;============================================================================
;                                    Chapter 4.
;=============================;-| BANKAI  Motions. |-;=======================
;                                    ) begin (
;============================================================================
; BAN-KAI.... TENSHOU ZANGETSU
[Statedef 190]
type                            = S
ctrl                            = 0
anim                            = 1190
velset                          = 0,0
movetype                        = A
physics                         = S
sprpriority                     = 2
poweradd                        = -3000

[State 0, LifeAdd]
type                            = LifeAdd
trigger1                        = ANIMELEM = 12
value                           = 250
kill                            = 0
absolute                        = 250

[state 9999, ex]
type                            = explod
trigger1                        = ANIMELEM = 12
id                              = 1180
anim                            = 1180
postype                         = p1
pos                             = -0, -0
bindtime                        = -1
removeongethit                  = 1
removetime                      = -2
supermovetime                   = -1
pausemovetime                   = -1
ontop                           = 1

[state 9999, ex]
type                            = explod
trigger1                        = ANIMELEM = 13
id                              = 3803
anim                            = 3803
postype                         = p1
pos                             = -0, -70
bindtime                        = -1
removeongethit                  = 1
removetime                      = -2
supermovetime                   = -1
pausemovetime                   = -1
ontop                           = 1

;[State 3000,SuperBG00]
;type                            = Explod
;trigger1                        = AnimElem = 1
;anim                            = 1146
;pos                             = 152,118
;postype                         = back
;supermove                       = 1
;facing                          = 1
;sprpriority                     = 4
;bindtime                        = 700
;removetime                      = 518
;removeongethit                  = 1
;pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -1
bindtime                        = 700
removetime                      = 518
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -1
bindtime                        = 700
removetime                      = 518
removeongethit                  = 1
pausemovetime                   = 9999999

;[State 3000,SuperBG00];         = BANKAI LOGO TEX
;type                            = Explod
;trigger1                        = (TIME = 210)
;anim                            = 7009
;ID                              = 7009
;pos                             = 150, 220
;postype                         = left
;facing                          = ifelse(teamside = 1, 1, 1)
;vfacing                         = 1
;bindtime                        = 1
;removetime                      = 110
;sprpriority                     = 5
;ontop                           = 1
;shadow                          = 0,0,0
;ownpal                          = 1
;pausemovetime                   = 9999999

;[State 3000,SuperBG00];         = BANKAI LOGO TEX
;type                            = Explod
;trigger1                        = (TIME = 360)
;anim                            = 7010
;ID                              = 7010
;pos                             = 150, 220
;postype                         = left
;facing                          = ifelse(teamside = 1, 1, 1)
;vfacing                         = 1
;bindtime                        = 1
;removetime                      = 140
;sprpriority                     = 5
;ontop                           = 1
;shadow                          = 0,0,0
;ownpal                          = 1
;pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1171
pos                             = -8,-25
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 3
anim                            = 1174
pos                             = -5,-45
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1170
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 0
removeongethit                  = 1
removetime                      = 360
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1172
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 0
removeongethit                  = 1
removetime                      = 360
pausemovetime                   = 9999999

[State 3000,]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1173
pos                             = 0,7
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
removetime                      = 360
pausemovetime                   = 9999999

[state 9999, ex]
type                            = explod
trigger1                        = ANIMELEM = 55
id                              = 1180
anim                            = 1180
postype                         = p1
pos                             = -20, -0
bindtime                        = -1
removeongethit                  = 1
removetime                      = -2
supermovetime                   = -1
pausemovetime                   = -1
ontop                           = 1

[state 9999, ex]
type                            = explod
trigger1                        = ANIMELEM = 55
id                              = 1180
anim                            = 1180
postype                         = p1
pos                             = 20, -0
bindtime                        = -1
removeongethit                  = 1
removetime                      = -2
supermovetime                   = -1
pausemovetime                   = -1
ontop                           = 1

[state 9999, ex]
type                            = explod
trigger1                        = ANIMELEM = 55
id                              = 1145
anim                            = 1145
postype                         = back
pos                             = 143, 60
bindtime                        = -1
removetime                      = 115
sprpriority                     = 0
supermovetime                   = -1
pausemovetime                   = -1
size.xscale                     = 9.9
size.yscale                     = 9.9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


[State 0, EnvShake]
type                            = EnvShake
trigger1                        = ANIMELEM = 53
time                            = 65
freq                            = 80
ampl                            = -6
phase                           = 90


