
envshake.time = 7
envshake.freq = 100
envshake.ampl = 3
envshake.phase = 100
fall = 1

[State 3160]
type = HitDef
trigger1 = time = 7 || time = 10 || time = 13 || time = 16 || time = 19
attr = A, HP
animtype  = Hard
damage    = 9,2
getpower = 0
givepower = 1
guardflag = MA
pausetime = 1,0
sparkno = -1
guard.sparkno = s4600
sparkxy = 10,10
hitsound   = -1;sS4,1
guardsound = -1;sS120,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2.5,-4.5
air.velocity = -2.5,-2.8
envshake.time = 7
envshake.freq = 100
envshake.ampl = 3
envshake.phase = 100
fall = 1

[State 3160]
type = pause
trigger1 = (HitCount = 1) && movecontact
time = 4
Persistent = 0

[State 3160]
type = pause
trigger1 = (HitCount = 4) && movecontact
time = 4
Persistent = 0

[State Hit]
type = playsnd
trigger1 = (HitCount = 1) && movehit
value = S4,1
Persistent = 0
channel = 5

[State Hit]
type = playsnd
trigger1 = (HitCount = 4) && movehit
value = S4,1
Persistent = 0
channel = 5

[State Guard]
type = playsnd
trigger1 = (HitCount = 1) && moveguarded
value = S120,0
Persistent = 0
channel = 5

[State Guard]
type = playsnd
trigger1 = (HitCount = 4) && moveguarded
value = S120,0
Persistent = 0
channel = 5

[State 3160]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Hyourinmarou_Hpyer_Spikes
[Statedef 3170]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 1725
sprpriority = 7

[State POS]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -25,35

[State POS]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = -30,30

[State POS]
Type = PosAdd
Trigger1 = Time = 0
X = Var(1)
Y = Var(2)

[State 3170]
type = Explod
trigger1 = Time = 0
anim = 1730
ID = 1730
pos = 0, 0
postype = P1
sprpriority = 7
ignorehitpause = 0
;bindtime = -1
ownpal = 1

[State 3170]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3170]
type = VelSet
trigger1 = AnimElemTime(2) = [0,5]
x = 1
y = .2

[State 3170]
type = VelSet
trigger1 = AnimElemTime(2) = [6,10]
x = .5
y = .1

[State 3170]
type = VelSet
trigger1 = AnimElemTime(2) >= 11
x = 0
y = 0

[State 3170]
type = Null
trigger1 = 1
value = SCA, NA, SA, HA, NT, ST, HT
time = 1
ignorehitpause = 1

[State 3170]
type = HitDef
trigger1 = time = 7 || time = 10
attr = A, HP
animtype  = Hard
damage    = 17,2
getpower = 0
givepower = 1
guardflag = MA
pausetime = 1,0
sparkno = -1
guard.sparkno = s4600
sparkxy = 10,10
hitsound   = -1;sS4,1
guardsound = -1;sS120,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2.5,-5
air.velocity = -2.5,-2.8
envshake.time = 7
envshake.freq = 100
envshake.ampl = 3
envshake.phase = 100
fall = 1

[State 3170]
type = HitDef
trigger1 = time = 7 || time = 10
attr = A, HP
animtype  = Hard
damage    = 17,2
getpower = 0
givepower = 1
guardflag = MA
pausetime = 1,0
sparkno = -1
guard.sparkno = s4600
sparkxy = 10,10
hitsound   = -1;sS4,1
guardsound = -1;sS120,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2.5,-5
air.velocity = -2.5,-2.8
envshake.time = 7
envshake.freq = 100
envshake.ampl = 3
envshake.phase = 100
fall = 1

[State 3170]
type = pause
trigger1 = (HitCount = 1) && movecontact
time = 4
Persistent = 0

[State Hit]
type = playsnd
trigger1 = (HitCount = 1) && movehit
value = S4,1
Persistent = 0
channel = 5

