;===========================================================================
;                                    Chapter 6.
;=============================;-| Hollow  Ichigo.  |-;=======================
;                                    ) begin (
;============================================================================
;---------------------------------------------------------------------------
; hollow trans
[Statedef 7500]
type                            = S
ctrl                            = 0
anim                            = 7500
velset                          = 0,0
movetype                        = I
physics                         = S
sprpriority                     = 2

[State 7233, EnvShake]
type                            = EnvShake
trigger1                        = time = 360
time                            = 75
freq                            = 60
ampl                            = -4
phase                           = 90
pausemovetime                   = 9999999

[State 7003, Helper]
type                            = Helper
trigger1                        = time = 360
helpertype                      = normal
name                            = "Hollow pcx"
facing                          = ifelse(teamside = 1, 1, 1)
ID                              = 7011
stateno                         = 7011
pos                             = 0,0
postype                         = left
sprpriority                     = 0
pausemovetime                   = 9999999

[State 0, LifeAdd]
type                            = LifeAdd
trigger1                        = ANIMELEM = 15
value                           = 300
kill                            = 0
absolute                        = 300

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 140
time = 5
add = -15,-15,-15

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 145
time = 5
add = -30,-30,-30

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 150
time = 5
add = -45,-45,-45

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 155
time = 5
add = -60,-60,-60

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 160
time = 5
add = -75,-75,-75

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 165
time = 5
add = -90,-90,-90

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 170
time = 5
add = -105,-105,-105

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 175
time = 5
add = -120,-120,-120

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 180
time = 5
add = -135,-135,-135

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 185
time = 5
add = -150,-150,-150

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 190
time = 5
add = -165,-165,-165

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 195
time = 5
add = -180,-180,-180

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 200
time = 5
add = -195,-195,-195

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 205
time = 5
add = -210,-210,-210

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 210
time = 5
add = -225,-225,-225

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 215
time = 5
add = -240,-240,-240

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 220
time = 325
add = -255,-255,-255

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 355
time = 3
add = 256,0,0
mul = 256,0,0

[State 0, Pause]
type                            = Pause
trigger1                        = animelem = 1
time                            = 439
movetime                        = 439
pausebg                         = 1

[State 420, Explod]
type                            = Explod
trigger1                        = animelem = 9
anim                            = 4802
ID                              = 4802
pos                             = 0,0
postype                         = p1
facing                          = 1
vfacing                         = 1
bindtime                        = -1
removetime                      = -2
sprpriority                     = 0
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1146
pos                             = 152,118
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = 4
bindtime                        = 700
removetime                      = 442
removeongethit                  = 1
pausemovetime                   = 9999999

[state 9999, ex]
type                            = explod
trigger1                        = ANIMELEM = 12
id                              = 1145
anim                            = 1145
postype                         = back
pos                             = 143, 60
bindtime                        = -1
removetime                      = 164
sprpriority                     = 0
supermovetime                   = -1
pausemovetime                   = -1
size.xscale                     = 9.9
size.yscale                     = 9.9

[State 1950, VarSet]
type                            = VarSet
trigger1                        = AnimElem = 17
v                               = 0
value                           = 76

[State 700, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 11
value                           = s1000,11
volume                          = 900

[State 700, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 12
value                           = s1000,10
volume                          = 900

[State 700, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 11
value                           = s1000,4
volume                          = 900

[State 700, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 9
value                           = s3,5
volume                          = 900

[State 700, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 1
value                           = s500,9
volume                          = 900

[State 700, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 8
value                           = s500,8
volume                          = 900

[State 700, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 10
value                           = s1000,2
volume                          = 900

[State 700, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 10
value                           = s3,7
volume                          = 900

[State 700, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 9
value                           = s3,5
volume                          = 900

[State 1950, 2]
type                            = ChangeState
trigger1                        = AnimTime = 0
value                           = 0
ctrl                            = 1

;---------------------------------------------------------------------------
; YOU CAN'T MOVE ME! Hollow
[Statedef 2505]
type                            = U
physics                         = N
triggerall                      = 1 && var(0) = 76