[State 0, VarSet]
type                            = VarSet
trigger1                        = 1
v                               = 0
value                           = 75

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

[State 0, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 3
value                           = 300,5
volume                          = 800

[State 0, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 3
value                           = 300,2
volume                          = 800

[State 0, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 30
value                           = 2,7
volume                          = 800

;[State 0, PlaySnd]
;type                            = PlaySnd
;trigger1                        = animelem = 10
;value                           = 2,5
;volume                          = 900

[State 0, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 58
value                           = 300,9
volume                          = 800

[State 0, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 14
value                           = 999,0
volume                          = 800

[State 0, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 13
value                           = 3000,1
volume                          = 900

[State 1190, 2]
type                            = ChangeState
trigger1                        = AnimTime = 0
value                           = 0
ctrl                            = 1

;---------------------------------------------------------------------------
; YOU CAN'T MOVE ME! BANKAI
[Statedef 2500]
type                            = U
physics                         = N

[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                            = 0

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

;---------------------------------------------------------------------------
; B-Taunt
; CNS difficulty: easy
[Statedef 1952]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1952
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = s2,9
volume = 900

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

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s3,0
volume = 900

[State 1952, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
attr = S, NA
damage = 20,5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 2
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
p2stateno = 30000

[State 420, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1953
ID = 1953
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 1952, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; BACK TO NORMAL
;[Statedef 1950]
type                            = S
ctrl                            = 0
anim                            = 1950
velset                          = 0,0
movetype                        = I
physics                         = S
sprpriority                     = 2

[State 420, Explod]
type                            = Explod
trigger1                        = animelem = 4
anim                            = 1951
ID                              = 1951
pos                             = 0,0
postype                         = p1
facing                          = 1
vfacing                         = 1
bindtime                        = -1
removetime                      = -2
sprpriority                     = 4
removeongethit                  = 1

[State 1950, VarSet]
type                            = VarSet
trigger1                        = AnimElem = 1
v                               = 0
value                           = 77

[State 700, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 4
value                           = s2,6
volume                          = 900


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

[State 700, PlaySnd]
type                            = PlaySnd
trigger1                        = animelem = 2
value                           = s3,0
volume                          = 900

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


;---------------------------------------------------------------------------
; ichigo BANKAI BIG PCX
[Statedef 7004]
type                           = S
movetype                       = I
physics                        = S
juggle                         = 1
velset                         = 0,0
ctrl                           = 0
anim                           = 7004
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

;---------------------------------------------------------------------------
; ichigo BIG PCX
[Statedef 7012]
type                           = S
movetype                       = I
physics                        = S
juggle                         = 1
velset                         = 0,0
ctrl                           = 0
anim                           = 7012
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

;---------------------------------------------------------------------------
; Standing Light Punch BANKAI
; CNS difficulty: easy
[Statedef 1001]
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 = 1001				;Change animation (Def: no change)
poweradd = 20			        ;Power to add (Def: 0)
sprpriority = 2		                ;Set layering priority to 2 (in front)

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = s300,6
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 200, 1]
type = HitDef
trigger1 = var(0) = 75 && ANIMELEM = 4
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 5			;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, 8		;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 3000,SuperBG00]
type                            = Explod
triggerall                      = var(0) = 75
trigger1                        = AnimElem = 3
anim                            = 1002
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
triggerall                      = var(0) = 75
trigger1                        = AnimElem = 4
anim                            = 1003
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
triggerall                      = var(0) = 75
trigger1                        = AnimElem = 5
anim                            = 1004
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
triggerall                      = var(0) = 75
trigger1                        = AnimElem = 6
anim                            = 1005
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
triggerall                      = var(0) = 75
trigger1                        = AnimElem = 7
anim                            = 1006
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
triggerall                      = var(0) = 75
trigger1                        = AnimElem = 8
anim                            = 1007
pos                             = 0,0
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 1001, 8]
type = ChangeState
trigger1= var(0) = 75
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch BANKAI
; CNS difficulty: easy
[StateDef 2101]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2101
poweradd = 20
sprpriority = 2

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s2,3+random%2
volume = 900

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = s3,8
volume = 900

[State 2101, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 25,5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 17
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 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 2102
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 2103
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

