;---------------------------------------------------------------------------
; LP Gatling Rush
[Statedef 3000]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0								
poweradd = 0			
sprpriority = 2			
facep2 = 1
anim = 3000

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 1
value = SCA

[State 3000, VarSet]
type = VarSet
triggerall = Var(15) 
triggerall = NumTarget(3000)
trigger1 = Target, StateNo = 53000
var(15) = 0
persistent = 0

[State 3000, Helper]
type = Helper
trigger1 = !Time
name = "Super FX"
ID = 30000
stateno = 30000
pos = 15, -105
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, TargetState]
type = TargetState
triggerall = NumTarget
triggerall = MoveHit
triggerall = AnimElemTime(13) < 0
trigger1 = Target, Pos Y != 0
value = 53000
ID = -1
persistent = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
trigger6 = AnimElem = 16
value = F5,8
volumescale = 100
channel = 1

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(23) = 0
x = 14

[State 3000, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
trigger6 = AnimElem = 17
attr = S, HA			
damage = floor(25*fvar(20)), 10
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 2,2		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -50	
hitsound = F5, 2			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 24		
ground.hittime = 24
guard.hittime = 6
ground.velocity = 0
guard.velocity = 0			
air.velocity = -4.5, -6.5		
air.hittime = 24			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 30
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = 3000

[State 3000, VelAdd]
type = VelAdd
trigger1 = AnimElem = 19
x = 10

[State 3000, 2]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 21
attr = S, HA			
damage = floor(115*fvar(20)), 40
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -75		
hitsound = F5, 2			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 12
ground.velocity = -4.5, -7.5
guard.velocity = -10			
air.velocity = -4.5, -7.5	
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 30
getpower = 0
givepower = 50
fall = 1
fall.recover = 0
getpower = 0
givepower = 50
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = Anim

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 21
trigger2 = AnimElem = 23
value = F5,8
volumescale = 100
channel = 1

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 24
value = F7,0
volumescale = 100
channel = 2

[State 3000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 22
movetype = I

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

;---------------------------------------------------------------------------
; HP Gatling Rush
[Statedef 3001]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0								
poweradd = 0			
sprpriority = 2			
facep2 = 1
anim = 3001

[State 3001, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 1
value = SCA

[State 3001, VarSet]
type = VarSet
trigger1 = MoveHit
var(25) = IfElse(var(22) > 0, 1, 0)
ignorehitpause = 1
persistent = 0

[State 3001, VarSet]
type = VarSet
triggerall = Var(15) 
triggerall = NumTarget(3000)
trigger1 = Target, StateNo = 53000
var(15) = 0
persistent = 0

[State 3001, Helper]
type = Helper
trigger1 = !Time
name = "Super FX"
ID = 30000
stateno = 30000
pos = 15, -105
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 999

[State 3001, Pause]
type = Pause
trigger1 = !Time
time = 45
movetime = 29

[State 3001, TargetState]
type = TargetState
triggerall = NumTarget
triggerall = MoveHit
triggerall = AnimElemTime(13) < 0
trigger1 = Target, Pos Y != 0
value = 53000
ID = -1
persistent = 0

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
trigger6 = AnimElem = 16
value = F5,8
volumescale = 100
channel = 1

[State 3001, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 14

[State 3001, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
trigger6 = AnimElem = 17
attr = S, HA			
damage = floor(25*fvar(20)), 10
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 2,2		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -50	
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 = 0			
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 30
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = 3000

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 20
value = F5,8
volumescale = 100
channel = 1

[State 3001, 2]
type = HitDef
triggerall = Var(15) < 4
triggerall = Anim = 3001
trigger1 = AnimElem = 21
attr = S, HA			
damage = floor(100*fvar(20)), 35
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -45		
hitsound = F5, 5			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18
ground.velocity = -4.5, -7.5	
guard.velocity = -8		
air.velocity = -4.5, -7.5	
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 30
getpower = 0
givepower = 50
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = Anim

[State 3001, TargetState]
type = TargetState
triggerall = NumTarget(3001)
triggerall = Var(25) = 1
trigger1 = MoveHit
value = 53001
ID = Anim
ignorehitpause = 1
persistent = 0

[State 3001, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 22
movetype = I

[State 3001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Bayonet Twirl
[Statedef 3005]
type = S
movetype = A
physics = N				
velset = 0,0		
ctrl = 0								
poweradd = 0			
sprpriority = 2	
anim = 3005

[State 3005, NotHitBy]
type = NotHitBy
triggerall = Anim = 3005
trigger1 = AnimElemTime(3) < 2
value = SCA

[State 3005, VarSet]
type = VarSet
trigger1 = MoveHit
var(25) = IfElse(var(22) > 0, 1, 0)
ignorehitpause = 1
persistent = 0