[State 0, PosFreeze]
type                            = PosFreeze
trigger1                        = !time
value                           = 5

[State 0, PalFX]
type                            = PalFX
trigger1                        = !time
time                            = 10
add                             = 0,0,0
mul                             = 200,50,50
sinadd                          = 0,0,0,1
invertall                       = 0
color                           = 256

[State 0, LifeAdd]
type                            = LifeAdd
trigger1                        = !time
value                           = -gethitvar(damage)/3
kill                            = 1

[State 0, ChangeState]
type                            = ChangeState
trigger1                        = time = 1
value                           = IfElse(Pos Y < 0,50,0)
ctrl                            = 1

;---------------------------------------------------------------------------
; Standing Light Punch Hollow
; CNS difficulty: easy
[Statedef 7517]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A		                ;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1			        ;Number of air juggle points move takes                             ;Commonly-used controllers:
velset = 0,0			        ;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 7517				;Change animation (Def: no change)
lifeadd = 0			        ;Power to add (Def: 0)
sprpriority = 2		                ;Set layering priority to 2 (in front)

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = s1,11
volume = 900

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s40,0
volume = 900

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s40,0
volume = 900

[State 7517, 1]
type = HitDef
trigger1 = ANIMELEM = 2
trigger2 = ANIMELEM = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 13, 1			;Damage that move inflicts, guard damage
animtype = HARD		        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 6		;Time attacker pauses, time opponent shakes
sparkno = S5590          	;Spark anim no (Def: set above)
sparkxy = -30, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 2		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State 7517,0]
type                            = Explod
trigger1                        = AnimElem = 2
anim                            = 7518
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 7517,0]
type                            = Explod
trigger1                        = AnimElem = 3
anim                            = 7519
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999


[State 7517, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch Hollow
; CNS difficulty: easy
[StateDef 7520]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7520
poweradd = 20
sprpriority = 2

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s1,8
volume = 900

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = s3,8
volume = 900

[State 7520, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
attr = S, NA
damage = 10,2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 4
sparkno = S5590
sparkxy = -15, -46
hitsound = s7, 2
guardsound = s120, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 7
envshake.ampl = 3

[State 1011, Helper]
type                           = Helper
trigger1                       = animelem = 3
helpertype                     = normal
name                           = "mid air getsuga"
ID                             = 2011
stateno                        = 2015
pos                            = -25,10
postype                        = p1
sprpriority                    = -4

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 2
anim                            = 7522
pos                             = 4,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 3
anim                            = 7523
pos                             = 4,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 4
anim                            = 7524
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 5
anim                            = 7525
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 6
anim                            = 7526
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 2101, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch BANKAI
; CNS difficulty: easy
[StateDef 7527]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7527
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 999,3
volume = 900

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = s6,4
volume = 900

[State 3101, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = S, NA
damage = 15,5
animtype = hard
guardflag = MAF
hitflag = MAF
priority = 3, Hit
pausetime = 0, 15
sparkno = S5590
sparkxy = -15, -46
hitsound = s7, 2
guardsound = s120, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 7
envshake.ampl = 3

[State 2000, Helper]
type                           = Helper
trigger1                       = animelem = 5
helpertype                     = normal
name                           = "Hollow getsuga"
ID                             = 7209
stateno                        = 7211
pos                            = 0,0
postype                        = p1
sprpriority                    = -4


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 7210
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 7527, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching BANKAI Strong Punch
[StateDef 7228]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7228
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 2,IfElse(random < 500,3,8)
volume = 900

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = s6,4
volume = 900

[State 7228, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = S, NA
damage = 15,5
animtype = hard
guardflag = MAFD
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 0
sparkno = S5590
sparkxy = -15, -46
hitsound = S7, 2
guardsound = s120, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -7,-0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-8
air.hittime = 25
envshake.time = 7
envshake.ampl = 3

[State 2000, Helper]
type                           = Helper
trigger1                       = animelem = 4
helpertype                     = normal
name                           = "Hollow getsuga"
ID                             = 7229
stateno                        = 7229
pos                            = 0,0
postype                        = p1
sprpriority                    = -4

