;===========================================================================
;                                    Chapter 3.
;=============================;-| Hypers  Motions. |-;=======================
;                                    ) begin (
;============================================================================
; super getsuga start
[StateDef 4000,Getsuga start]
type                           = S
movetype                       = A
physics                        = S
juggle                         = 5
poweradd                       = -2000
ctrl                           = 0
velset                         = 0,0
anim                           = 4000
sprpriority                    = 0

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 5
value                          = S300,4
volume                         = 900

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = !time
value                          = S300,2
volume                         = 200

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = !time
value                          = S300,3
volume                         = 900

[State 4000, SuperPause]
type                           = Pause
trigger1                       = !time
time                           = 90
unhittable                     = 1

[State 3000,SuperBG00]
type                           = Explod
trigger1                       = AnimElem = 1
anim                           = 7000
pos                            = 160,110
postype                        = back
supermove                      = 1
facing                         = 1
sprpriority                    = -1
bindtime                       = 700
removetime                     = 220
removeongethit                 = 1
pausemovetime                  = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7001
pos                             = 0,-30
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7002
pos                             = 5,-50
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 4000, Helper]
type                           = Helper
trigger1                       = animelem = 6
helpertype                     = normal
name                           = "super getsuga"
ID                             = 4001
stateno                        = 4001
pos                            = 0,0
postype                        = p1
sprpriority                    = -4

[State 7003, Helper]
type                           = Helper
trigger1                       = animelem = 2
helpertype                     = normal
name                           = "ichigo pcx"
ID                             = 7003
stateno                        = 7003
pos                            = 0,0
postype                        = BACK
sprpriority                    = 4

[State 4000, Explod]
type                           = Explod
trigger1                       = animelem = 5
anim                           = 4100
ID                             = 4100
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 3031, AfterImage]
type                           = AfterImage
trigger1                       = Time = 0
time                           = 40
PalBright                      =   0,  0,  0
PalContrast                    = 120,120,220
PalAdd                         =  0,0,0 ;29, 29, 29
PalMul                         = .37,.37,.77
trans                          = add
TimeGap                        = 2
FrameGap                       = 1
length                         = 9


[State 4000, 4]
type = ChangeState
trigger1                       = AnimTime = 0
value                          = 0
ctrl                           = 1
;-------------------------------------------------------------------------------
; super Getsuga Tenshou Wave
[Statedef 4001]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 6,0
anim                           = 4001;4000
ctrl                           = 1
sprpriority                    = 4

[State 4001, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 4001, 2]
type                           = hitdef
trigger1                       = Time %3 = 0 && Time <= 72
trigger2                       = animelem = 2
trigger3                       = animelem = 3
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
damage                         = 11,1
guardflag                      = MA
pausetime                      = 1,1
hitsound                       = S7,2
sparkno                        = S2001
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,3
air.velocity                   = -8,-1
air.fall                       = 1
getpower                       = 0
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3

[State 4001, 1]
type                           = AfterImage
trigger1                       = Time = 0
time                           = 9999
PalBright                      =   0,  0,  0
PalContrast                    = 120,120,220
PalAdd                         =  0,0,0 ;29, 29, 29
PalMul                         = .37,.37,.77
trans                          = add
TimeGap                        = 2
FrameGap                       = 1
length                         = 7

[State 4001, 4]
type                           = destroyself
trigger1                       = frontedgedist < -70
;---------------------------------------------------------------------------
; ichigo BIG PCX
[Statedef 7003]
type                           = S
movetype                       = I
physics                        = S
juggle                         = 1
velset                         = 0,0
ctrl                           = 0
anim                           = 7003
poweradd                       = 0
sprpriority                    = -1

[State 0, VarSet]
type = VarSet
trigger1                       = !time
fv                             = 7    ;fv = 10
value                          = 0

[State 0, VarAdd]
type                           = VarAdd
trigger1                       = time >= 35
v                              = 7    ;fv =
value                          = 6

[State 0, VelSet]
type                           = VelSet
trigger1                       = time < 15
x                              = 8

[State 0, PosSet]
type                           = PosSet
trigger1                       = !time
y                              = 145-ceil(screenpos Y)

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


[State 0, Trans]
type                           = Trans
trigger1                       = time >= 35
trans                          = add1
alpha                          = 240-var(7)

[State 0, AngleDraw]
type                           = AngleDraw
trigger1                       = time >= 35
scale                          = fvar(8),fvar(8)

[State 0, VarSet]
type                           = VarSet
trigger1                       = !time
fv                             = 8    ;fv = 10
value                          = 1

[State 0, VarAdd]
type                           = VarAdd
trigger1                       = time >= 35
fv                             = 8    ;fv =
value                          = 0.5

[State 0, VelSet]
type                           = VelSet
trigger1                       =  time >= 35
x                              = 2
y                              = 4

[State 0, DestroySelf]
type                           = DestroySelf
trigger1                       = time = 70