[State 3005, Helper]
type = Helper
trigger1 = !Time
name = "Super FX"
ID = 30000
stateno = 30000
pos = -30, -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, PlaySnd]
type = PlaySnd
triggerall = Anim = 3005
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
trigger6 = AnimElem = 23
trigger7 = AnimElem = 27
value = F5,11
volumescale = 100
ignorehitpause = 1

[State 3005, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y != 0
statetype = A       ;S,A,C,L

[State 3005, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S 

[State 3005, VelMul]
type = VelMul
trigger1 = Anim = 3005 && AnimElemTime(26) >= 0
trigger2 = Anim = 3006
x = 0.9

[State 3005, VelAdd]
type = VelAdd
trigger1 = Anim != 3006 && MoveType = I
y = 0.5

[State 3005, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
y = -15

[State 3005, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
attr = A, HA			
damage = floor(25*fvar(20)),10
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 5,5		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -55		
hitsound = F5, 4			
guardsound = F6, 0			
ground.type = High
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18	
ground.velocity = -5, 0			
air.velocity = -4.5, -7.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0
air.fall = 1
fall.recovertime = 30
givepower = 50
kill = 0
forcestand = 1

[State 3005, 2]
type = HitDef
triggerall = AnimElem = 27
trigger1 = Var(15) < 4
attr = A, HA			
damage = floor(125*fvar(20)),40
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 10,10		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -55		
hitsound = F5, 5			
guardsound = F6, 0			
ground.type = High
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18	
ground.velocity = -4.5, -7.5			
air.velocity = -4.5, -7.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 30
getpower = 0
givepower = 50
id = Anim
persistent = 0

[State 3005, PosAdd]
type = PosAdd
triggerall = AnimElemTime(3) >=0 && AnimElemTime(26) < 0
triggerall = AILevel = 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
x = IfElse(command = "holdfwd", 5, -5)

[State 3005, AI PosAdd]
type = PosAdd
triggerall = AnimElemTime(3) >=0 && AnimElemTime(26) < 0
triggerall = AILevel != 0
trigger1 = P2BodyDist X > 30
x = 5

[State 3005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 28
movetype = I

[State 3005, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 3006

[State 3005, VelSet]
type = VelSet
trigger1 = Anim = 3006
y = 0

[State 3005, PosSet]
type = PosSet
trigger1 = Anim = 3006
y = 0

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = Anim = 3006
value = F52, 0
persistent = 0

[State 3005, TargetState]
type = TargetState
triggerall = NumTarget(3005)
triggerall = Var(25) = 1
trigger1 = MoveHit
value = 53001
ID = Anim
ignorehitpause = 1
persistent = 0

[State 3005, ChangeState]
type = ChangeState
trigger1 = Anim = 3006 && AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HP Bayonet Twirl
[Statedef 3006]
type = S
movetype = A
physics = N				
velset = 0,0		
ctrl = 0								
poweradd = 0			
sprpriority = 2	
anim = 3005

[State 3006, NotHitBy]
type = NotHitBy
triggerall = Anim = 3005
trigger1 = AnimElemTime(3) < 2
value = SCA

[State 3006, Helper]
type = Helper
trigger1 = !Time
name = "Super FX"
ID = 30000
stateno = 30000
pos = -30, -65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 999

[State 3006, Pause]
type = Pause
trigger1 = !Time
time = 45
movetime = 29

[State 3006, PlaySnd]
type = PlaySnd
triggerall = Anim = 3005
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
trigger6 = AnimElem = 23
trigger7 = AnimElem = 27
value = F5,11
volumescale = 100
ignorehitpause = 1

[State 3006, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y != 0
statetype = A       ;S,A,C,L

[State 3006, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S 

[State 3006, VelSet]
type = VelSet
trigger1 = AnimElem = 3
y = -3.25

[State 3006, VelMul]
type = VelMul
trigger1 = AnimElemTime(20) >= 0 && MoveType = A
y = 0.9

[State 3006, VelMul]
type = VelMul
trigger1 = Anim = 3005 && AnimElemTime(26) >= 0
x = 0.9

[State 3006, VelAdd]
type = VelAdd
trigger1 = MoveType = I
y = 0.5

[State 3006, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
attr = A, HA			
damage = floor(25*fvar(20)),10
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 5,5		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -55		
hitsound = F5, 4			
guardsound = F6, 0			
ground.type = High
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18	
ground.velocity = -2, -6			
air.velocity = -4.5, -6		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0
air.fall = 1
fall.recovertime = 30
givepower = 50
kill = 0
forcestand = 1

[State 3006, 2]
type = HitDef
triggerall = AnimElem = 27
trigger1 = Var(15) < 4
attr = A, HA			
damage = floor(125*fvar(20)),40
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 10,10		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -55		
hitsound = F5, 5			
guardsound = F6, 0			
ground.type = High
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18	
ground.velocity = -4.5, -7.5			
air.velocity = -4.5, -7.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 30
getpower = 0
givepower = 50
id = Anim
persistent = 0