[State 7228, Explod]
type = Explod
trigger1 = animelem = 4
anim = 9201
pos = 3,-4
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 7228, Explod]
type = Explod
trigger1 = animelem = 5
anim = 9202
pos = 8,-1
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 7228, Explod]
type = Explod
trigger1 = animelem = 6
anim = 9203
pos = 8,-1
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 7228, Explod]
type = Explod
trigger1 = animelem = 7
anim = 9204
pos = 8,-1
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 7228, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching BANKAI Strong Punch
[StateDef 3718]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3101
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = s999,3
volume = 900

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = s6,4
volume = 900

[State 3101, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = S, NA
damage = 15,5
animtype = hard
guardflag = MAF
hitflag = MAF
priority = 3, Hit
pausetime = 0, 15
sparkno = S5590
sparkxy = -15, -46
hitsound = s7, 2
guardsound = s120, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 7
envshake.ampl = 3

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 3102
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 3103
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 3104
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 3105
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 3106
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 3107
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1


[State 2000, Helper]
type                           = Helper
trigger1                       = animelem = 6
helpertype                     = normal
name                           = "Hollow getsuga"
ID                             = 3719
stateno                        = 3719
pos                            = 0,0
postype                        = p1
sprpriority                    = -4
size.xscale = 0.8
size.yscale = 0.7

[State 7228, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Hollow 1000 SLICE
[Statedef 7245]
Type    = A
MoveType= A
Physics = S
Anim = 7245
poweradd = -1000
Velset = 0,0
Ctrl = 0

[State 980, VelSet 2]
Type = VelSet
Trigger1 = Pos Y >= 0
Y = 0

[State 980, 1]
Type=Velset
Trigger1 = AnimElemTime(2) > 0
Y= -1.5
X= 1.5

[State 980, 1]
Type=Velmul
Trigger1 = AnimElemTime(2) > 0
Y= 0.1
X= 0.1

[State 0, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 280
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 10
trans = add
TimeGap  = 1
FrameGap = 2

[State 3000, Superspark1]
Type  = explod
Triggerall = AnimElemTime(2) > 0 && AnimElemTime(40)< 1
Trigger1  = TimeMod = 3,0
Anim  = 3701 + Random%10
SprPriority = 5
PosType  = p1
Pos = 5, -30
removeTime = -2
scale = 1,1
ignorehitpause = 0

[State 3800, Superspark1]
Type  = explod
Trigger1  = ANIMELEM = 1
Anim  = 3800
ID  = 3800
SprPriority = 5
PosType  = p1
Pos = 10, -45
removeTime = 20
supermoveTime  = 300

[State 3800, Superspark1]
Type  = explod
Trigger1  = ANIMELEM = 1
Anim  = 4708
ID  = 4708
SprPriority = 5
PosType  = p1
Pos = 3, -50
removeTime = 32
supermoveTime  = 300

[State 3000, expand]
Type  = modifyexplod
Trigger1 = 1
ID = 3800
scale  = .1+(.1*Time),.1+(.1*Time)

