;---------------------------------------------------------------------------
; Shin Ya Otome: Mizuchi
[Statedef 3000]
type = S
movetype = A
physics = N				
velset = 0,0			
ctrl = 0								
poweradd = -1000			
sprpriority = 2			
facep2 = 1

[State 3000, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = IfElse(AILevel = 0 && command = "x" || (AILevel != 0 && EnemyNear, StateType!= A), 0, 1) 
persistent = 0

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 3000 + var(2)

[State 3000, Voice]
type = PlaySnd 
trigger1 = AnimElem = 1
value = S3000,var(2)
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,-117
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3000, VelSet]
type = VelSet
triggerall = Anim = 3000
trigger1 = AnimElem = 6
x = 8

[State 3000, Explod]
type = Explod
trigger1 = Anim = 3000 && AnimElem = 6
trigger2 = Anim = 3001 && AnimElem = 7
anim = 11015
ID = 11015
pos = -20,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 3000 && AnimElem = 6
trigger2 = Anim = 3001 && AnimElem = 7
value = S1015, 1
ignorehitpause = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Anim = 3000
trigger1 = AnimElemTime(1)>=0
trigger1 = AnimElemTime(10) < 4
trigger2 = Anim = 3001
trigger2 = AnimElemTime(8) < 0
value = SCA

[State 3000, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = Anim = 3000 && AnimElemTime(9) >= 0
attr = S, HA			
damage = floor(50*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,11
guard.pausetime = 11,11	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back	
air.fall = 1
fall.recover = 0			
yaccel = 0.5
ground.cornerpush.veloff = 0
forcestand = 1
p1stateno = 3002
p2stateno = 53000
id = 3000
getpower = 0
givepower = 50
kill = 0
guard.kill = 0
persistent = 0

[State 3000, 2]
type = HitDef
triggerall = Var(15) < 4
trigger1 = Anim = 3001 
attr = S, HA			
damage = floor(50*fvar(20)), 5
animtype = Heavy			
guardflag = H			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back	
air.fall = 1
fall.recover = 0			
yaccel = 0.5
ground.cornerpush.veloff = 0
forcestand = 1
p1stateno = 3002
p2stateno = 53000
id = 3000
getpower = 0
givepower = 50
kill = 0
guard.kill = 0
persistent = 0

[State 3000, VelSet]
type = VelSet
trigger1 = Anim = 3000
trigger1 = AnimElem = 10
x = 7

[State 3000, VelMul]
type = VelMul
trigger1 = Anim = 3000
trigger1 = AnimElemtime(10) > 0
x = 0.9375

[State 3000, VelSet]
type = VelSet
trigger1 = anim = 3001
trigger1 = animelem = 7
x = 10
y = -8
persistent = 0

[State 3000, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 7, = 2
statetype = A 

[State 3000, VelAdd]
type = VelAdd
trigger1 = anim = 3001
trigger1 = StateType = A
y = 0.5875

[State 3000, ChangeState]
type = ChangeState
triggerall = Anim = 3000
trigger1 = Var(16) = 2
trigger2 = AnimTime = 0
value = IfElse(Var(16) = 2, 3001, 0)
ctrl = IfElse(Var(16) = 2, 0, 1)
ignorehitpause = 1

[State 3000, ChangeState]
type = ChangeState
triggerall = Anim = 3001
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1017
ctrl = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; Shin Ya Otome Blocked
[Statedef 3001]
type = S
movetype = I
physics = N				
velset = 7,0			
ctrl = 0					
poweradd = 0			
sprpriority = 2

[State 3001, VelMul]
type = VelMul
trigger1 = AnimElemtime(1) > 0
x = 0.9375

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

;---------------------------------------------------------------------------
; Mizuchi
[Statedef 3002]
type = S
movetype = A
physics = N				
velset = 4,0			
ctrl = 0				
anim = 3002				
poweradd = 0			
sprpriority = 2

[State 3002, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA			

[State 3002, TargetBind]
type = TargetBind
triggerall = NumTarget(3000)
trigger1 = !Time
time = 1
id = 3000
pos = 50, 0

