
; super / hyper


;-------------------------
; shin_ku_hadou
; ^g

[statedef 3000]
type=s
physics=s
movetype=a
anim=1000
sprpriority=2
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(10)=(command="hp1_s" && power>=2000)

[state 0]
	type=width
	trigger1=(animelem=7)
	value=28,0

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(animelem=4) && roundstate=2
	value=-ifelse(var(10),2000,1000)
[state 0]
	type=helper
	trigger1=(animelem=4) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(10),2,0)
	pos=floor(-18*const(size.xscale)),floor(-73*const(size.yscale))
;---------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=4) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(-18*const(size.xscale)),floor(-73*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(animelem=4)
	time=abs(animtime)
	length=9
	timegap=2
	framegap=4
	palbright=1,1,1
	palcontrast=128,(!var(10))*128,(!var(10))*128
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

;---
[state 0]
	type=projectile
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	trigger1=1|| var(11):=-16 || var(12):=-66 || fvar(1):=0.5
	trigger2=(animelem=4,>=0) && (animelem=5,<0)
	trigger2=1|| var(11):=-16 || var(12):=-68 || fvar(1):=0.75
	trigger3=(animelem=5,>=0) && (animelem=6,<0)
	trigger3=1|| var(11):=-16 || var(12):=-69 || fvar(1):=1
	trigger4=(animelem=6,>=0) && (animelem=7,<0)
	trigger4=1|| var(11):=-6 || var(12):=-66 || fvar(1):=1
	projanim=1004
	projsprpriority=3
	postype=p1
	offset=floor(var(11)*const(size.xscale)), floor(var(12)*const(size.yscale))
	projedgebound=800
	projstagebound=800
	projscale=fvar(1),fvar(1)
	projremovetime=1

;---
[state 0]
	type=helper
	trigger1=(animelem=7) && (sysfvar(0)>0)
	id=3000
	size.height=500222;;<-(removetime+options)
	pos=floor(60*const(size.xscale)),floor(-66*const(size.yscale))
	stateno=91000
	size.head.pos=3005,3006;;<-anim,hitanim
	size.mid.pos=ifelse(var(10),6500,5500),0;;<-speed_x,y(1/1000)
	size.ground.front=ifelse(var(10),7,4)*1000+9;;<-max_hits/miss_time
	size.ground.back=600010;;<-damage hit/guard
	size.air.front=620560;; <vel_x,y_hit
	size.air.back= 640530;; <vel_x,y_guard
	size.shadowoffset=13;;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=1
	size.yscale=1

;---
[state 0]
	type=projectile
	trigger1=(animelem=7) && (sysfvar(0)<=0)
	projid=91000
	projanim=3005
	projhitanim=3006
	projpriority=3
	projsprpriority=3
	projscale=ifelse(var(10),1.15,1),ifelse(var(10),1.15,1)
	projremovetime=222
	projhits=ifelse(var(10),7,4)
	offset=floor(60*const(size.xscale)),floor(-66*const(size.yscale))
	velocity=ifelse(var(10),6.5,5.5), 0
	attr=s,hp
	damage=60,10
	hitflag=maf
	guardflag=m
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	ground.type=high
	air.type=low
	pausetime=9,10
	sparkno=3
	guard.sparkno =41
	hitsound=5,4
	guardsound=6,0
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-12
	air.velocity=    -6,-6
	air.juggle=8
	getpower=0,0
	fall=1
	air.fall=1
	fall.recover=0

;---
[state 0]
	type=playsnd
	trigger1=(time=1)
	value=0,20
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=7)
	value=0,10
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=f200,2
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=7)
	value=2,0
	channel=2

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=7)
	movetype=i
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-------------------------
; shin_ku_tatsu_maki
; ^󗳊r

[statedef 3200]
type=a
physics=n
movetype=a
anim=3200
juggle=4
sprpriority=2
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(10)=(command="hp2_s" && power>=2000)

[state 0]
	type=varset
	trigger1=!time
	var(11)=ifelse(var(10),9,5)

[state 0]
	type=nothitby
	trigger1=1
	value=sca
	time=ifelse(var(10),15,9)