[State Guard]
type = playsnd
trigger1 = (HitCount = 1) && moveguarded
value = S120,0
Persistent = 0
channel = 5

[State 3170]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------
; Sennen Hyoro_Unleash
[Statedef 1735]
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 = 1735				;Change animation (Def: no change)
poweradd = -2000			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 8

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

[State 7000, Super A]
type = SuperPause
trigger1 = AnimElem = 2
pos = 15,-53
anim = S7009
sound = S3, 1
darken = 0
time = 50

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

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

[State 0, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "Portrait_Normal"
ID = 1107
stateno = 1107
pos = -100,0
postype = back    ;p2,front,back,left,right
facing = ifelse(teamside = 1, 1, 1)
vfacing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -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 = 4
anim = 1737
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60 ;160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 89
removeongethit                  = 1
pausemovetime                   = 9999999

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 89
removeongethit                  = 1
pausemovetime                   = 9999999

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

[State 7000, 7]
type = ChangeState
trigger1 = movehit = 1
value = 1736
ctrl = 0

[State 7000, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = movehit = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
; slide back
[Statedef 1736]
type    = S
movetype= A
physics = S
juggle  = 0
velset = -10,0
anim = 1736
ctrl = 0
sprpriority = 2
hitcountpersist = 1

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

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

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

[State 70004, 1]
type = Velset
trigger1 = P2BodyDist X < 140
x = -7

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60 ;160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 50
removeongethit                  = 1
pausemovetime                   = 9999999

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 253
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00] ;        = DVD
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1196
pos                             = 152,115
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = 200
bindtime                        = 700
removetime                      = 253
removeongethit                  = 1
pausemovetime                   = 9999999

[State 70001, 7]
type = ChangeState
trigger1 = Time = 50
value = 1740
ctrl = 0

[State 70001, 7]
type = ChangeState
trigger1 = Vel X = 0
trigger1 = AnimTime = 0
value = 1740
ctrl = 0

;---------------------------------------------------------------------------
;Silent Flash
[Statedef 1740]
type = S
movetype = A
physics = S
velset =0,0
Poweradd = 0
ctrl = 0
anim = 1740

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60 ;160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 107
removeongethit                  = 1
pausemovetime                   = 9999999

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 107
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00] ;        = DVD
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1196
pos                             = 152,115
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = 200
bindtime                        = 700
removetime                      = 107
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00] ;        = DVD
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1196
pos                             = 152,115
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = 200
bindtime                        = 700
removetime                      = 48
removeongethit                  = 1
pausemovetime                   = 9999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 35
value = 140,43
volume = 900

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 55
helpertype                     = normal
name                           = "Hyorenmaru"
stateno                        = 11710
pos                            = 50,-55
bindtime                       = 107
postype                        = p1
sprpriority                    = -4

[State 3000,SuperBG00];         = Hyorinmaru LOGO TEXT
type                            = Explod
trigger1                        = (time = 35)
anim                            = 1152
ID                              = 1152
pos                             = 150, 220
postype                         = left
facing                          = ifelse(teamside = 1, 1, 1)
vfacing                         = 1
bindtime                        = 1
sprpriority                     = 210
ontop                           = 1
shadow                          = 0,0,0
ownpal                          = 1
SuperMoveTime                   = 9999
PauseMoveTime                   = 9999

[State 0, 9]
type = ChangeState
trigger1 = movehit
value = 3031

[State 0, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 1745
ctrl = 1

;---------------------------------------------------------------------------
;Silent Flash
[Statedef 1745]
type = S
movetype = A
physics = N
velset = 8.5,0
Poweradd = 0
ctrl = 0
anim = 1745
sprpriority = 4

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

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

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

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60 ;160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 96
removeongethit                  = 1

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 96
removeongethit                  = 1

[State 3000,SuperBG00] ;        = DVD
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1196
pos                             = 152,115
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = 200
bindtime                        = 700
removetime                      = 186
removeongethit                  = 1
pausemovetime                   = 9999999

