;---------------------------------------------------------------------------
; Tiger Gate: Endless Claw
[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(9) < 2
value = SCA

[State 3000, TargetState]
type = TargetState
triggerall = NumTarget
triggerall = MoveHit
triggerall = AnimElemTime(21) < 0
trigger1 = Target, Pos Y != 0
value = 53000
ID = -1
persistent = 0

[State 3000, TargetBind]
type = TargetBind
trigger1 = NumTarget
trigger1 = MoveHit
time = 1
id = -1
pos = 50,0
persistent = 0
ignorehitpause = 1

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

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 20
value = F5,11
volumescale = 100
channel = 1
ignorehitpause = 1

[State 3000, Helper]
type = Helper
trigger1 = !Time
name = "Super FX"
ID = 30000
stateno = 30000
pos = 25, -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, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 7
attr = S, HA			
damage = floor(50*fvar(20)), 20
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -40	
hitsound = F5, 5			
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
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
id = 3000

[State 3000, 2]
type = HitDef
triggerall = Var(15) < 3
trigger1 = AnimElem = 10
trigger2 = AnimElem = 12
trigger3 = AnimElem = 14
trigger4 = AnimElem = 16
attr = S, HA			
damage = floor(15*fvar(20)), 10
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 2,2			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -10, -60		
hitsound = F5, 4			
guardsound = S6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18		
guard.velocity = -4				
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 10
givepower = 10
air.fall = 1
fall.recovertime = 0
kill = 0
id = 3000

[State 3000, 3]
type = HitDef
triggerall = Var(15) < 3
trigger1 = AnimElem = 11
trigger2 = AnimElem = 13
trigger3 = AnimElem = 15
trigger4 = AnimElem = 17
attr = S, HA			
damage = floor(15*fvar(20)), 10
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 2,2			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -10, -20		
hitsound = F5, 4			
guardsound = S6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18		
guard.velocity = -4				
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 10
givepower = 10
air.fall = 1
fall.recovertime = 0
kill = 0
id = 3000

[State 3000, 4]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 21
attr = S, HA			
damage = floor(125*fvar(20)),25
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -65	
hitsound = F5, 5			
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18
ground.velocity = -2.5, -10.8
guard.velocity = -11		
air.velocity = -2.5, -10.8		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0
givepower = 50
id = 3002

[State 3000, VarSet]
type = VarSet
triggerall = NumTarget(3000)
triggerall = MoveHit
trigger1 = Target, HitFall = 1 
var(15) = IfElse(var(15) < 2, 2, 4)
ignorehitpause = 1
persistent = 0

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

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

;---------------------------------------------------------------------------
; Bear Gate: Bloody Roar
[Statedef 3005]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0								
poweradd = 0			
sprpriority = 2			
facep2 = 1
anim = 3005

[State 3005, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 2
value = SCA

[State 3005, Helper]
type = Helper
trigger1 = !Time
name = "Super FX"
ID = 30000
stateno = 30000
pos = -25, 0
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, TargetState]
type = TargetState
triggerall = NumTarget(3005)
triggerall = MoveHit
triggerall = AnimElemTime(21) < 0
trigger1 = Target, Pos Y != 0
value = 53000
ID = 3005
persistent = 0

[State 3005, TargetBind]
type = TargetBind
triggerall = NumTarget(3005)
trigger1 = MoveHit
time = 1
id = 3005
pos = 40,0
persistent = 0
ignorehitpause = 1

[State 3005, VarSet]
type = VarSet
triggerall = Var(15) 
triggerall = NumTarget(3005)
trigger1 = Target, StateNo = 53000
var(15) = 0
persistent = 0

[State 3005, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3
x = 8

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 15
trigger4 = AnimElem = 21
trigger5 = AnimElem = 28
trigger6 = AnimElem = 35
value = F5, IfElse((AnimElemTime(15) = 0 || AnimElemTime(21) = 0), 8, 11)
volumescale = 100
channel = 1
ignorehitpause = 1

