;---------------------------------------------------------------------------
; Three of A Kind
[Statedef 3000]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0								
poweradd = 0			
sprpriority = 2			
facep2 = 1
anim = 3000

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
trigger1 = AILevel = 0
value = IfElse(command = "x", 3000, 3001)

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
trigger1 = AILevel != 0
value = IfElse((PrevStateNo = [200,1999]) || abs(P2BodyDist X) >= 50, 3000, 3001)

[State 3000, TargetState]
type = TargetState
triggerall = NumTarget
triggerall = MoveHit
triggerall = AnimElemTime(19) < 0
trigger1 = Target, Pos Y != 0
value = 55000
ID = -1
persistent = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 17
trigger3 = AnimElem = 25
value = F5,8
volumescale = 100
channel = 1

[State 3000, Helper]
type = Helper
trigger1 = !Time
name = "Super FX"
ID = 30000
stateno = 30000
pos = -45, -55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 999

[State 3000, Pause]
type = Pause
trigger1 = !Time
time = 45
movetime = 29

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = IfElse(Anim = 3000, 8, -8)

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = IfElse(Anim = 3000, AnimElemTime(8) < 0, AnimElemTime(13) < 0)
value = SCA

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElemTime(11) = 0
trigger2 = AnimElemTime(17) = 0
trigger3 = AnimElemTime(25) = 0
x = 12

[State 3000, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 12
attr = S, HA			
damage = floor(40*fvar(20)), 15
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 2,2		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -70	
hitsound = F5, 2			
guardsound = F6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 12
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180

[State 3000, 2]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 18
attr = S, HA			
damage = floor(50*fvar(20)), 25
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 2,2			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -40		
hitsound = F5, 2			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 12	
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180

[State 3000, 3]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 26
attr = S, HA			
damage = floor(125*fvar(20)), 40
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -60		
hitsound = F5, 2			
guardsound = F6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 8
ground.velocity = -2.5, -11
guard.velocity = -4		
air.velocity = -2.5, -11		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 0
getpower = 0
givepower = 50
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180

[State 3000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 27
movetype = I

[State 3000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Two Pair (Grab)
[Statedef 3005]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3005
ctrl = 0

[State 3005, Helper]
type = Helper
trigger1 = !Time
name = "Super FX"
ID = 30000
stateno = 30000
pos = 25, -65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 999

[State 3005, Pause]
type = Pause
trigger1 = !Time
time = 45
movetime = 29

[State 3005, 1]
type = HitDef
triggerall = var(0) = 0
trigger1 = AnimElem = 1
attr = S, NT          
hitflag = M-          
priority = 1, Miss   
sparkno = -1    
p1facing = 1
p2facing = 1                  
p1stateno = 3006 
hitsound = F800,1   
id = 3005
numhits = 0

[State 3005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Two Pair 
[Statedef 3006]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3006
ctrl = 0
poweradd = 0

[State 3006, VarSet]
type = VarSet
trigger1 = var(15) != 0
var(15) = 0

[State 3006, VarSet]
type = VarSet
trigger1 = !Time
var(20) = 10

[State 3006, TargetState]
type = TargetState
trigger1 = !Time
value = 53006
id = 3005

[State 3006, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(21) < 0
time = 1
id = 3005
pos = 50,0

[State 3006, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 1
trigger2 = AnimElemTime(9) = 1
trigger3 = AnimElemTime(14) = 1
trigger4 = AnimElemTime(17) = 1
value = F5, 1

[State 3006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 21
value = F5, 2

[State 3006, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 1
trigger2 = AnimElemTime(9) = 1
trigger3 = AnimElemTime(14) = 1
trigger4 = AnimElemTime(17) = 1
value = F5, 7

[State 3006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 21
value = F5, 8

[State 3006, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(6) = 1
trigger2 = AnimElemTime(9) = 1
trigger3 = AnimElemTime(14) = 1
trigger4 = AnimElemTime(17) = 1
trigger5 = AnimElemTime(21) = 1
value = -25
ID = 3005
kill = IfElse(AnimElemTime(21) < 0, 0, 1)