[State 3002, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 18
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 37
attr = S, HA			
damage = floor(25*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0	
sparkno = S10012
guard.sparkno = S10131				
sparkxy = -10, -75
hitsound = S5, 13			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
forcestand = 1
p2stateno = 53000
id = 3000
getpower = 0
givepower = 50
kill = 0

[State 3000, TargetState]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 40
value = 53002
ID = 3000

[State 3002, VelSet]
type = VelSet
trigger1 = AnimElem = 40
x = 0

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 42
value = S800,0
volumescale = 100
channel = 1

[State 3002, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(42) >= 0 && AnimElemTime(62) < 0
ID = 3000
pos = 16, -125

[State 3002, Explod]
type = Explod
trigger1 = AnimElemTime(42) >= 0 && AnimElemTime(62) < 0
trigger1 = Time % 10 = 0
anim = 10002
ID = 10002
pos = 16, -125
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
shadow = 0,0,0
ownpal = 1

[State 3002, PlaySnd]
type = PlaySnd 
trigger1 = AnimElemTime(42) >= 0 && AnimElemTime(62) < 0
trigger1 = Time % 10 = 0
value = S801,1
channel = 0

;[State 3006, Explod]
;type = Explod
;triggerall = Time = [133,220]
;trigger1 = Time % 10 = 0
;anim = 10017
;ID = 11017
;pos = 5,-127
;postype = p1  ;p2,front,back,left,right
;facing = 1
;vfacing = 1
;bindtime = -1
;removetime = -2
;pausemovetime = 0
;scale = 1,1
;sprpriority = 5
;ontop = 0
;shadow = 0,0,0
;ownpal = 1
;removeongethit = 1
;
;[State 3006, Explod]
;type = Explod
;triggerall =  Time = [133,220]
;trigger1 = Time % 10 = 0
;anim = 10017
;ID = 11017
;pos = 25,-127
;postype = p1  ;p2,front,back,left,right
;facing = -1
;vfacing = 1
;bindtime = -1
;removetime = -2
;pausemovetime = 0
;scale = 1,1
;sprpriority = 5
;ontop = 0
;shadow = 0,0,0
;ownpal = 1
;removeongethit = 1

[State 3002, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = AnimElem = 64, =0
value = 50801
id = 3000

[State 3002, Turn]
type = Turn
trigger1 = AnimElem = 64, = 0

[State 3002, TargetFacing]
type = TargetFacing
trigger1 = AnimElem = 64, = 0
value = -1
id = 3000

[State 3002, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(64) >= 0 && AnimElemTime(65) < 0
ID = 3000
pos = -27, -110

[State 3002, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(65) >= 0 && AnimElemTime(66) < 0
ID = 3000
pos = 16, -113

[State 3002, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(66) >= 0 && AnimElemTime(67) < 0
ID = 3000
pos = 54, -36

[State 3002, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(67) >= 0 && AnimElemTime(68) < 1
ID = 3000
pos = 64, -15

[State 3002, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 68, =1
value = -60
id = 3000
absolute = 0

[State 3002, TargetVelSet]
type = TargetVelSet
triggerall = NumTarget
trigger1 = AnimElem = 68, =1
x = -4.5
y = 7.5
ID = 3000

[State 3002, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = AnimElem = 68, =1
value = 50802
id = 3000

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 68, =1
value = S801, 2
volumescale = 100

[State 3002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; EX Shin Ya Otome: Jissokoku
[Statedef 3005]
type = S
movetype = A
physics = N				
velset = 0,0			
ctrl = 0								
poweradd = -2000			
sprpriority = 2			
facep2 = 1
anim = 3005

[State 3005, Voice]
type = PlaySnd 
trigger1 = AnimElem = 1
value = S3000,0
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 = 30001
stateno = 30000 
pos = 20,-117
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3005, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 8

[State 3005, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 11015
ID = 11015
pos = -20,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1015, 1
ignorehitpause = 1

[State 3005, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1)>=0
trigger1 = AnimElemTime(10) < 4
value = SCA