[State 0, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
moveTime = 115
Anim = -1
Pos = 0,0
Time = 115
darken = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !TIME
value = S3,1
volume = 900
Persistent = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 1
value = S1,16
volume = 900
Persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 1
value = S1,16
volume = 900
Persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 1
value = S1,16
volume = 900
Persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 1
value = S1,16
volume = 900
Persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 1
value = S1,16
volume = 900
Persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 2
trigger2 = ANIMELEM = 3
trigger3 = ANIMELEM = 4
trigger4 = ANIMELEM = 5
trigger5 = ANIMELEM = 6
trigger6 = ANIMELEM = 7
trigger7 = ANIMELEM = 8
trigger8 = ANIMELEM = 9
trigger9 = ANIMELEM = 10
trigger10 = ANIMELEM = 11
trigger11 = ANIMELEM = 12
trigger12 = ANIMELEM = 13
trigger13 = ANIMELEM = 14
trigger14 = ANIMELEM = 15
trigger15 = ANIMELEM = 16
trigger16 = ANIMELEM = 17
trigger17 = ANIMELEM = 18
trigger18 = ANIMELEM = 19
trigger19 = ANIMELEM = 20
trigger20 = ANIMELEM = 21
trigger21 = ANIMELEM = 22
trigger22 = ANIMELEM = 23
trigger23 = ANIMELEM = 24
trigger24 = ANIMELEM = 25
trigger25 = ANIMELEM = 26
trigger26 = ANIMELEM = 27
trigger27 = ANIMELEM = 28
trigger28 = ANIMELEM = 29
trigger29 = ANIMELEM = 30
trigger30 = ANIMELEM = 31
trigger31 = ANIMELEM = 32
trigger32 = ANIMELEM = 33
trigger33 = ANIMELEM = 34
trigger34 = ANIMELEM = 35
trigger35 = ANIMELEM = 36
trigger36 = ANIMELEM = 37
trigger37 = ANIMELEM = 38
trigger38 = ANIMELEM = 39
trigger39 = ANIMELEM = 40
trigger40 = ANIMELEM = 41
trigger41 = ANIMELEM = 42
trigger42 = ANIMELEM = 43
trigger43 = ANIMELEM = 44
value = S6,3
volume = 200

[State 3000, Helper]
type                           = Helper
trigger1                       = ANIMELEM = 44
helpertype                     = normal
name                           = "air getsuga"
ID                             = 2011
stateno                        = 2015
BINDTIME                       = 300
removeongethit                 = 1
pos                            = -30,20
postype                        = p1
sprpriority                    = -4

[State 0, VarRandom]
Type = VarRandom
Trigger1 = Time > 0
v = 13
range = -100,-20

[State 7245, 1]
Type = HitDef
Triggerall = AnimElemTime(2) > 0 && AnimElemTime(43)< 1
Trigger1  = TimeMod = 1,0
attr = A, HA
damage = 2,0
AnimType = Medium
hitFlag = MAFD
guardFlag = HA
priority = 3
pauseTime = 0,4
sparkno = S5590
sparkXY = -10,Var(13)
hitsound = S4,1
guardsound = S120, 0
ground.Type = High
ground.slideTime = 5
ground.hitTime  = 13
ground.VelocitY = -6,0
air.VelocitY = -1.3,-7
air.hitTime  = 13
Yaccel=0.5
p2Facing = 1
ground.cornerpush.Veloff = -2

[State 7245, 2]
Type = HitDef
Trigger1 = TIME = 241
attr = A, HA
damage = 75,35
AnimType = HARD
hitFlag = MAFD
guardFlag = HA
prioritY = 3
pauseTime = 0,0
sparkno = S3801
guard.sparkno = S360
sparkXY = -10,Var(13)
hitsound = S4000,0
guardsound = S120, 0
ground.Type = High
ground.slideTime = 5
ground.hitTime  = 13
ground.VelocitY = -6,0
air.Velocity = -1.9,-9
air.hitTime  = 13
Yaccel = 0.5
p2Facing = 1
ground.cornerpush.Veloff = -2
fall.recover = 0
fall = 1
p2stateno = 30000

[State 7245, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 0

;-------------------------------------------------------------------------------
; Hollow mid air Getsuga
[Statedef 2015]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 10,0
anim                           = 2011
ctrl                           = 1
sprpriority                    = 4

[State 2000, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 2011, 2]
type                           = hitdef
trigger1                       = AnimElem = 1
trigger2                       = AnimElem = 2
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
damage                         = 10,2
guardflag                      = MAFD
pausetime                      = 0,2
hitsound                       = S4000,0
sparkno                        = S7204
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -7,-0
air.fall                       = 1
givepower                      = 20
fall                           = 0
envshake.time                  = 4
envshake.ampl                  = 3
p2stateno                      = 30000

[State 0, FX]
type = Afterimage
trigger1 = TIME= 8
time    =  70
length  = 7
paladd = 0,0,0
palcontrast =  0, 0, 0
palbright = 30,30,30
timegap = 1
framegap = 1
trans = addalpha
alpha = 255, 200