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

;---------------------------------------------------------------------------
; Standing Strong Punch BANKAI
; CNS difficulty: easy
[StateDef 3101]
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 = 2,IfElse(random < 500,3,8)
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 3101, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Crouching BANKAI Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[StateDef 4101]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4101
LIFEadd = 0
sprpriority = 2

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s2,3+random%2
volume = 900

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = s3,8
volume = 900

[State 4101, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 15,5
animtype = hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 10
sparkno = S5590
sparkxy = -30, -10
hitsound = s7, 1
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 3000,SuperBG00]
type                            = Explod
triggerall                      = var(0) = 75
trigger1                        = AnimElem = 2
anim                            = 1002
pos                             = 0,20
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
triggerall                      = var(0) = 75
trigger1                        = AnimElem = 3
anim                            = 1003
pos                             = -15,20
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
triggerall                      = var(0) = 75
trigger1                        = AnimElem = 4
anim                            = 1004
pos                             = -10,30
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
triggerall                      = var(0) = 75
trigger1                        = AnimElem = 5
anim                            = 1005
pos                             = -9,18
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
triggerall                      = var(0) = 75
trigger1                        = AnimElem = 6
anim                            = 1006
pos                             = -9,18
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
triggerall                      = var(0) = 75
trigger1                        = AnimElem = 7
anim                            = 1007
pos                             = -9,18
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999


[State 4101, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching BANKAI Medium Punch
[StateDef 8202]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8202
poweradd = 20
sprpriority = 2

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = s2,3+random%2
volume = 900
channel = 1

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = s3,8
volume = 900

[State 8202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 30,5
animtype = hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 10
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 = 2
anim = 8203
ID = 8203
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 8202, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching BANKAI Strong Punch
[StateDef 9200]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9200
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 = 3
value = s6,4
volume = 900

[State 9200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25,5
animtype = hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 17
sparkno = S5590
sparkxy = -15, -46
hitsound = S7, 2
guardsound = s120, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-8
air.hittime = 25
envshake.time = 7
envshake.ampl = 3

[State 9200, 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 9200, 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 9200, 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 9200, 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 420, ChangeState]
type = ChangeState
trigger1 = command = "holdup" && time >= 20 && var(20) = 0
trigger2 = var(20) = 1 && animelemtime(4)>0
value = 40
ctrl = 0

[State 9200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light BANKAI Punch
; CNS difficulty: easy
[Statedef 3300]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 3300

[State 0, VelSet]
type = VelSet
trigger1 = time = 3
y = -3

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s2,0+random%2
volume = 900

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

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 15,5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = S5590
sparkxy = 0, -40
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 = 2
anim = 3301
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3302
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 3303
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 3304
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 3305
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 3306
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 3300, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 3200]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 3200

[State 0, VelSet]
type = VelSet
trigger1 = time = 3
y = -3

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = s2,3+random%2
volume = 900
channel = 1

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s3,8
volume = 900

[State 3200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 20,5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
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 = 2
anim = 3201
ID = 3201
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3202
ID = 3201
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 3203
ID = 3201
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 3204
ID = 3201
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 3205
ID = 3201
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 3200, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 3400]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 3400

[State 0, VelSet]
type = VelSet
trigger1 = time = 3
y = -3

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

[State 3400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s6,4
volume = 900

[State 3400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 30,5
animtype = hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 10
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 3400, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3401
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 3400, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3402
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 3400, Explod]
type = Explod
trigger1 = animelem = 4
anim = 3403
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 3400, Explod]
type = Explod
trigger1 = animelem = 5
anim = 3404
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 3400, Explod]
type = Explod
trigger1 = animelem = 6
anim = 3405
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 3400, Explod]
type = Explod
trigger1 = animelem = 7
anim = 3406
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 3400, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------;
; DARK BOMB START
[StateDef 6201,Getsuga start]
type                           = S
movetype                       = A
physics                        = S
juggle                         = 5
poweradd                       = -3000
ctrl                           = 0
velset                         = 0,0
anim                           = 6201
sprpriority                    = 0

[State 1500, 1]
type                           = NotHitBy
trigger1                       = ANIMELEM = 1
value                          = SCA, NA, SA, AP, AT
time                           = 190

[State 7003, Helper]
type                           = Helper
trigger1                       = animelem = 3
helpertype                     = normal
name                           = "ichigo pcx"
ID                             = 7004
stateno                        = 7004
pos                            = 0,0
postype                        = BACK
sprpriority                    = 4