[state 0]
	type=playsnd
	trigger1=(time=2)
	value=0,20
	channel=0

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(animelem=3) && roundstate=2
	value=-ifelse(var(10),2000,1000)
[state 0]
	type=helper
	trigger1=(animelem=3) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(10),2,0)
	pos=floor(-33*const(size.xscale)),floor(-31*const(size.yscale))
;---------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=3) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(-33*const(size.xscale)),floor(-31*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(animelem=3)
	time=256
	length=9
	timegap=2
	framegap=4
	palbright=1,1,1
	palcontrast=128,(!var(10))*128,(!var(10))*128
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=4) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-28*const(size.xscale)),0
	size.xscale=1
	size.yscale=1

;---
[state 0]
	type=velset
	trigger1=(animelem=4)
	y=-2.5

[state 0]
	type=playerpush
	trigger1=1
	value=0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=3201

; tatsu_tatsu
;--------------
; maki_maki

[statedef 3201]
type=a
physics=n
movetype=a
anim=3201
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,12
	channel=0
	ignorehitpause=1
	persistent=0

;---
[state 0]
	type=playsnd
	trigger1=(animelem=1,=1)
	value=f200,3
	channel=1

[state 0]
	type=playerpush
	trigger1=1
	value=0
	ignorehitpause=1

;---
[state 0]
	type=projectile
	trigger1=1
	projanim=1002+var(10)
	projsprpriority=-5
	postype=p1
	offset=0,floor(-pos y)
	projedgebound=800
	projstagebound=800
	projscale=(abs(animtime)+2)*0.5, (abs(animtime)+2)*0.05
	projremovetime=1
	ignorehitpause=1

;---
[state 0]
	type=hitdef
	trigger1=(animelem=2)||(animelem=5)
	attr=a,ha
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	ground.type=high
	air.type=low
	damage=45,10
	hitflag=maf
	guardflag=m
	pausetime=4,3
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-60
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity= ifelse(p2bodydist x>30,5,0)
	air.velocity=    ifelse(p2bodydist x>30,5,0), -3
	air.fall=1
	air.recover=0
	yaccel=0.5
	getpower=0,0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510560 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=varadd
	trigger1=(animtime=0)
	var(11)=-1
[state 0]
	type=changestate
	trigger1=(animtime=0) && var(11)<0
	value=3202

;--------------
; maki_maki finish

[statedef 3202]
type=a
physics=n
movetype=a
anim=1202
poweradd=0
velset=0,0
ctrl=0

;---
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,3
	channel=1

[state 0]
	type=playerpush
	trigger1=1
	value=0
	ignorehitpause=1

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=a,ha
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	ground.type=high
	air.type=low
	damage=45,10
	hitflag=maf
	guardflag=m
	pausetime=13,13
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-80
	hitsound=300,5
	guardsound=41,0
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity= -5,-9
	air.velocity=    -5,-9
	guard.velocity=  -12
	fall=1
	air.fall=1
	air.recover=0
	yaccel=0.5
	getpower=0,0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=(animelem=7,>3)
	value=3203

;-------------- fall
[statedef 3203]
type=a
physics=a
movetype=i
ctrl=0

[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=3205

;---------------- land ; n
[statedef 3205]
type=s
physics=s
movetype=i
anim=47
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------------
; (max2)
; shin-syo_ryu
; ^E

[statedef 3400]
type=s
physics=s
movetype=a
anim=3400
sprpriority=2
juggle=8
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=nothitby
	trigger1=(animelem=5,<0) && (anim=3400)
	value=sca

;-[hpe]---------
[state 0]
	type=helper
	trigger1=(animelem=2) && (anim=3400) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88883
	pos=floor(-26*const(size.xscale)),floor(-55*const(size.yscale))
[state 0]
	type=helper
	trigger1=(animelem=2) && (anim=3400) && roundstate=2 && (sysfvar(0)>0)
	trigger1=!numhelper(88870)
	id=88870
	stateno=88870;max2bg
	size.height=0
;---------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=2) && (anim=3400) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(-26*const(size.xscale)),floor(-55*const(size.yscale))
	anim=100
	sound=20,0
	poweradd=-2000

[state 0]
	type=afterimage
	trigger1=(animelem=2) && (anim=3400)
	time=256
	length=9
	timegap=2
	framegap=4
	palbright=1,1,1
	palcontrast=128,0,0
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1


;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=0,21
	channel=0
	persistent=0
[state 0]
	type=playsnd
	trigger1=(animelem=6) && (anim=[3400,3401])
	value=0,22
	channel=0
	persistent=0
	ignorehitpause=1

