;---------------------------------------------------------------------------
; Houyoku Sen
[Statedef 3000]
type = S
movetype = A
physics = N				
velset = 0,0			
ctrl = 0				
anim = 3000				
poweradd = -1000			
sprpriority = 2			
facep2 = 1

[State 3000, Voice]
type = PlaySnd 
trigger1 = AnimElem = 1
value = S3000,0
channel = 0

[State 3000, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3000, Pause]
type = Pause
trigger1 = !Time
time = 40
movetime = 29

[State 3000, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

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

[State 3000, Voice]
type = PlaySnd 
trigger1 = AnimElem = 5
value = S3000,1
channel = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 15
trigger5 = AnimElem = 20
trigger6 = AnimElem = 23
trigger7 = AnimElem = 26
trigger8 = AnimElem = 29
trigger9 = AnimElem = 34
value = S5, IfElse(AnimElemTime(34) < 0, 9, 10)
volumescale = 100
channel = 1

[State 3000, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5 
trigger5 = AnimElem = 19
trigger6 = AnimElem = 20
trigger7 = AnimElem = 33
x = 15

[State 3000, 1]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 16
trigger5 = AnimElem = 21
trigger6 = AnimElem = 24
trigger7 = AnimElem = 27
trigger8 = AnimElem = 30
attr = S, HA			
damage = floor(25*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0
guard.pausetime = 2,2		
sparkno = S10002
guard.sparkno = S10132				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = 0,0
guard.velocity = 0
air.velocity = -4.5, -7.5
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0,0
givepower = 50
forcestand = 1
air.fall = 1
fall.recover = 0
id = 3000
kill = 0

[State 3000, Voice]
type = PlaySnd 
trigger1 = AnimElem = 33
value = S3000,2
channel = 0

[State 3000, 2]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 34
attr = S, HA			
damage = floor(75*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 11,15	
guard.pausetime = 11,11	
sparkno = S10002
guard.sparkno = S10132				
sparkxy = -10, -75		
hitsound = S5, 5			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 14
ground.hittime = 14
guard.hittime = 12
ground.velocity = -2.5, -10.8
guard.velocity = -11.1796875
air.velocity = -2.5, -10.8
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0,0
givepower = 50
fall = 1
fall.recover = 0
id = 3000

[State 3000, VarSet]
type = VarSet
triggerall = MoveHit
trigger1 = EnemyNear,HitFall = 1
trigger1 = NumTarget(3000)
trigger1 = AnimElem = 35
var(15) = IfElse(var(15) < 2, 2, 3)
persistent = 0

[State 3000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 35
movetype = I

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

;---------------------------------------------------------------------------
; EX Houyoku Sen
[Statedef 3001]
type = S
movetype = A
physics = N				
velset = 0,0			
ctrl = 0				
anim = 3001				
poweradd = -2000		
sprpriority = 2			
facep2 = 1

[State 3001, Voice]
type = PlaySnd 
trigger1 = AnimElem = 1
value = S3000,0
channel = 0

[State 3001, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3001, Pause]
type = Pause
trigger1 = !Time
time = 40
movetime = 29

[State 3001, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30001
stateno = 30000 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

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

[State 3001, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5 
trigger5 = AnimElem = 29
trigger6 = AnimElem = 30
trigger7 = AnimElem = 51
x = 18

[State 3001, Voice]
type = PlaySnd 
trigger1 = AnimElem = 5
value = S3000,1
channel = 0

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 15
trigger5 = AnimElem = 20
trigger6 = AnimElem = 23
trigger7 = AnimElem = 26
trigger8 = AnimElem = 29
trigger9 = AnimElem = 32
trigger10 = AnimElem = 35
trigger11 = AnimElem = 38
trigger12 = AnimElem = 41
trigger13 = AnimElem = 44
trigger14 = AnimElem = 47
trigger15 = AnimElem = 51
value = S5, IfElse(AnimElemTime(51) < 0, 9, 10)
volumescale = 100
channel = 1