[State 2000, 2]
type                           = hitdef
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(85)< 1
Trigger1                       = TimeMod = 7,0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 7,2
guardflag                      =
pausetime                      = 0,35
guard.pausetime                = 0,20
hitsound                       = S7,1
sparkno                        = s245
GUARD.sparkno                  = s245
sparkxy                        = 25, -60
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = 0,0
air.velocity                   = -7,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
kill                           = 0
palfx.time                     = 35
sprpriority                    = 4
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 10
palfx.time                     = 27
palfx.add                      = 50,30,130

;[State 700, Helper]
;type                           = Helper
;trigger1                       = hitcount = 1
;helpertype                     = normal
;name                           = "Glowing Ice"
;stateno                        = 1755
;pos                            = -65,-55
;bindtime                       = 70
;postype                        = p2
;sprpriority                    = -4

[State 1002, particles]
type=explod
trigger1 = 1
vel=-.3+(random<500),0
accel=0,.05
anim=8150
sprpriority=3
postype=p1
pos = 38,-62
random=10,20
scale = .9,.9
ownpal=1
ignorehitpause=1

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

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

;[State 0, 9]
;type = ChangeState
;trigger1 = movecontact
;value = 1750

[State 0, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 1750
ctrl = 1

;---------------------------------------------------------------------------
;Silent Flash
[Statedef 1750]
type = S
movetype = A
physics = S
velset = 5,0
Poweradd = 0
ctrl = 0
anim = 1750

[State 2000, 2]
type                           = hitdef
Trigger1                       = TIME = 0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 100,20
guardflag                      = MAFD
pausetime                      = 0,5
guard.pausetime                = 0,20
hitsound                       = S7,1
sparkno                        = -1
guard.sparkno                  = -1
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
kill                           = 1
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60 ;160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 96
removeongethit                  = 1

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 96
removeongethit                  = 1

[State 3000,SuperBG00] ;        = DVD
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1196
pos                             = 152,115
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = 200
bindtime                        = 700
removetime                      = 96
removeongethit                  = 1
pausemovetime                   = 9999999

[State 0, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 11710]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 0,0
anim                           = 711
ctrl                           = 1
sprpriority                    = -4

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

[State 220, 1]
type = VelSet
trigger1 = time = 55
x = 8.7

[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
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(85)< 1
Trigger1                       = TimeMod = 7,0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 5,2
guardflag                      = MAFD
pausetime                      = 0,35
guard.pausetime                = 0,20
hitsound                       = S7,1
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = -10, -15
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = 0,0
air.velocity                   = -7,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
kill                           = 0
palfx.time                     = 35
sprpriority                    = 4
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 780
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 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 700, Helper]
type                           = Helper
trigger1                       = TIME = 7
helpertype                     = normal
name                           = "Hyorenmaru"
stateno                        = 11711
pos                            = -48,-2
bindtime                       = 70
postype                        = p1
sprpriority                    = -4

[State 0, 9]
type = ChangeState
trigger1 = movehit
value = 760

[State 710, 4]
type  = destroyself
trigger1 = frontedgedist < -90
time = 170

;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 11711]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 0,0
anim                           = 721;700
ctrl                           = 1
sprpriority                    = -4

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

[State 220, 1]
type = VelSet
trigger1 = time = 48
x = 8.7

[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
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(85)< 1
Trigger1                       = TimeMod = 7,0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 5,2
guardflag                      = MAFD
pausetime                      = 0,35
guard.pausetime                = 0,20
hitsound                       = S7,1
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = -10, -15
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = 0,0
air.velocity                   = -7,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
kill                           = 0
palfx.time                     = 35
sprpriority                    = 4
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 780
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 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 700, Helper]
type                           = Helper
trigger1                       = TIME = 7
helpertype                     = normal
name                           = "Hyorenmaru"
stateno                        = 11712
pos                            = -48,-2
bindtime                       = 70
postype                        = p1
sprpriority                    = -4