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = ANIMELEM = 1
value                          = S300,5
volume                         = 200

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 4
trigger2                       = animelem = 8
trigger3                       = animelem = 12
value                          = S3000,0
volume                         = 900

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 20
value                          = S3000,1
volume                         = 900

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = ANIMELEM = 2
value                          = S300,2
volume                         = 200

[State 4000, SuperPause]
type                           = Pause
trigger1                       = ANIMELEM = 2
time                           = 90
unhittable                     = 1

[State 3000,SuperBG00]
type                           = Explod
trigger1                       = AnimElem = 1
anim                           = 7005
pos                            = 160,60
postype                        = back
supermove                      = 1
facing                         = 1
sprpriority                    = -1
bindtime                       = 700
removetime                     = 240
removeongethit                 = 1
pausemovetime                  = 9999999

[State 3000,SuperBG00]
type                           = Explod
trigger1                       = AnimElem = 1
anim                           = 7006
pos                            = 160,180
postype                        = back
supermove                      = 1
facing                         = 1
sprpriority                    = -1
bindtime                       = 240
removetime                     = 240
removeongethit                 = 1
pausemovetime                  = 9999999

[State 3000,SuperBG00]
type                           = Explod
trigger1                       = AnimElem = 2
anim                           = 1171
pos                            = -3,-65
postype                        = p1
supermove                      = 1
facing                         = 1
sprpriority                    = 4
removeongethit                 = 1
pausemovetime                  = 9999999

[State 3000,SuperBG00]
type                           = Explod
trigger1                       = AnimElem = 2
anim                           = 1174
pos                            = -3,-65
postype                        = p1
supermove                      = 1
facing                         = 1
sprpriority                    = 4
removeongethit                 = 1
pausemovetime                  = 9999999

[State 6600, PlaySnd]
type                           = PlaySnd
trigger1                       = TIME = 5
value                          = S300,6
volume                         = 900

[State 6600, PlaySnd]
type                           = PlaySnd
trigger1                       = TIME = 5
value                          = S300,6
volume                         = 900

[State 6600, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 4
value                          = s3,8
volume                         = 900

[State 6600, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 4
value                          = s3000,0
volume                         = 900

[State 700, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 4
value                          = s3000,1
volume                         = 900

[State 6202, Helper]
type                           = Helper
trigger1                       = animelem = 4
helpertype                     = normal
name                           = "DARK BOMB"
ID                             = 6202
stateno                        = 6202
BINDTIME                       = 1
removeongethit                 = 1
pos                            = 0,0
postype                        = p1
sprpriority                    = -4
size.xscale                    = .6
size.yscale                    = .6

[State 6600, 4]
type = ChangeState
trigger1                       = AnimTime = 0
value                          = 0
ctrl                           = 1
;---------------------------------------------------------------------------
; DARK BOMB
[Statedef 6202]
type                           = S
movetype                       = A
physics                        = N
ctrl                           = 0
velset                         = 0,0
anim                           = 6202
sprpriority                    = 4

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

[State 710, BindToRoot]
type = BindToRoot
trigger1                       = animelem = 3
time                           = 300
pos                            = 0,0

[State 6202, 14]
type                           = hitdef
trigger1                       = Time %3 = 0 && Time <= 200
damage                         = 6, 1
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
guardflag                      = MA
hitflag                        = MAFD
priority                       = 7,Hit
velocity                       = 0,0
pausetime                      = 0, 5
sparkno                        = S5590
guard.sparkno                  = S5590
sparkxy                        = 20, ceil(enemy,Pos Y)-30
hitsound                       = s7, 2
guardsound                     = s120, 0
ground.type                    = High
ground.slidetime               = 50
ground.hittime                 = 20
ground.velocity                = -26, -7
airguard.velocity              = -5
air.type                       = High
air.velocity                   = -28, -9
air.hittime                    = 20
fall                           = 1
air.fall                       = 1
fall.recover                   = 0