[state 0]
	type=playsnd
	trigger1=(animelem=5) && (anim=[3400,3401])
	value=2,0
	channel=1

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5) && (anim=[3400,3401])
	statetype=a
	physics=n

[state 0]
	type=velset
	trigger1=(animelem=5) && (anim=[3400,3401])
	x= ifelse((anim=3401), 1, 9)
	y=-ifelse((anim=3401),13,11)

[state 0]
	type=gravity
	trigger1=(animelem=5,>0) && (anim=[3400,3401])
	trigger2=(anim=[1101,1102])

;---
[state 0]
	type=velmul
	trigger1=(vel y<0) && (vel x>0)
	x=0.92
[state 0]
	type=velset
	trigger1=(vel y>0)
	x=0

;--- fall
[state 0]
	type=changeanim
	trigger1=(animelem=5,>0) && (vel y>-1) && (anim=[3400,3401])
	value=ifelse((anim=3401), 1102, 1101)

;--- change form
[state 0]
	type=changeanim
	trigger1=(movehit) && (anim=3400) && (animelem=4,>=0) && (animelem=5,<0)
	value=3401

; dash_dust
[state 0]
	type=helper
	trigger1=((animelem=4)||(animelem=5)) && (anim=[3400,3401]) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-32*const(size.xscale)),0
	size.xscale=1
	size.yscale=1

; ground_wave
[state 0]
	type=helper
	trigger1=((animelem=4)||(animelem=5)) && (anim=[3400,3401]) && (sysfvar(0)>0)
	pos=floor(12*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=0
	size.xscale=1
	size.yscale=1

;--- ground hit
[state 0]
	type=hitdef
	trigger1=(animelem=4) && (anim=[3400,3401])
	attr=s,ha
	damage=150,15
	animtype=hard
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	guardflag=m
	hitflag=maf
	pausetime=ifelse((anim=3400),45,30), ifelse((anim=3400),35,30)
	sparkxy=-10,-ifelse((anim=3400),80,90)
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.slidetime=22
	ground.hittime=22
	air.hittime=22
	ground.velocity=(p2bodydist x) *0.05 *((anim=3400)&&(p2bodydist x>28)), -ifelse((anim=3400), 5, 0)
	air.velocity=   (p2bodydist x) *0.05 *((anim=3400)&&(p2bodydist x>28)), -5
	fall=1
	fall.recover=0
	accel=0.5
	getpower=0,0
	p2facing=1
	kill=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510500 +ifelse((anim=3400),80,90) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;--- up
[state 0]
	type=hitdef
	trigger1=((animelem=5)||(animelem=6)||(animelem=7)||(animelem=8)) && (anim=[3400,3401])
	attr=s,ha
	damage=50,5
	animtype=up
	ground.type=low
	air.type=low
	guardflag=m
	hitflag=maf
	pausetime=13,13
	sparkxy=-10,-90
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.slidetime=22
	ground.hittime=22
	air.hittime=22
	ground.velocity= -1, -12
	air.velocity=    -1, -12
	getpower=0,0
	fall=1
	air.fall=1
	air.recover=0
	fall.recover=0
	yaccel=0.5
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510590 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;--- hit ring
[state 0]
	type=varset
	trigger1=!time
	fvar(1)=0
[state 0]
	type=varset
	trigger1=(hitpausetime=[44,45]) && (anim=3400)
	trigger1=1|| var(11):=36 || var(12):=-78
	trigger2=(hitpausetime=[29,30]) && (anim=3401)
	trigger2=1|| var(11):=29 || var(12):=-90
	fvar(1)=26
	ignorehitpause=1
[state 0]
	type=varadd
	trigger1=fvar(1)>0
	fvar(1)=-1
	ignorehitpause=1
[state 0]
	type=projectile
	trigger1=fvar(1)>0
	projanim=3402
	projsprpriority=3
	postype=p1
	offset=floor(var(11)*const(size.xscale)), floor(var(12)*const(size.yscale))
	projscale=(28-fvar(1))*0.1 , (28-fvar(1))*0.1
	projremovetime=1
	ignorehitpause=1

;---
[state 0]
	type=statetypeset
	trigger1=(anim=[1101,1102]) && (pos y+vel y>=0) && (vel y>0)
	movetype=i

;--- land ; n
[state 0]
	type=changestate
	trigger1=(anim=[1101,1102]) && (pos y+vel y>=0) && (vel y>0)
	value=1105





;[EOF]