[State 0, 9]
type = ChangeState
trigger1 = movehit
value = 760

[State 710, 4]
type  = destroyself
trigger1 = frontedgedist < -90
time = 170

;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 11712]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 0,0
anim                           = 731;700
ctrl                           = 1
sprpriority                    = -4

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

[State 220, 1]
type = VelSet
trigger1 = time = 41
x = 8.7

[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
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(85)< 1
Trigger1                       = TimeMod = 7,0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 5,2
guardflag                      = MAFD
pausetime                      = 0,35
guard.pausetime                = 0,20
hitsound                       = S7,1
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = -10, -15
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = 0,0
air.velocity                   = -7,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
kill                           = 0
palfx.time                     = 35
sprpriority                    = 4
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 780
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 7
helpertype                     = normal
name                           = "Hyorenmaru"
stateno                        = 11713
pos                            = -40,-2
bindtime                       = 70
postype                        = p1
sprpriority                    = -4

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

[State 0, 9]
type = ChangeState
trigger1 = movehit
value = 760

[State 710, 4]
type  = destroyself
trigger1 = frontedgedist < -90
time = 170

;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 11713]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 0,0
anim                           = 741;700
ctrl                           = 1
sprpriority                    = -4

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

[State 220, 1]
type = VelSet
trigger1 = time = 36
x = 8.7

[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
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(85)< 1
Trigger1                       = TimeMod = 7,0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 5,2
guardflag                      = MAFD
pausetime                      = 0,35
guard.pausetime                = 0,20
hitsound                       = S7,1
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = -10, -15
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = 0,0
air.velocity                   = -7,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
kill                           = 0
palfx.time                     = 35
sprpriority                    = 4
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 780
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 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 700, Helper]
type                           = Helper
trigger1                       = TIME = 7
helpertype                     = normal
name                           = "Hyorenmaru"
stateno                        = 11714
pos                            = -48,-2
bindtime                       = 70
postype                        = p1
sprpriority                    = -4


[State 0, 9]
type = ChangeState
trigger1 = movehit
value = 760

[State 710, 4]
type  = destroyself
trigger1 = frontedgedist < -90
time = 170

;-------------------------------------------------------------------------------
; Hyorenmaru
[Statedef 11714]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 0,0
anim                           = 751;700
ctrl                           = 1
sprpriority                    = -4

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

[State 220, 1]
type = VelSet
trigger1 = time = 29
x = 8.7

[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
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(85)< 1
Trigger1                       = TimeMod = 7,0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 5,2
guardflag                      = MAFD
pausetime                      = 0,35
guard.pausetime                = 0,20
hitsound                       = S7,1
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = -10, -15
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = 0,0
air.velocity                   = -7,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
kill                           = 0
palfx.time                     = 35
sprpriority                    = 4
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 200, Explod]
type = Explod
trigger1 = !time
anim = 780
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 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 0, 9]
type = ChangeState
trigger1 = movehit
value = 760

[State 710, 4]
type  = destroyself
trigger1 = frontedgedist < -90
time = 170


;-------------------------------------------------------------------------------
; HitFX
[Statedef 760]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 0
velset                         = 0,0
anim                           = 760
ctrl                           = 1
sprpriority                    = 4

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

[State 751, 4]
type                           = destroyself
trigger1                       = time = 36

;-------------------------------------------------------------------------------
; Not used yet
[Statedef 1755]
type                           = S
movetype                       = A
physics                        = S
juggle                         = 15
airjuggle                      = 15
poweradd                       = 0
velset                         = 0,0
anim                           = 1755
ctrl                           = 1
sprpriority                    = 4