[State 0, Projectile]
type                           = Projectile
trigger1                       = time = 1
projanim                       = 1142
projhitanim                    = -1
projremanim                    = -1
projcancelanim                 = -1
projremovetime                 = 28
offset                         = 0, 0
projpriority                   = 7
projsprpriority                = 4
velocity                       = 0
attr                           = S, HP
damage                         = 125,20
animtype                       = Heavy
hitflag                        = MAF
guardflag                      = MA
pausetime                      = 0,15
sparkno                        = S5590
guard.sparkno                  = S5590
sparkxy                        = 20, ceil(enemy,Pos Y)-30
hitsound                       = S7,2
guardsound                     = S120,0
ground.type                    = Low
ground.slidetime               = 18
ground.hittime                 = 18
air.hittime                    = 18
guard.ctrltime                 = 18
ground.velocity                = 2,-12
guard.velocity                 = -8
air.velocity                   = 1.5, -7.9
airguard.velocity              = -6.67,-1
yaccel                         = .5
air.juggle                     = 0
fall                           = 1
fall.recover                   = 0
air.fall                       = 1
air.recover                    = 0
envshake.time                  = 15
envshake.ampl                  = 5
projID                         = 1142
getpower                       = 0,0
givepower                      = 35, 35
forcestand                     = 1
supermovetime                  = 7


[State 0, DestroySelf]
type                           = DestroySelf
trigger1                       = animtime = 0
;----------------------------------------------------------------------------
; black getsuga start
[StateDef 7201,Getsuga start]
type                           = S
movetype                       = A
physics                        = S
juggle                         = 5
poweradd                       = 0
ctrl                           = 0
velset                         = 0,0
anim                           = 7201
sprpriority                    = 0

[State 700, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 1
value                          = S2,3+ random%3
volume                         = 1200

[State 2000, Helper]
type                           = Helper
trigger1                       = animelem = 4
helpertype                     = normal
name                           = "getsuga small"
ID                             = 7202
stateno                        = 7202
pos                            = 0,-10
postype                        = p1
sprpriority                    = -4
size.xscale                    = .5
size.yscale                    = .6

[State 420, Explod]
type                           = Explod
trigger1                       = animelem = 4
anim                           = 3802
ID                             = 3802
pos                            = -55,-10
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 7201, 2]
type                           = hitdef
trigger1                       = AnimElem = 1
trigger2                       = AnimElem = 2
trigger3                       = AnimElem = 3
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
damage                         = 5,0
guardflag                      = MAFD
pausetime                      = 0,1
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                   = -5,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3

[State 420, Explod]
type = Explod
trigger1                       = animelem = 3
anim                           = 7210
ID                             = 7210
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 7201, 4]
type = ChangeState
trigger1                       = AnimTime = 0
value                          = 0
ctrl                           = 1
;-------------------------------------------------------------------------------
; BLACK Getsuga Tenshou Wave
[Statedef 7202]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = -750
velset                         = 8,0
anim                           = 7202;700
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
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
damage                         = 10,1
guardflag                      = MAFD
pausetime                      = 0,0
hitsound                       = S4000,0
sparkno                        = S7203
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -7,-2
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
;---------------------------------------------------------------------------
; flash step Ground
[Statedef 1010]
type                           = S
physics                        = S
juggle                         = 1
velset                         = 0,0
ctrl                           = 0
anim                           = 1010
poweradd                       = -50
sprpriority                    = 2

[State 1010, Turn]
type                           = Turn
trigger1                       = AnimElem = 5
trigger1                       = command != "holdback"

[State 1010, PosAdd]
type                           = PosAdd
trigger1                       = AnimElem = 4
x                              = ifelse(command = "holdback", -175,p2bodydist x + 100)
y                              = 0

[State 1010, Explod]
type                           = Explod
trigger1                       = AnimElem = 2
anim                           = 8961
ID                             = 8961
pos                            = 0,0
postype                        = p1
vel                            = 0,0
random                         = 0,0
removetime                     = -2
sprpriority                    = -5
size.xscale                    = .5
size.yscale                    = .5

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = time = 0
value                          = s3,3
volume                         = 200
channel                        = 2

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = AnimElem = 1
value                          = s2,9
volume                         = 500

[State 3051, 2]
type                           = ChangeState
trigger1                       = AnimTime = 0
value                          = 0
ctrl                           = 1

;----------------------------------------------------------------------------
; black mid air getsuga start
[StateDef 1011,Getsuga start]
type                           = S
movetype                       = A
physics                        = S
juggle                         = 5
poweradd                       = 0
ctrl                           = 0
velset                         = 0,0
anim                           = 1011
sprpriority                    = 0

[State 1011, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 1
value                          = S2,3+ random%3
volume                         = 1200