[State 3005, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElemTime(9) >= 0
attr = S, HA			
damage = floor(50*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,11
guard.pausetime = 11,11	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back	
air.fall = 1
fall.recover = 0			
yaccel = 0.5
ground.cornerpush.veloff = 0
forcestand = 1
p1stateno = 3006
p2stateno = 53000
id = 3005
getpower = 0
givepower = 50
kill = 0
guard.kill = 0
persistent = 0

[State 3005, VelSet]
type = VelSet
trigger1 = AnimElem = 14
x = 7

[State 3005, VelMul]
type = VelMul
trigger1 = AnimElemtime(14) > 0
x = 0.9375

[State 3005, ChangeState]
type = ChangeState
trigger1 = Var(16) = 2
trigger2 = AnimTime = 0
value = IfElse(Var(16) = 2, 3001, 0)
ctrl = IfElse(Var(16) = 2, 0, 1)
ignorehitpause = 1
;---------------------------------------------------------------------------
; Jissoukoku
[Statedef 3006]
type = S
movetype = A
physics = N				
velset = 6,0			
ctrl = 0				
anim = 3006				
poweradd = 0			
sprpriority = 2

[State 3006, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA			

[State 3006, TargetBind]
type = TargetBind
triggerall = NumTarget(3005)
trigger1 = !Time
time = 1
id = 3005
pos = 50, 0

[State 3006, Explod]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 18
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 37
trigger7 = AnimElem = 44
trigger8 = AnimElem = 51
trigger9 = AnimElem = 58
trigger10 = AnimElem = 65
anim = 11000
ID = 11000
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 3006, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 18
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 37
trigger7 = AnimElem = 44
trigger8 = AnimElem = 51
trigger9 = AnimElem = 58
trigger10 = AnimElem = 65
attr = S, HA			
damage = floor(25*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0	
sparkno = S10012
guard.sparkno = S10131				
sparkxy = -10, -75
hitsound = S5, 13			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
forcestand = 1
p2stateno = 53000
id = 3005
getpower = 0
givepower = 50
kill = 0

[State 3006, TargetState]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 66
value = 53006
id = 3005
persistent = 0

[State 3006, PlaySnd]
type = PlaySnd 
triggerall = AnimElemtime(68) >= 0 && AnimElemTime(90) < 0
trigger1 = Time % 10 = 0
value = S801,1
channel = 0

[State 3006, VelSet]
type = VelSet
trigger1 = AnimElemTime(66) = 0
x = 0

[State 3006, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(66) >= 0 && AnimElemtime(68) < 0
id = 3005
pos = 50,0

[State 3006, Explod]
type = Explod
triggerall = AnimElemtime(68) >= 0 && AnimElemTime(90) < 0
trigger1 = Time % 10 = 0
anim = 10002
ID = 10002
pos = 16, -125
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
shadow = 0,0,0
ownpal = 1

;[State 3006, Explod]
;type = Explod
;triggerall = AnimElemtime(68) >= 0 && AnimElemTime(90) < 0
;trigger1 = Time % 10 = 0
;anim = 10017
;ID = 11017
;pos = 5,-127
;postype = p1  ;p2,front,back,left,right
;facing = 1
;vfacing = 1
;bindtime = -1
;removetime = -2
;pausemovetime = 0
;scale = 1,1
;sprpriority = 5
;ontop = 0
;shadow = 0,0,0
;ownpal = 1
;removeongethit = 1
;
;[State 3006, Explod]
;type = Explod
;triggerall = AnimElemtime(68) >= 0 && AnimElemTime(90) < 0
;trigger1 = Time % 10 = 0
;anim = 10017
;ID = 11017
;pos = 25,-127
;postype = p1  ;p2,front,back,left,right
;facing = -1
;vfacing = 1
;bindtime = -1
;removetime = -2
;pausemovetime = 0
;scale = 1,1
;sprpriority = 5
;ontop = 0
;shadow = 0,0,0
;ownpal = 1
;removeongethit = 1

[State 3006, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(68) >= 0 && AnimElemTime(92) < 0
id = 3005
pos = 15, -127

[State 3006, VelSet]
type = VelSet
trigger1 = AnimElem = 92
y = -8
ignorehitpause = 1