[State 2011, 4]
type                           = destroyself
trigger1                       = frontedgedist < -30

;-------------------------------------------------------------------------------
; hollow Getsuga Tenshou
[Statedef 7211]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 1
poweradd                       = 0
velset                         = 9,0
anim                           = 7209
ctrl                           = 1
sprpriority                    = 4

[State 2000, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 2000, 2]
type                           = hitdef
trigger1                       = AnimElem = 3
trigger2                       = AnimElem = 4
trigger3                       = AnimElem = 5
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
damage                         = 7,2
guardflag                      = MAFD
pausetime                      = 0,3
hitsound                       = S4000,0
sparkno                        = S7205
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -7,0
air.fall                       = 1
getpower                       = 20
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3

[State 50, AfterImage]
type                           = AfterImage
trigger1                       = !Time
time                           = 20
PalBright                      = 1,1,1
PalContrast                    = 128,128,128
PalAdd                         = 0,0,0
PalMul                         = .5,.5,.5
length                         = 3
trans                          = add1
TimeGap                        = 0
FrameGap                       = 0

[State 7202, 4]
type                           = destroyself
trigger1                       = frontedgedist < -30

;---------------------------------------------------------------------------
; A A ALL ; AIR GETSUGA
[Statedef 7230,]
type                           = A
movetype                       = A
physics                        = A
juggle                         = 4
poweradd                       = 70
ctrl                           = 0
anim                           = 7230

[State 0, VelSet]
type                           = VelSet
trigger1                       = ANIMELEM = 2
y                              = -4

[State 3000, Helper]
type                           = Helper
trigger1                       = animelem = 4
helpertype                     = normal
name                           = "Hollow air getsuga"
ID                             = 7231
stateno                        = 7231
BINDTIME                       = 300
removeongethit                 = 1
pos                            = -20,-46
postype                        = p1
sprpriority                    = -4

[State 3000, Helper]
type                           = Helper
trigger1                       = animelem = 4
helpertype                     = normal
name                           = "Hollow air getsuga"
ID                             = 7231
stateno                        = 7231
BINDTIME                       = 300
removeongethit                 = 1
pos                            = -23,-49
postype                        = p1
sprpriority                    = -4

[State 7230, 1]
type                           = HitDef
trigger1                       = AnimElem = 3
attr                           = S, NA
damage                         = 5,2
animtype                       = Light
velocity                       = 3.2,2
guardflag                      = MA
hitflag                        = MAF
priority                       = 3, Hit
pausetime                      = 0, 10
sparkno                        = S5590
sparkxy                        = -15, -46
hitsound                       = S4000, 0
guardsound                     = S120, 0
ground.type                    = High
ground.slidetime               = 5
ground.hittime                 = 12
ground.velocity                = -4
airguard.velocity              = -1.9,-.8
air.type                       = High
fall                           = 1
air.velocity                   = -1.4,-3
air.hittime                    = 12


[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 2,IfElse(random < 500,3,8)
volume = 900

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = s6,4
volume = 900

[State 7230, Explod]
type                           = Explod
trigger1                       = animelem = 3
anim                           = 7232
ID                             = 7232
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 7230, 5]
type                           = CtrlSet
trigger1                       = Time = 20
value                          = 1
;-------------------------------------------------------------------------------
; air Getsuga
[Statedef 7231]
type                           = A
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 10.9,4
anim                           = 7231
ctrl                           = 1
sprpriority                    = 4

[State 7231, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 7231, 2]
type                           = hitdef
trigger1                       = AnimElem = 1
trigger2                       = AnimElem = 2
trigger3                       = AnimElem = 3
attr                           = S, SP
hitflag                        = MAFDP
animtype                       = hard
damage                         = 25,5
guardflag                      = MA
priority                       = 3, Hit
pausetime                      = 0,10
hitsound                       = S4000,0
sparkno                        = s7204
sparkxy                        = 20,20
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -5,-2
air.fall                       = 1
fall                           = 1
envshake.time                  = 7
envshake.ampl                  = 3