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

[State 7201, 2]
type                           = hitdef
trigger1                       = AnimElem = 1
trigger2                       = AnimElem = 2
trigger3                       = AnimElem = 3
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
damage                         = 5,0
guardflag                      = MAFD
pausetime                      = 0,5
hitsound                       = S4000,0
sparkno                        = S7204
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,9
air.velocity                   = -5,-6
air.fall                       = 1
getpower                       = 0
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3

[State 420, Explod]
type                           = Explod
trigger1                       = animelem = 2
anim                           = 2012
ID                             = 2012
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 7201, 4]
type = ChangeState
trigger1                       = AnimTime = 0
value                          = 0
ctrl                           = 1
;-------------------------------------------------------------------------------
; BLACK mid air Getsuga Tenshou Wave
[Statedef 2011]
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                         = 35,1
guardflag                      = MAFD
pausetime                      = 0,0
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,-6
air.fall                       = 1
givepower                      = 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 2011, 4]
type                           = destroyself
trigger1                       = frontedgedist < -30
;---------------------------------------------------------------------------
; super black getsuga start
[StateDef 1012,Getsuga start]
type                           = S
movetype                       = A
physics                        = S
juggle                         = 5
poweradd                       = -3000
ctrl                           = 0
velset                         = 0,0
anim                           = 1012
sprpriority                    = 0

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 5
trigger2                       = animelem = 13
value                          = S300,4
volume                         = 900

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = !time
value                          = S300,2
volume                         = 200

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = !time
value                          = S300,3
volume                         = 900


[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -1
bindtime                        = 700
removetime                      = 240
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -1
bindtime                        = 240
removetime                      = 240
removeongethit                  = 1
pausemovetime                   = 9999999


[State 3800, Superspark1]
Type  = explod
Trigger1  = ANIMELEM = 1
Anim  = 4502
ID  = 4502
SprPriority = 5
PosType  = p1
Pos = 10, -45
removeTime = 20
supermoveTime  = 300

[State 3800, Superspark1]
Type  = explod
Trigger1  = ANIMELEM = 1
Anim  = 4707
ID  = 4707
SprPriority = 5
PosType  = p1
Pos = 3, -50
removeTime = 32
supermoveTime  = 300

[State 3000, expand]
Type  = modifyexplod
Trigger1 = 1
ID = 4502
scale  = .1+(.1*Time),.1+(.1*Time)



[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1174
pos                             = 1,-65
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999
Supermovetime                   = 9999999

[State 0, SuperPause]
type = SuperPause
trigger1 = !time
time = 90
anim = -1
sound = -1
pos = 0,0
move = 1
movetime = 46
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =





[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7242
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 90
sprpriority = 4
removeongethit = 1
pausemovetime                   = 9999999
Supermovetime                   = 9999999

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7243
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 90
sprpriority = 0
removeongethit = 1
pausemovetime                   = 9999999
Supermovetime                   = 9999999


[State 4000, Helper]
type                           = Helper
trigger1                       = animelem = 13
trigger2                       = animelemtime(13)=10
helpertype                     = normal
name                           = "super black getsuga"
ID                             = 2013
stateno                        = 2013
pos                            = 0,0
postype                        = p1
sprpriority                    = -4


[State 1012, Explod]
type = Explod
trigger1                       = animelem = 12
anim                           = 2050
ID                             = 2050
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 1012, AfterImage]
type                           = AfterImage
trigger1                       = Time = 0
time                           = 40
PalBright                      =   0,  0,  0
PalContrast                    = 120,120,220
PalAdd                         =  0,0,0 ;29, 29, 29
PalMul                         = .37,.37,.77
trans                          = add
TimeGap                        = 2
FrameGap                       = 1
length                         = 9

[State 1012, 4]
type                           = ChangeState
trigger1                       = AnimTime = 0
value                          = 0
ctrl                           = 1
;-------------------------------------------------------------------------------
; super black Getsuga tenshou
[Statedef 2013]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 7,0
anim                           = 2013
ctrl                           = 1
sprpriority                    = 4

[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 2013, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 2013, 2]
type                           = hitdef
trigger1                       = Time %3 = 0 && Time <= 72
trigger2                       = animelem = 2
trigger3                       = animelem = 3
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
damage                         = 13,3
guardflag                      = MA
pausetime                      = 1,1
hitsound                       = S7,2
sparkno                        = S7203
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,3
air.velocity                   = -8,-1
air.fall                       = 1
getpower                       = 0
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3