[State 3006, HitAdd]
type = HitAdd
trigger1 = AnimElemTime(6) = 1
trigger2 = AnimElemTime(9) = 1
trigger3 = AnimElemTime(14) = 1
trigger4 = AnimElemTime(17) = 1
trigger5 = AnimElemTime(21) = 1
value = 1

[State 3006, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 1
trigger2 = AnimElemTime(9) = 1
trigger3 = AnimElemTime(14) = 1
trigger4 = AnimElemTime(17) = 1
trigger5 = AnimElemTime(21) = 1
anim = F(10001 + (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56)))
pos = 50, -55
sprpriority = 5

[State 3006, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(6) = 1
trigger2 = AnimElemTime(9) = 1
trigger3 = AnimElemTime(14) = 1
trigger4 = AnimElemTime(17) = 1
trigger5 = AnimElemTime(21) = 1
time = 5
phase = 90
ampl = 4
freq = 180

[State 3006, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Royal Flush
[Statedef 3010]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0								
poweradd = 0			
sprpriority = 2			
facep2 = 1
anim = 3010

[State 3010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 1
value = SCA

[State 3010, Helper]
type = Helper
trigger1 = !Time
name = "Super FX"
ID = 30002
stateno = 30000
pos = 20, -50
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 999

[State 3010, Pause]
type = Pause
trigger1 = !Time
time = 45
movetime = 29

[State 3010, VelAdd]
type = VelAdd
trigger1 = AnimElem = 4
x = 5
y = 0

[State 3010, Punch Swing 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = F5,8

[State 3010, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 5
attr = S, HA			
damage = floor(75*fvar(20)), 20
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10	
guard.pausetime = 10, 5		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -40	
hitsound = F5, 2			
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0
guard.velocity = -10			
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 50
kill = 0
persistent = 0
id = 3010
nochainid = 3010
p1stateno = 3011
p2stateno = 55000

[State 3010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ranbu
[Statedef 3011]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0								
poweradd = 0			
sprpriority = 2			
facep2 = 1
anim = 3011
movehitpersist = 1

[State 3011, TargetState]
type = TargetState
triggerall = NumTarget
triggerall = MoveHit
triggerall = AnimElemTime(44) < 0
trigger1 = Target, Pos Y != 0
value = 55000
ID = 3010
persistent = 0

[State 3011, TargetBind]
type = TargetBind
triggerall = AnimElem = 1
triggerall = NumTarget
trigger1 = MoveHit
trigger1 = Target, Pos Y = 0
time = 1
id = 3010
pos = 60,0
persistent = 0
ignorehitpause = 1

[State 3011, VarSet]
type = VarSet
triggerall = Var(15) 
triggerall = NumTarget
trigger1 = Target, StateNo = 55000
var(15) = 0
persistent = 0

[State 3011, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3
x = -4
y = 0

[State 3011, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 16
trigger2 = AnimElem = 19
attr = S, HA			
damage = floor(50*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -40	
hitsound = F5, 2			
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 60
guard.hittime = 18
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180

[State 3011, 2]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 24
trigger4 = AnimElem = 29
attr = S, HA			
damage = floor(50*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -60
hitsound = F5, 2			
guardsound = S6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 60
guard.hittime = 18
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180

[State 3011, 3]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 34
trigger2 = AnimElem = 40
attr = S, HA			
damage = floor(50*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -60
hitsound = F5, 12			
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 60
guard.hittime = 18
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 15
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180

[State 3011, 4]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 40
attr = S, HA			
damage = floor(50*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -60
hitsound = F5, 12			
guardsound = S6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 60
guard.hittime = 18
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 15
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180

[State 3011, 5]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 44
attr = S, HA			
damage = floor(50*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,30			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -40	
hitsound = F5, 13			
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18
ground.velocity = -4.5, -7.5
guard.velocity = -6				
air.velocity = -4.5, -7.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0
givepower = 50
kill = 1
envshake.time = 30
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180

[State 3011, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 45
movetype = I

[State 3011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