;----------------------------------------------------------------------------
; Super Finish ; KO WIN SCREEN
[Statedef 9997]
type = S
ctrl = 0
anim = 9997
velset = 0,0
sprpriority = 4

[State 0,1]
type = RemoveExplod
trigger1 = !time
ID = 998

;[State 0, 1]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
flag = NoFG
flag3= NoMusic

[State -2,1]
type = PlaySnd
trigger1 = !time
value = 9000,0
volume = 900

[State 7001, 2]
type = DestroySelf
trigger1 = time = -1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------;
; Super blue FX START
[StateDef 6600,Getsuga start]
type                           = S
movetype                       = A
physics                        = S
juggle                         = 5
poweradd                       = 0
ctrl                           = 0
velset                         = 0,0
anim                           = 6600
sprpriority                    = 0

[State 1500, 1]
type                           = NotHitBy
trigger1                       = ANIMELEM = 3
value                          = SCA, NA, SA, AP, AT
time                           = 155

[State 7003, Helper]
type                           = Helper
trigger1                       = animelem = 3
helpertype                     = normal
name                           = "ichigo pcx"
ID                             = 7003
stateno                        = 7003
pos                            = 0,0
postype                        = BACK
sprpriority                    = 4

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = ANIMELEM = 1
value                          = S300,5
volume                         = 200

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 4
trigger2                       = animelem = 8
trigger3                       = animelem = 12
value                          = S3000,0
volume                         = 900

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 20
value                          = S3000,1
volume                         = 900

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = ANIMELEM = 2
value                          = S300,2
volume                         = 200

[State 4000, SuperPause]
type                           = Pause
trigger1                       = ANIMELEM = 2
time                           = 90
unhittable                     = 1

[State 3000,SuperBG00]
type                           = Explod
trigger1                       = AnimElem = 2
anim                           = 7000
pos                            = 160,110
postype                        = back
supermove                      = 1
facing                         = 1
sprpriority                    = -1
bindtime                       = 700
removetime                     = 240
removeongethit                 = 1
pausemovetime                  = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 2
anim                            = 7001
pos                             = 0,-30
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 2
anim                            = 7002
pos                             = 5,-50
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 6600, PlaySnd]
type                           = PlaySnd
trigger1                       = TIME = 5
value                          = S300,6
volume                         = 900

[State 6600, PlaySnd]
type                           = PlaySnd
trigger1                       = TIME = 5
value                          = S300,6
volume                         = 900

[State 6600, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 3
value                          = s3,8
volume                         = 900

[State 6600, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 3
value                          = s3000,0
volume                         = 900

[State 700, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 3
value                          = s3000,1
volume                         = 900

[State 6600, Helper]
type                           = Helper
trigger1                       = animelem = 4
helpertype                     = normal
name                           = "blue fx"
ID                             = 6500
stateno                        = 6500
BINDTIME                       = 300
removeongethit                 = 1
pos                            = 0,0
postype                        = p1
sprpriority                    = -4

[State 6600, Helper]
type                           = Helper
trigger1                       = animelem = 4
helpertype                     = normal
name                           = "blue fx"
ID                             = 6700
stateno                        = 6700
BINDTIME                       = 300
removeongethit                 = 1
pos                            = 0,0
postype                        = p1
sprpriority                    = -4

[State 6600, Explod]
type                           = Explod
trigger1                       = animelem = 5
anim                           = 3000
ID                             = 3000
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 6600, Explod]
type                           = Explod
trigger1                       = animelem = 5
anim                           = 6800
ID                             = 6800
pos                            = 0,22
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 4000, Explod]
type                           = Explod
trigger1                       = animelem = 5
anim                           = 6800
ID                             = 6800
pos                            = -23,22
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 6600, Explod]
type                           = Explod
trigger1                       = animelem = 5
anim                           = 6800
ID                             = 6800
pos                            = 23,22
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 6600, Explod]
type                           = Explod
trigger1                       = animelem = 5
anim                           = 6790
ID                             = 6790
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = 126
sprpriority                    = 0
removeongethit                 = 1


[State 6600, 4]
type = ChangeState
trigger1                       = AnimTime = 0
value                          = 0
ctrl                           = 1
;-------------------------------------------------------------------------------
; blue BALL FX
[Statedef 6500]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 40
velset                         = 0,0
anim                           = 6500
ctrl                           = 1
sprpriority                    = 4

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

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

[State 6500, BindToRoot]
type = BindToRoot
trigger1                       = animelem = 3
time                           = 300
pos                            = 0,0

[State 6500, 2]
type                           = hitdef
trigger1                       = Time %3 = 0 && Time <= 100
damage                         = 5, 3
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
guardflag                      = MAFD
hitflag                        = MAFD
priority                       = 7,Hit
velocity                       = 0,0
pausetime                      = 0, 15
guard.sparkno                  = s956
sparkno                        = -1
sparkxy                        = -15, 20
hitsound                       = s3000, 1
guardsound                     = s120, 0
ground.type                    = High
ground.slidetime               = 50
ground.hittime                 = 20
ground.velocity                = -26, 7
airguard.velocity              = -5
air.type                       = High
air.velocity                   = -28, -9
air.hittime                    = 20
fall                           = 1
air.fall                       = 1
fall.recover                   = 0