[State 2013, 4]
type                           = destroyself
trigger1                       = frontedgedist < -70
;-------------------------------------------------------------------------------
; BLACK Getsuga Tenshou Wave small
[Statedef 7209]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 0
velset                         = 8,0
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                         = 6,2
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,-6
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

;---------------------------------------------------------------------------
; 1000 SLICE
[Statedef 3700]
Type    = A
MoveType= A
Physics = S
Anim = 3700
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 0, PosAdd]
type = PosAdd
trigger1 = time >= 80
x = p2bodydist x -5
y = p2bodydist y -5
;ignorehitpause =
;persistent =


[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 = 80
Anim = -1
Pos = 0,0
Time = 80
darken = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !TIME
value = S999,2
volume = 900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 41
value = S300,6
volume = 900

[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
value = S6,3
volume = 900

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

[State 3700, 1]
Type = HitDef
Triggerall = AnimElemTime(2) > 0 && AnimElemTime(40)< 1
Trigger1  = TimeMod = 1,0
attr = A, HA
damage = 1,0
AnimType = Medium
hitFlag = MAFD
guardFlag = HA
priority = 3
pauseTime = 0,4
sparkno = S5590
sparkXY = -10,Var(13)
hitsound = S7,2
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 3700, 2]
Type = HitDef
Trigger1 = TIME = 280
attr = A, HA
damage = 50,25
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

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

;---------------------------------------------------------------------------
; BANKAI FLASH STEP AIR
[Statedef 3410]
type = A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3410
poweradd = -100
sprpriority = 2

[State 3410, Turn]
type = Turn
trigger1 = AnimElem = 5
trigger1 = command != "holdback"

[State 3410, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = ifelse(command = "holdback", -175,p2bodydist x + 100)
y = 0

[State 3410, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
value = s3,3
volume = 255
channel = 2

[State 3410, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
physics = A

[State 3410, CtrlSet]
type = CtrlSet
trigger1 = AnimElem = 6
value = 1

[State 3410, ChangeState]
type                           = ChangeState
trigger1                       = animtime = 0
value                          = 47
ctrl                           = 1

;---------------------------------------------------------------------------
; BANKAI AIR GETSUGA start
[Statedef 4800]
type                           = A
movetype                       = A
physics                        = A
juggle                         = 4
poweradd                       = 70
ctrl                           = 0
anim                           = 4800

[State 0, VelSet]
type                           = VelSet
trigger1                       = time = 3
y                              = -3

[State 3000, Helper]
type                           = Helper
trigger1                       = animelem = 2
helpertype                     = normal
name                           = "air getsuga"
ID                             = 4801
stateno                        = 4801
BINDTIME                       = 300
removeongethit                 = 1
pos                            = -80,0
postype                        = p1
sprpriority                    = -4

[State 3600, 1]
type                           = HitDef
trigger1                       = AnimElem = 2
trigger2                       = AnimElem = 3
trigger3                       = AnimElem = 4
attr                           = S, NA
damage                         = 10,5
animtype                       = Light
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                       = animelem = 1
value                          = S2,4
volume                         = 900
channel                        = 1

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 1
value                          = S2,4
volume                         = 900

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 4
value                          = S6,4
volume                         = 900

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3301
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3302
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 3303
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 3304
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 3305
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 3306
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 4800, 5]
type                           = CtrlSet
trigger1                       = Time = 20
value                          = 1

;-------------------------------------------------------------------------------
; BANKAI air Getsuga
[Statedef 4801]
type                           = A
movetype                       = A
physics                        = N
juggle                         = 2
airjuggle                      = 2
poweradd                       = 30
velset                         = 10,0
anim                           = 4801
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
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
getpower                       = 0
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 2000, 4]
type                           = destroyself
trigger1                       = frontedgedist < -70

;---------------------------------------------------------------------------
; CERO BLAST start
[Statedef 7233]
type                           = S
movetype                       = A
physics                        = S
juggle                         = 4
poweradd                       = -6000
ctrl                           = 0
velset                         = 0,0
anim                           = 7233

[State 7233, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 40
freq = 60
ampl = -4
phase = 90
ignorehitpause = 0
persistent = 1