[State 3006, PosAdd]
type = PosAdd
triggerall = AnimElemTime(3) >=0 && AnimElemTime(26) < 0
triggerall = AILevel = 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
x = IfElse(command = "holdfwd", 5, -5)

[State 3006, AI PosAdd]
type = PosAdd
triggerall = AnimElemTime(3) >=0 && AnimElemTime(26) < 0
triggerall = AILevel != 0
trigger1 = P2BodyDist X > 30
x = 5

[State 3005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 28
movetype = I

[State 3005, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 3006
persistent = 0

[State 3006, VelSet]
type = VelSet
trigger1 = Anim = 3006
y = 0

[State 3006, PosSet]
type = PosSet
trigger1 = Anim = 3006
y = 0

[State 3006, PlaySnd]
type = PlaySnd
trigger1 = Anim = 3006
value = F52, 0
persistent = 0

[State 3006, TargetState]
type = TargetState
triggerall = NumTarget(3005)
triggerall = Var(25) = 1
trigger1 = MoveHit
value = 53001
ID = Anim
ignorehitpause = 1
persistent = 0

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

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

[State 3010, Helper]
type = Helper
trigger1 = !Time
name = "Super FX"
ID = 30002
stateno = 30000
pos = -25, -45
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, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 5

[State 3010, VarSet]
type = VarSet
triggerall = Var(15) 
triggerall = NumTarget(3010)
trigger1 = Target, StateNo = 53000
var(15) = 0
persistent = 0

[State 3010, TargetState]
type = TargetState
triggerall = NumTarget
triggerall = MoveHit
triggerall = AnimElemTime(36) < 0
trigger1 = Target, Pos Y != 0
value = 53000
ID = -1
persistent = 0

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = F5,8
volumescale = 100
channel = 1

[State 3010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA

[State 3010, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 4
attr = S, HA			
damage = floor(50*fvar(20)), 20
animtype = Heavy			
guardflag = H			
hitflag = MAF
priority = 6, Hit			
pausetime = 5,5			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -75	
hitsound = F5, 2			
guardsound = F6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 14	
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 = 30
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = 3010
p1stateno = 3011

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

;---------------------------------------------------------------------------
; Success
[Statedef 3011]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3011

[State 3011, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 1
id = 3010
pos = 60,0

[State 3011, TargetState]
type = TargetState
triggerall = NumTarget(3010)
trigger1 = !Time
value = 53011
ID = 3010
ignorehitpause = 1

[State 3011, HitAdd]
type = HitAdd
trigger1 = Anim = 3011 && AnimElemTime(18) = 0
trigger2 = Anim = 3012 && AnimElemTime(19) = 0
value = 1

[State 3011, ChangeAnim]
type = ChangeAnim
triggerall = AnimTime = 0
trigger1 = Anim = 3011 && UniqHitCount = 9
value = 3012
elem = 1

[State 3011, TargetState]
type = TargetState
triggerall = NumTarget(3010)
trigger1 = Anim = 3011 && AnimElemTime(18) = 0
value = 53011
ID = 3010
ignorehitpause = 1

[State 3011, Explod]
type = Explod
trigger1 = Anim = 3011 && AnimElemTime(18) = 0
trigger2 = Anim = 3012 && AnimElemTime(19) = 0
anim = F(10002 + (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56)))
pos = 50, 0
sprpriority = 5

[State 3011, TargetState]
type = TargetState
triggerall = NumTarget(3010)
trigger1 = Anim = 3012 && AnimElemTime(19) = 0
value = 53012
ID = 3010
ignorehitpause = 1

[State 3011, PlaySnd]
type = PlaySnd
trigger1 = Anim = 3011 && AnimElemTime(18) = 0
trigger2 = Anim = 3012 && AnimElemTime(19) = 0
value = F5, IfElse(Anim = 3011, 2, 13)
volumescale = 100
channel = 1

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = Anim = 3011 && AnimElemTime(17) = 0
trigger2 = Anim = 3012 && AnimElemTime(18) = 0
value = F5,8
volumescale = 100
channel = 2

[State 3011, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Anim = 3011 && AnimElemTime(18) = 0
trigger2 = Anim = 3012 && AnimElemTime(19) = 0
value = floor(-40*fvar(20))
ID = 3010
kill = IfElse(Anim = 3011, 0, 1)
absolute = 0

[State 3011, EnvShake]
type = EnvShake
trigger1 = Anim = 3011 && AnimElemTime(18) = 0
trigger2 = Anim = 3012 && AnimElemTime(19) = 0
time = IfElse(Anim = 3011, 5, 15)
phase = 90
ampl = 4
freq = 180

[State 3011, end]
type = ChangeState
trigger1 = Anim = 3012 && AnimTime = 0
value = 0
ctrl = 1