[State 3031, 1]
type                           = AfterImage
trigger1                       = Time = 0
time                           = 9999
PalBright                      =   0,  0,  0
PalContrast                    = 120,120,220
PalAdd                         =  0,0,0 ;29, 29, 29
PalMul                         = .37,.37,.77
trans                          = add
TimeGap                        = 2
FrameGap                       = 2
length                         = 12

[State 6500, Destroy]
type                           = DestroySelf
trigger1                       = animtime = 0
;---------------------------------------------------------------------------
; blue FLAME FX
[Statedef 6700]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = -2000
velset                         = 0,0
anim                           = 6700
ctrl                           = 1
sprpriority                    = 4

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

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

[State 710, BindToRoot]
type = BindToRoot
trigger1                       = animelem = 3
time                           = 300
pos                            = 0,0

[State 6700, 2]
type                           = hitdef
trigger1                       = Time %3 = 0 && Time <= 100
damage                         = 13, 1
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
guardflag                      = MA
hitflag                        = MAFD
priority                       = 7,Hit
velocity                       = 0,0
pausetime                      = 0, 5
guard.sparkno                  = s956
sparkno                        = -1
sparkxy                        = -15, 20
hitsound                       = s3000, 1
guardsound                     = s120, 0
ground.type                    = High
ground.slidetime               = 50
ground.hittime                 = 20
ground.velocity                = -26, -7
airguard.velocity              = -5
air.type                       = High
air.velocity                   = -28, -9
air.hittime                    = 20
fall                           = 1
air.fall                       = 1
fall.recover                   = 0

[State 6500, EnvShake]
type                           = EnvShake
trigger1                       = ANIMELEM = 3
time                           = 110
freq                           = 60
ampl                           = -4

[State 6500, Destroy]
type                           = DestroySelf
trigger1                       = animtime = 0

;---------------------------------------------------------------------------
; SUPER AIR GETSUGA START
[Statedef 4500]
Type    = A
MoveType= A
Physics = S
Anim = 4500
poweradd = -1000
Velset = 0,0
Ctrl = 0

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

[State 980, 1]
Type=Velset
Trigger1 = AnimElemTime(2) > 0
Y= -1.5
X= 1.5

[State 980, 1]
Type=Velmul
Trigger1 = AnimElemTime(2) > 0
Y= 0.1
X= 0.1

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 110
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 10
trans = add
TimeGap  = 1
FrameGap = 2

[State 3800, Superspark1]
Type  = explod
Trigger1  = ANIMELEM = 1
Anim  = 4502
ID  = 4502
SprPriority = 5
PosType  = p1
Pos = 10, -45
removeTime = 20
supermoveTime  = 300

[State 3800, Superspark1]
Type  = explod
Trigger1  = ANIMELEM = 1
Anim  = 4707
ID  = 4707
SprPriority = 5
PosType  = p1
Pos = 3, -50
removeTime = 32
supermoveTime  = 300

[State 3000, expand]
Type  = modifyexplod
Trigger1 = 1
ID = 4502
scale  = .1+(.1*Time),.1+(.1*Time)

[State 420, Explod]
type = Explod
trigger1 = animelem = 2
anim = 4501
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
moveTime = 78
Anim = -1
Pos = 0,0
Time = 80
darken = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !TIME
value = S3,1
volume = 900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !TIME
value = S5,0
volume = 900
channel = 1

[State 2000, Helper]
type                           = Helper
trigger1                       = animelem = 2
helpertype                     = normal
name                           = "SUPER AIR GETSUGA"
ID                             = 4503
stateno                        = 4503
pos                            = -30,-50
postype                        = p1
sprpriority                    = -4


[State 0, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 1
;-------------------------------------------------------------------------------
; SUPER AIR GETSUGA
[Statedef 4503]
type                           = A
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 10,0
anim                           = 4503
ctrl                           = 1
sprpriority                    = 4

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

[State 2000, 2]
type                           = hitdef
trigger1                       = Time %1 = 0 && Time <= 72
attr                           = S, SP
hitflag                        = MAFDP
animtype                       = hard
damage                         = 6,2
guardflag                      = MA
priority                       = 3, Hit
pausetime                      = 0,0
hitsound                       = S4000,0
sparkno                        = S7541
sparkXY                        = -10,Var(13)
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -5,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
envshake.time                  = 7
envshake.ampl                  = 3

[State 0, VarRandom]
Type = VarRandom
Trigger1 = Time > 0
v = 13
range = -100,-20

[State 710, BindToRoot]
type = BindToTARGET
trigger1                       = !TIME
time                           = 300
pos                            = 0,0

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 300
length = 90
palcontrast = 256,256,256
paladd = 0,0,0
timegap = 1
framegap = 1
trans = sub

[State 2000, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90