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

[State 2000, 2]
type                           = hitdef
Triggerall                     = AnimElemTime(1) > 0 && AnimElemTime(85)< 1
Trigger1                       = TimeMod = 7,0
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 5,2
guardflag                      = MAFD
pausetime                      = 0,35
guard.pausetime                = 0,20
hitsound                       = S7,1
sparkno                        = S245
GUARD.sparkno                  = S760
sparkxy                        = -10, -15
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = 0,0
air.velocity                   = -7,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
palfx.time                     = 35
sprpriority                    = 4
envshake.time                  = 4
envshake.ampl                  = 3
sprpriority                    = 4
palfx.time                     = 27
palfx.add                      = 50,30,130

[State 0, PlaySnd]
type = PlaySnd
Triggerall= AnimElemTime(1) > 0 && AnimElemTime(85)< 1
Trigger1 = TimeMod = 7,0
Trigger1 = !time
value = S4,1
volume = 40

[State 0, PlaySnd]
type = PlaySnd
Trigger1 = !time
value = S7000,1
volume = 255

[State 710, 4]
type                           = destroyself
trigger1                       = time = 130
ctrl                           = 1

;---------------------------------------------------------------------------
; Hyper_Hyourinmaru_Dragon_Air_Start
; Move Type: Ice
[Statedef 1760]
type    = A
movetype= A
physics = A
juggle  = 0
velset = 0,0
anim = 1760
ctrl = 0
sprpriority = 4
poweradd = -1000
facep2=1
hitcountpersist = 1

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

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

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

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

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

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

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

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

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

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 12
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 710
stateno                        = 710
pos                            = -5,-55
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 17
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 720
stateno                        = 720
pos                            = -5,-55
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 22
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 730
stateno                        = 730
pos                            = -5,-55
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 27
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 740
stateno                        = 740
pos                            = -5,-55
postype                        = p1
sprpriority                    = -4

[State 700, Helper]
type                           = Helper
trigger1                       = TIME = 32
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 750
stateno                        = 750
pos                            = -5,-55
postype                        = p1
sprpriority                    = -4

[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, 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, PlaySnd]
type = PlaySnd
trigger1 = time = 12
value = S8,0
volume = 255


[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60 ;160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 156
removeongethit                  = 1
pausemovetime                   = 67

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 156
removeongethit                  = 1
pausemovetime                   = 67

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

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 2300]
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 = 2300				;Change animation (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 7000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -8,0
anim = -1
sound = S8000, 1
sprpriority = 2
time = 60
darken = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S140,39
volume = 255

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 2310
pos                             = -8,0 ;160,180
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
bindtime                        = 700
removeongethit                  = 1
pausemovetime                   = 9999999

[State 700, Helper]
type                           = Helper
trigger1                       = animelem = 2
helpertype                     = normal
name                           = "Ice Blast"
ID                             = 2305
stateno                        = 2305
pos                            = -6,-15
bindtime                       = 700
postype                        = p1
sprpriority                    = 4

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60 ;160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 120
removeongethit                  = 1
pausemovetime                   = 9999999

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 120
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00] ;        = DVD
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1196
pos                             = 152,115
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = 200
bindtime                        = 700
removetime                      = 120
removeongethit                  = 1
pausemovetime                   = 9999999

[State 6500, BindToRoot]
type                           = BindToPARENT
trigger1                       = animelem = 1
time                           = 30000
pos                            = 0,0

[State 6500, 2]
type                           = hitdef
trigger1                       = animelem = 1
damage                         = 20, 8
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
guardflag                      = MAFD
hitflag                        = MAFD
priority                       = 7,Hit
velocity                       = 0,0
pausetime                      = 0, 15
guard.sparkno                  = -1
sparkno                        = s5590
sparkxy                        = -15, 20
hitsound                       = s3000, 1
guardsound                     = s120, 0
ground.type                    = High
ground.slidetime               = 50
ground.hittime                 = 20
ground.velocity                = -26, -31
airguard.velocity              = -5
air.type                       = High
air.velocity                   = -28, -6
air.hittime                    = 20
fall                           = 1
air.fall                       = 1
fall.recover                   = 0