[State 3005, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
attr = S, HA			
damage = floor(30*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, 5			
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
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 = 10
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = 3005

[State 3005, 2]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 16
trigger2 = AnimElem = 22
attr = S, HA			
damage = floor(30*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 = 18
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 = 10
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = 3005

[State 3005, 3]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 29
attr = S, HA			
damage = floor(60*fvar(20)), 15
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -60	
hitsound = F5, 5			
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0, -10.8
guard.velocity = -6				
air.velocity = 0, -10.8		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 10
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = 3005

[State 3005, 4]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 36
attr = S, HA			
damage = 60, 25
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -40	
hitsound = F5, 5			
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
id = 3005
envshake.time = 10
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180

[State 3005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 37
movetype = I

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

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

[State 3010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 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, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 7
y = -3
persistent = 0
ignorehitpause = 1

[State 3010, VelAdd]
type = VelAdd
trigger1 = Time > 39
y = 0.5

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = F40, 0
volumescale = 100

[State 3010, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 7
attr = S, HA			
damage = floor(75*fvar(20)), 20
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -40	
hitsound = F5, 5			
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
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
persistent = 0
id = 3010
nochainid = 3010

[State 3010, ChangeState]
type = ChangeState
triggerall = MoveHit
trigger1 = NumTarget(3010) = 1
value = 3011
ctrl = 0

[State 3010, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1007
ctrl = 0

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

[State 3011, TargetState]
type = TargetState
triggerall = NumTarget(3010)
triggerall = MoveHit
trigger1 = Target, Pos Y != 0
value = 53000
ID = -1
persistent = 0
ignorehitpause = 1

[State 3011, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 3011, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3011, TargetBind]
type = TargetBind
triggerall = Target, Pos Y = 0
trigger1 = AnimElem = 1
time = 1
id = -1
pos = 50,0
persistent = 0
ignorehitpause = 1

[State 3011, VarSet]
type = VarSet
triggerall = Var(15) 
triggerall = NumTarget(3010)
trigger1 = Target, StateNo = 53000
var(15) = 0
persistent = 0

[State 3011, PosAdd]
type = PosAdd
trigger1 = AnimElem = 19
trigger2 = AnimElem = 20
trigger3 = AnimElem = 23
trigger4 = AnimElem = 24
x = 12
ignorehitpause = 1

[State 3011, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 22
trigger4 = AnimElem = 34
attr = S, HA			
damage = floor(50*fvar(20)), 10
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 2,2			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, IfElse((AnimElemTime(4) = 0 || AnimElemTime(22) = 0), -40, 0)	
hitsound = F5, 4			
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0;IfElse(AnimElemTime(22) = 0, -5, 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

[State 3011, 2]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 16
attr = S, HA			
damage = floor(50*fvar(20)), 10
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 2,2			
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 = 18
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

[State 3011, 3]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 29
attr = S, HA			
damage = floor(50*fvar(20)), 10
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 2,2			
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 = -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

[State 3011, 4]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 43
trigger2 = AnimElem = 47
attr = A, HA			
damage = floor(50*fvar(20)), 10
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 2,2		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -40	
hitsound = F5, 4			
guardsound = S6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18
ground.velocity = -2.5, -10.8
guard.velocity = -6				
air.velocity = -2.5, -10.8	
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0
givepower = 50
kill = 0

[State 3011, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 43
statetype = A

[State 3011, VelSet]
type = VelSet
trigger1 = AnimElem = 43
x = 2
y = -9
persistent = 0
ignorehitpause = 1

[State 3011, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(44) >= 0
y = 0.4

[State 3011, 10]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 55
attr = S, HA			
damage = 50, 20
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -40	
hitsound = F5, 5			
guardsound = S6, 0			
ground.type = High
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

[State 3011, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 56
movetype = I

[State 3011, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1007
ctrl = 0