[State 3001, 1]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 16
trigger5 = AnimElem = 19
trigger6 = AnimElem = 22
trigger7 = AnimElem = 25
trigger8 = AnimElem = 30
trigger9 = AnimElem = 33
trigger10 = AnimElem = 36
trigger11 = AnimElem = 39
trigger12 = AnimElem = 42
trigger13 = AnimElem = 45
trigger14 = AnimElem = 48
attr = S, HA			
damage = floor(30*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0
guard.pausetime = 2,2		
sparkno = S10002
guard.sparkno = S10132				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = -4.5, -7.5
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0,0
givepower = 50
forcestand = 1
air.fall = 1
fall.recover = 0
id = 3001
kill = 0

[State 3001, Voice]
type = PlaySnd 
trigger1 = AnimElem = 52
value = S3000,2
channel = 0

[State 3001, 2]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 52
attr = S, HA			
damage = floor(100*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 11,15	
guard.pausetime = 11,11	
sparkno = S10002
guard.sparkno = S10132				
sparkxy = -10, -75		
hitsound = S5, 5			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 14
ground.hittime = 14
guard.hittime = 12
ground.velocity = -2.5, -10.8
guard.velocity = -11.1796875
air.velocity = -2.5, -10.8
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0,0
givepower = 50
fall = 1
fall.recover = 0
id = 3001

[State 3001, VarSet]
type = VarSet
triggerall = MoveHit
trigger1 = EnemyNear,HitFall = 1
trigger1 = NumTarget(3001)
trigger1 = AnimElem = 53
var(15) = IfElse(var(15) < 2, 2, 3)
persistent = 0

[State 3001, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 54
movetype = I

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

;---------------------------------------------------------------------------
; Kikoushou
[StateDef 3005]
type = S
movetype = A
physics = N
anim = 3005
ctrl = 0
velset = 0,0
facep2 = 1
poweradd = -1000
sprpriority = 1

[State 3005, Voice]
type = PlaySnd 
trigger1 = AnimElem = 1
value = S3005,0
channel = 0

[State 3005, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3005, Pause]
type = Pause
trigger1 = !Time
time = 40
movetime = 29

[State 3005, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3005, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(10) < 1
value = SCA

[State 3005, Width]
type = Width
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(35) < 0
edge = 50,0

[State 3005, Voice]
type = PlaySnd 
trigger1 = AnimElem = 10
value = S3005,1
channel = 0

[State 3005, Helper]
type = Helper
trigger1 = AnimElem = 10,=0
ID = 13005
pos = 0,0
postype = p1
stateno = 13005
name = "Kikoushou"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 1
size.yscale = 1
sprpriority = 5

[State 3005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 24,=0
movetype = I

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

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

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

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3010, 0
volumescale = 100
channel = 1 

[State 3010, Helper]
type = Helper
trigger1 = !Time
name = "Neo MAX FX" 
ID = 23020
stateno = 23020 
pos = -50,-60
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3010, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
x = 10

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S5, 10
volumescale = 100
channel = 1

[State 3010, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 7
attr = S, HA			
damage = floor(25*fvar(20)), 0
animtype = Heavy			
guardflag = HA			
hitflag = MAF
priority = 6, Hit			
pausetime = 11,11		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -75		
hitsound = S5, 5			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 40
guard.hittime = 18
ground.velocity = 0,0
guard.velocity = -5.796875
air.velocity = -4.5,-6.5	
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0
givepower = 25
forcenofall = 1
forcestand = 1
id = 3010

[State 3010, ChangeAnim]
type = ChangeAnim
trigger1 = MoveHit
trigger1 = AnimElem = 7
value = 3010
elem = 9

[State 3010, ChangeAnim]
type = ChangeAnim
trigger1 = MoveHit
trigger1 = AnimElemTime(9) = 3
value = 3010
elem = 10

[State 3010, ChangeAnim]
type = ChangeAnim
trigger1 = MoveHit
trigger1 = AnimElemTime(10) = 2
value = 3010
elem = 11

[State 3010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9 && !MoveHit
movetype = I

[State 3010, TargetState]
type = TargetState
triggerall = NumTarget(3010)
trigger1 = Target, Pos Y != 0
value = 53000
id = 3010 