[State 2500, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 2500, 5]
type = ChangeState
Triggerall = movehit
trigger1 = animelem = 5
value = 2350
ctrl = 1

;---------------------------------------------------------------------------
; Twin_hyourimarou_Start
; CNS difficulty: Ultra
[Statedef 2350]
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 = 2350				;Change animation (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S140,49
volume = 255

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60 ;160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 209
removeongethit                  = 1
pausemovetime                   = 9999999

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 209
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00] ;        = DVD
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1196
pos                             = 152,115
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = 200
bindtime                        = 700
removetime                      = 209
removeongethit                  = 1
pausemovetime                   = 9999999

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 2310
pos                             = -8,0 ;160,180
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
bindtime                        = 700
removeongethit                  = 1
pausemovetime                   = 9999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7000,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7000,3
volume = 255

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

[State 6500, BindToRoot]
type                           = BindToPARENT
trigger1                       = animelem = 1
time                           = 30000
pos                            = 0,0

[State 6500, 2]
type                           = hitdef
trigger1                       = animelem = 1
damage                         = 20, 8
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
guardflag                      = MAFD
hitflag                        = MAFD
priority                       = 7,Hit
velocity                       = 0,0
pausetime                      = 0, 15
guard.sparkno                  = -1
sparkno                        = s5590
sparkxy                        = -15, 20
hitsound                       = s3000, 1
guardsound                     = s120, 0
ground.type                    = High
ground.slidetime               = 0
ground.hittime                 = 0
ground.velocity                = -26, -32
airguard.velocity              = -5
air.type                       = High
air.velocity                   = -28, -9
air.hittime                    = 20
fall                           = 1
air.fall                       = 1
fall.recover                   = 0

[State 700, Helper]
type                           = Helper
trigger1                       = ANIMELEM = 1
helpertype                     = normal
name                           = "kusaka"
ID                             = 2360
stateno                        = 2360
pos                            = -40,0
postype                        = p1
sprpriority                    = 10

[State 700, Helper]
type                           = Helper
trigger1                       = ANIMELEM = 5
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 1105
stateno                        = 1105
pos                            = -52,-75
postype                        = p1
sprpriority                    = 10
size.xscale                    = .9
size.yscale                    = .7

[State 2500, 5]
type = ChangeState
trigger1 = Time = 201
value = 2351
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 2351]
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 = 2351				;Change animation (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 2305]
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 = 2305				;Change animation (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 4			;Set layering priority to 2 (in front)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S8000,0
volume = 255
channel = 1

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

[State 710, 4]
type = destroyself
trigger1 = time = 49
ctrl = 0

;---------------------------------------------------------------------------
; Kusaka_Helper
[Statedef 2360]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 2360
ctrl = 0
sprpriority = 4
poweradd = 0
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 100
value = S140,21
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 100
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 = 14
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 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 6
anim                            = 2310
pos                             = -8,0 ;160,180
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 5
bindtime                        = 700
removeongethit                  = 1
pausemovetime                   = 9999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S140,52
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S7000,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S7000,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S7000,5
volume = 255

[State 700, Helper]
type                           = Helper
trigger1                       = ANIMELEM = 9
helpertype                     = normal
name                           = "Hyorenmaru"
ID                             = 2105
stateno                        = 2105
pos                            = -5,-15
postype                        = p1
sprpriority                    = 10
size.xscale                    = .9
size.yscale                    = .7


[State 7000, 7]
type = destroyself
trigger1 = Time = 201
;-------------------------------------------------------------------------------
; HYPER_HYOURINMARU
[Statedef 2105]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 0
velset                         = 11,0
anim                           = 2105
ctrl                           = 1
sprpriority                    = 10