[State 0, FX]
type                           = Afterimage
trigger1                       = TIME= 8
time                           = 70
length                         = 7
paladd                         = 0,0,0
palcontrast                    =  0, 0, 0
palbright                      = 30,30,30
timegap                        = 1
framegap                       = 1
trans                          = addalpha
alpha                          = 255, 200

[State 7231, 4]
type                           = destroyself
trigger1                       = frontedgedist < -70

;-------------------------------------------------------------------------------
; hollow low Getsuga Tenshou
[Statedef 7229]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 1
poweradd                       = 0
velset                         = 9,0
anim                           = 7229
ctrl                           = 1
sprpriority                    = 4

[State 2000, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 2000, 2]
type                           = hitdef
trigger1                       = AnimElem = 1
trigger2                       = AnimElem = 2
trigger3                       = AnimElem = 3
trigger4                       = AnimElem = 4
trigger5                       = AnimElem = 5
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 8,2
guardflag                      = MAFD
pausetime                      = 0,0
hitsound                       = S4000,0
sparkno                        = S7205
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -7,0
air.fall                       = 1
getpower                       = 20
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3

[State 0, FX]
type                           = Afterimage
trigger1                       = TIME= 8
time                           = 70
length                         = 7
paladd                         = 0,0,0
palcontrast                    =  0, 0, 0
palbright                      = 30,30,30
timegap                        = 1
framegap                       = 1
trans                          = addalpha
alpha                          = 255, 200

[State 7202, 4]
type                           = destroyself
trigger1                       = frontedgedist < -30

;-------------------------------------------------------------------------------
; hollow low Getsuga Tenshou
[Statedef 3719]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 1
poweradd                       = 0
velset                         = 8,0
anim                           = 3718
ctrl                           = 1
sprpriority                    = 4

[State 2000, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 2000, 2]
type                           = hitdef
trigger1                       = AnimElem = 1
trigger2                       = AnimElem = 2
trigger3                       = AnimElem = 3
trigger4                       = AnimElem = 4
trigger5                       = AnimElem = 5
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 8,2
guardflag                      = MAFD
pausetime                      = 0,0
hitsound                       = S4000,0
sparkno                        = S7205
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -7,0
air.fall                       = 1
getpower                       = 20
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = -1
length = 40
palcontrast = 256,0,0
paladd = 0,0,0
timegap = 1
framegap = 1
trans = Add

[State 7202, 4]
type                           = destroyself
trigger1                       = frontedgedist < -90

;---------------------------------------------------------------------------
; ichigo BIG PCX
[Statedef 7011]
type                           = S
movetype                       = I
physics                        = S
juggle                         = 1
velset                         = 0,0
ctrl                           = 0
anim                           = 7011
poweradd                       = 0
sprpriority                    = -1

[State 0, VarSet]
type = VarSet
trigger1                       = !time
fv                             = 7    ;fv = 10
value                          = 0

[State 0, VarAdd]
type                           = VarAdd
trigger1                       = time >= 35
v                              = 7    ;fv =
value                          = 6

[State 0, VelSet]
type                           = VelSet
trigger1                       = time < 15
x                              = 8

[State 0, PosSet]
type                           = PosSet
trigger1                       = !time
y                              = 145-ceil(screenpos Y)

[State 0, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow


[State 0, Trans]
type                           = Trans
trigger1                       = time >= 35
trans                          = add1
alpha                          = 240-var(7)

[State 0, AngleDraw]
type                           = AngleDraw
trigger1                       = time >= 35
scale                          = fvar(8),fvar(8)

[State 0, VarSet]
type                           = VarSet
trigger1                       = !time
fv                             = 8    ;fv = 10
value                          = 1

[State 0, VarAdd]
type                           = VarAdd
trigger1                       = time >= 35
fv                             = 8    ;fv =
value                          = 0.5

[State 0, VelSet]
type                           = VelSet
trigger1                       =  time >= 35
x                              = 2
y                              = 4

[State 0, DestroySelf]
type                           = DestroySelf
trigger1                       = time = 70