[State 3006, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 92
statetype = A   

[State 3006, VelAdd]
type = VelAdd
trigger1 = StateType = A && AnimElemTime(92) >= 3
y = 0.5865

[State 3006, TargetState]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 92, =0
value = 53007
id = 3005
persistent = 0

[State 3006, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(92) >= 0
id = 3005
pos = 23, -124

[State 3006, Whoosh]
type = PlaySnd 
trigger1 = AnimElem = 92, =0
value = S40,1
channel = 2
persistent = 0

[State 3006, end]
type = ChangeState
trigger1 = StateType = A
trigger1 = Vel Y >= 0 && Vel Y > -Pos Y
value = 3007
ctrl = 0
;---------------------------------------------------------------------------
;Land
[Statedef 3007]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3007

[State 3007, Land]
type = PlaySnd
trigger1 = !time
value = S47,0

[State 3007, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 3007, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemTime(2) < 0
id = 3005
pos = -10, -115

[State 3007, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2, = 0
id = 3005
pos = -60, -5

[State 3007, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -75
id = 3005
absolute = 0

[State 3007, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S801, 2
volumescale = 100

[State 3007, TargetState]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 2, = 0
value = 53008
id = 3005

[State 3007, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 3007, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Yami Doukouku
[Statedef 3010]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 3010				
poweradd = -1000			
sprpriority = 2			
facep2 = 1
hitcountpersist = 1

[State 3010, NotHitBy]
type = NotHitBy
trigger1 = MoveHit
value = SCA
ignorehitpause = 1

[State 3010, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3010, Pause]
type = Pause
trigger1 = !Time
time = 33
movetime = 22

[State 3010, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = 20,-130
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA

[State 3010, 1]
type = HitDef
triggerall = var(1) = 0
trigger1 = Time = 0
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
sparkxy = -10, -75
p1facing = 1
p2facing = 1
p1stateno = 3011
p2stateno = 53011
fall = 1
fall.recover = 0
fall.envshake.time = 10
fall.envshake.freq = 180
fall.envshake.ampl = 4
id = 3010

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

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

[State 3011, Pause]
type = Pause
trigger1 = 1
time = 0
movetime = 0

[State 3011, Voice]
type = PlaySnd 
trigger1 = AnimElem = 5
value = S3010,0
channel = 0
persistent = 0

[State 3011, Voice]
type = PlaySnd 
trigger1 = AnimElem = 5
value = S11000,0
channel = 1
persistent = 0

[State 3011, Explod]
type = Explod
triggerall = Anim = 3011
trigger1 = AnimElem = 5
anim = 13011
ID = 13011
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

[State 3011, TargetBind]
type = TargetBind
triggerall = Anim = 3011
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) <= 0
id = 3010
pos = 40,0

[State 3011, TargetBind]
type = TargetBind
triggerall = Anim = 3011
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
id = 3010
pos = 45,-98

[State 3011, TargetBind]
type = TargetBind
triggerall = Anim = 3011
trigger1 = AnimElemTime(4) > 0
id = 3010
pos = 30,-135

[State 3011, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Anim = 3011
trigger1 = Time = [42, 125]
trigger1 = Time % 5 = 0
value = -5
ID = 3010
kill = 0
absolute = 0

[State 3011, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 125
value = 3012
elem = 1
persistent = 0

[State 3011, RemoveExplod]
type = RemoveExplod
triggerall = Anim = 3012
trigger1 = AnimElem = 3
id = 13011

[State 3011, TargetBind]
type = TargetBind
triggerall = Anim = 3012
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
id = 3010
pos = 2,-135

[State 3011, TargetBind]
type = TargetBind
triggerall = Anim = 3012
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
id = 3010
pos = 1,-137

[State 3011, TargetState]
type = TargetState
triggerall = Anim = 3012
trigger1 = AnimElem = 3
value = 53012
ID = 3010

[State 3011, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Anim = 3012
trigger1 = AnimElem = 3
value = -140
ID = 3010
kill = 1
absolute = 0