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

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

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

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

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

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

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

[State 8031, portrait]
type = explod
trigger1 = Time = 1
trigger2 = Time = 6
trigger3 = Time = 10
anim = 21004
ID = 21004
postype = P1
pos = 25,0
;under = 1
bindtime = -1
scale = 1.2, 1.2
removetime = 60
pausemovetime = 300
supermovetime = 300
sprpriority = 5

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 21004
scale = .0+(.060*time),0.0+(.040*time)
removetime = 25
bindtime = 26

[State 8031, portrait]
type = explod
trigger1 = Time = 1
trigger2 = Time = 6
trigger3 = Time = 10
anim = 2103
ID = 2103
postype = P1
pos = 0,0
;under = 1
bindtime = -1
scale = 1.2, 1.2
removetime = 60
pausemovetime = 300
supermovetime = 300
sprpriority = 6

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 2103
scale = .0+(.060*time),0.0+(.040*time)
removetime = 25
bindtime = 26

[State 1002, particles]
type=explod
trigger1 = 12
vel=-.9+(random<500),0
accel=0,.05
anim=8151
sprpriority=11
postype=p1
pos = -50,-15
random=30,40
scale = 2.,2.
removetime=-2
ownpal=1
ignorehitpause=1

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





















;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 3340]
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 = 3340				;Change animation (Def: no change)
poweradd = -2000			;Power to add (Def: 0)
sprpriority = 4			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

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

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

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

[State 7000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 6,-54
anim = S7009
sound = S3, 1
time = 65
darken = 0

[State 32520, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAD			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Portrait_Bankai"
ID = 9100
stateno = 9100
pos = -100,0
postype = back    ;p2,front,back,left,right
facing = ifelse(teamside = 1, 1, 1)
vfacing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

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

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60 ;160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 200
removeongethit                  = 1
pausemovetime                   = 60

[state 7005, 2]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -4
bindtime                        = 700
removetime                      = 200
removeongethit                  = 1
pausemovetime                   = 60

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

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

[State 1801:		Helper]
type		= Helper
trigger1	= (time = 18)
helpertype	= Normal
name		= "Raging Storm"
id		= 3350
pos		= 55,5
postype		= p1
facing		= 1
stateno		= 3350
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.4
size.yscale     = 0.4

[State 2500, 5]
type = ChangeState
trigger1 = Time = 140
value = 3345
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 3345]
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 = 3345				;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, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 7005

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 7006

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;Raging Storm helper
[Statedef 3350]
movetype	= A
anim		= 3350
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 1
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 10
ignorehitpause  = 1

[State 1850:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[STate 1850: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1850:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 14
value = S7000,5
volume =255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S7,9
volume = 255

[State 2000, 2]
type                           = hitdef
trigger1        = animelem = 3|| animelem = 6 ;|| animelem = 9 || animelem = 12 || animelem = 15
attr            = S, SP
hitflag         = MAFD
animtype        = Heavy
priority	= 7, Hit
damage		= 17,10
pausetime	= 3,6
sparkno		= -1;s1022
sparkxy		= -20,-45
;guard.sparkxy   = 30, 20
guard.sparkno	= s1022
hitsound	= s7,1
sparkno = S245
guard.sparkno = S760
sparkxy = 13, -5
guardsound = s120,0
ground.type = High
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -1,-4
guard.velocity	= -3
air.velocity	= -1.5,-4
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 50,120,150
palfx.add	= 100,200,250
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4
sprpriority	= 10
fall = 1

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

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

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

[State 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 3450, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 3352
ID = 3352
pos = 0,0
sprpriority = 2
removetime = 300
bindtime = -1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999

[State 2500, 5]
type = ChangeState
trigger1 = Time = 90
value = 3351
ctrl = 1
;---------------------------------
;Raging Storm helper - Expladion FX
[Statedef 3351]
movetype	= A
anim		= 3351
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 1
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 10

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 3352


[State 1850:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 1850:	DestroySelf]
type = Destroyself
trigger1 = animtime = 0