[State 3010, end]
type = ChangeState
trigger1 = !MoveHit && AnimTime = 0
trigger2 = MoveHit && AnimElemTime(11) = 2
value = IfElse(MoveHit, 3011, 0)
ctrl = IfElse(MoveHit, 0, 1)

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

[State 3011, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 18
x = 25

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
trigger4 = AnimElem = 12
trigger5 = AnimElem = 15
trigger6 = AnimElem = 18
trigger7 = AnimElem = 35
trigger8 = AnimElem = 39
trigger9 = AnimElem = 43
trigger10 = AnimElem = 47
trigger11 = AnimElem = 51
trigger12 = AnimElem = 55
trigger12 = AnimElem = 58
value = S5, IfElse(AnimElemTime(58) < 0, 9, 10)
volumescale = 100
channel = 1
ignorehitpause = 1

[State 3011, 1]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
trigger4 = AnimElem = 12
trigger5 = AnimElem = 15
attr = S, HA			
damage = floor(50*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0
guard.pausetime = 2,2		
sparkno = S10002
guard.sparkno = S10132				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = 0,0
guard.velocity = 0
air.velocity = -4.5, -7.5
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0,0
givepower = 50
id = 3010
kill = 0

[State 3011, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 18
value = S5, 10
volumescale = 100
channel = 1

[State 3011, 2]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 19
attr = S, HA			
damage = floor(75*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 11,11		
sparkno = S10002
guard.sparkno = S10132				
sparkxy = -10, -75		
hitsound = S5, 5			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 14
ground.hittime = 14
guard.hittime = 12
ground.velocity = -1.5, -10.8
guard.velocity = -11.1796875
air.velocity = -1.5, -10.8
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0,0
givepower = 50
fall = 1
fall.recover = 0
kill = 0
id = 3010

[State 3011, VelSet]
type = VelSet
trigger1 = AnimElem = 27
x = 4
y = -4.5

[State 3011, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000, 1
volumescale = 100
channel = 0

[State 3011, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 18
value = S3000, 2
volumescale = 100
channel = 0

[State 3011, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 27
value = S3010, 1
volumescale = 100
channel = 0

[State 3011, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 27
statetype = A   

[State 3011, 3]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 27
trigger2 = AnimElem = 30
trigger3 = AnimElem = 31
attr = A, HA			
damage = floor(50*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0
guard.pausetime = 2,2		
sparkno = S10002
guard.sparkno = S10132				
sparkxy = -10, -105		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -2.5, -10.8
guard.velocity = -5.8765
air.velocity = -2.5, -10.8
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0,0
givepower = 50
fall = 1
fall.recover = 0
id = 3010
kill = 0
persistent = 0

[State 3010, 4]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 35
trigger2 = AnimElem = 39
trigger3 = AnimElem = 43
trigger4 = AnimElem = 47
trigger5 = AnimElem = 51
trigger6 = AnimElem = 55
attr = A, HA			
damage = floor(50*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0
guard.pausetime = 2,2		
sparkno = S10002
guard.sparkno = S10132				
sparkxy = -10, -105		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -2.5, -10.8
guard.velocity = -5.8765
air.velocity = -2.5, -6.5
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0,0
givepower = 50
fall = 1
fall.recover = 0
id = 3010
kill = 0

[State 3010, 5]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 59
attr = A, HA			
damage = floor(75*fvar(20)),5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 11,11
guard.pausetime = 2,2		
sparkno = S10002
guard.sparkno = S10132				
sparkxy = -10, -105		
hitsound = S5, 5			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -2.5, -10.8
guard.velocity = -11.18765
air.velocity = -2.5, -10.8
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0,0
givepower = 50
fall = 1
fall.recover = 0
id = 3010

[State 3011, VelAdd]
type = VelSet
trigger1 = AnimElem = 62
x = 0

[State 3011, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(62) >= 0
y = 0.5

[State 3011, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 3012
ctrl = 0

;---------------------------------------------------------------------------
; Tenshou Senka End
[StateDef 3012]
type = S
movetype = I
physics = N
ctrl = 0
anim = 3012
velset = 0,0
poweradd = 0
sprpriority = 2

[State 3012, PosSet]
type = PosSet
trigger1 = 1
y = 0

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