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

;---------------------------------------------------------------------------
; Fuujin Ibuki
[Statedef 3015]
type = S
movetype = A
physics = N				
velset = 0,0			
ctrl = 0								
poweradd = IfElse(var(31) = 0, -3000, -2000)			
sprpriority = 2			
facep2 = 1
anim = 3015

[State 3015, Voice]
type = PlaySnd 
trigger1 = AnimElem = 1
value = S3015,0
channel = 0

[State 3015, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3015, Pause]
type = Pause
trigger1 = !Time
time = 29
movetime = 29

[State 3015, Helper]
type = Helper
trigger1 = !Time
name = "Neo MAX FX" 
ID = 23020
stateno = 23020 
pos = -20,-45
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3015, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 8

[State 3015, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 11015
ID = 11015
pos = -20,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 3015, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1015, 1
ignorehitpause = 1

[State 3015, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1)>=0
trigger1 = AnimElemTime(10) < 4
value = SCA

[State 3015, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElemTime(10) >= 0
attr = S, HA			
damage = floor(50*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,11
guard.pausetime = 11,11	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back	
air.fall = 1
fall.recover = 0			
yaccel = 0.5
ground.cornerpush.veloff = 0
forcestand = 1
p1stateno = 3016
p2stateno = 53000
id = 3015
getpower = 0
givepower = 50
kill = 0
guard.kill = 0
persistent = 0

[State 3015, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 7

[State 3015, VelMul]
type = VelMul
trigger1 = AnimElemtime(12) > 0
x = 0.9375

[State 3015, ChangeState]
type = ChangeState
trigger1 = Var(16) = 2
trigger2 = AnimTime = 0
value = IfElse(Var(16) = 2, 3001, 0)
ctrl = IfElse(Var(16) = 2, 0, 1)
ignorehitpause = 1

;---------------------------------------------------------------------------
; Hit
[Statedef 3016]
type = S
movetype = A
physics = N				
velset = 0,0			
ctrl = 0				
anim = 3016				
poweradd = 0			
sprpriority = 2

[State 3016, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA			

[State 3016, TargetBind]
type = TargetBind
triggerall = NumTarget(3015)
trigger1 = !Time
time = 1
id = 3015
pos = 50, 0

[State 3016, Voice]
type = PlaySnd 
trigger1 = AnimElem = 2
trigger2 = AnimElem = 15
value = S3015, IfElse((AnimElem = 2), 1, 2)
channel = 0

[State 3016, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
attr = S, HA			
damage = floor(50*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0	
sparkno = S10012
guard.sparkno = S10131				
sparkxy = -10, -75
hitsound = S5, 13			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
forcestand = 1
p2stateno = 53000
id = 3015
getpower = 0
givepower = 50
kill = 0

[State 3016, 2]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA			
damage = floor(50*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0	
sparkno = S10012
guard.sparkno = S10131				
sparkxy = -10, -75
hitsound = S5, 13			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
forcestand = 1
p2stateno = 53000
id = 3015
getpower = 0
givepower = 50
kill = 0

[State 3016, Explod]
type = Explod
trigger1 = AnimElem = 20
anim = 11007
ID = 11007
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 3016, 3]
type = HitDef
trigger1 = AnimElem = 21
attr = S, HA			
damage = floor(50*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,7	
sparkno = S10012
guard.sparkno = S10131				
sparkxy = -10, -75
hitsound = S5, 14		
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0, -10.8
air.velocity = 0, -10.8
air.animtype = Back				
yaccel = 0.4
ground.cornerpush.veloff = 0
forcestand = 1
id = 3015
getpower = 0
givepower = 50
kill = 0
fall = 1
fall.recover = 0

[State 3016, Helper]
type = Helper
trigger1 = AnimElem = 33, =0
ID = 13016
pos = 50,0
postype = p1
stateno = 13016
name = "Tornado 1"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 1
size.yscale = 1

[State 3016, Helper]
type = Helper
trigger1 = AnimElem = 47,=0
ID = 13017
pos = 50,0
postype = p1
stateno = 13016
name = "Tornado 2"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 1
size.yscale = 1

[State 3016, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