[State 1500, 1]
type = NotHitBy
trigger1 = ANIMELEM = 4
value = SCA, NA, SA, AP, AT
time = 210

[State -2, HitOverride]
type = HitOverride
TRIGGER1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1050
time = 1

[State 4000, SuperPause]
type                           = Pause
trigger1                       = ANIMELEM = 1
time                           = 90
unhittable                     = 1

[State 0, LifeAdd]
type                            = LifeAdd
trigger1                        = ANIMELEM = 4
value                           = -100
kill                            = 0
absolute                        = -100

[State 3000,SuperBG00]
type                           = Explod
trigger1                       = AnimElem = 1
anim                           = 1171
pos                            = -3,-65
postype                        = p1
supermove                      = 1
facing                         = 1
sprpriority                    = 4
removeongethit                 = 1
pausemovetime                  = 9999999

[State 3000,SuperBG00]
type                           = Explod
trigger1                       = AnimElem = 1
anim                           = 1174
pos                            = -3,-65
postype                        = p1
supermove                      = 1
facing                         = 1
sprpriority                    = 4
removeongethit                 = 1
pausemovetime                  = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7005
pos                             = 160,60
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -1
bindtime                        = 700
removetime                      = 518
removeongethit                  = 1
pausemovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7006
pos                             = 160,180
postype                         = back
supermove                       = 1
facing                          = 1
sprpriority                     = -1
bindtime                        = 700
removetime                      = 518
removeongethit                  = 1
pausemovetime                   = 9999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S300,2
volume = 900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 10
value = S500,8
volume = 900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 14
value = S3,0
volume = 900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 13
value = S3,5
volume = 900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 2
value = S3000,1
volume = 900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 2
value = S999,4
volume = 900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 4
value = S9000,5
volume = 900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 180
value = S9000,4
volume = 900

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7237
pos = 10,-112
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7238
pos = 0,-0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7239
pos = -20,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7240
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7242
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 90
sprpriority = 4
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7243
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 90
sprpriority = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 7235
pos = 39,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 130
sprpriority = 4
removeongethit = 1

[State 7003, Helper]
type                           = Helper
trigger1                       = animelem = 1
helpertype                     = normal
name                           = "Full Mask pcx"
facing                         = ifelse(teamside = 1, 1, 1)
ID                             = 7012
stateno                        = 7012
pos                            = 0,0
postype                        = left
sprpriority                    = 4
pausemovetime                  = 9999999

[State 2000, Helper]
type                           = Helper
trigger1                       = animelem = 2
helpertype                     = normal
name                           = "cero blast FX"
ID                             = 7240
stateno                        = 7240
pos                            = 0,0
postype                        = p1
sprpriority                    = -4
removeongethit                 = 1

[State 2000, Helper]
type                           = Helper
trigger1                       = TIME = 189
helpertype                     = normal
name                           = "cero blast"
ID                             = 7236
stateno                        = 7236
pos                            = 25,-78
postype                        = p1
sprpriority                    = -4
removeongethit                 = 1

[State 2000, Helper]
type                           = Helper
trigger1                       = animelem = 4
helpertype                     = normal
name                           = "cero blast CHARGE BALL"
ID                             = 7234
stateno                        = 7234
pos                            = 35,-75
postype                        = p1
sprpriority                    = -4
removeongethit                 = 1

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; CERO BLAST
[Statedef 7236]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 40
velset                         = 0,0
anim                           = 7236
ctrl                           = 1
sprpriority                    = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !TIME
value = S9000,9
volume = 9000

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


[State 6500, BindToRoot]
type = BindToPARENT
trigger1                       = animelem = 1
time                           = 30000
pos                            = 25,-78

[State 6500, 2]
type                           = hitdef
trigger1                       = Time %3 = 0 && Time <= 150
damage                         = 20, 8
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
guardflag                      = MAFD
hitflag                        = MAFD
priority                       = 7,Hit
velocity                       = 0,0
pausetime                      = 0, 15
guard.sparkno                  = -1
sparkno                        = S8115+RANDOM%2
sparkxy                        = -15, 20
hitsound                       = s9000, 8
guardsound                     = s120, 0
ground.type                    = High
ground.slidetime               = 50
ground.hittime                 = 20
ground.velocity                = -26, -20
airguard.velocity              = -5
air.type                       = High
air.velocity                   = -28, -9
air.hittime                    = 20
p2stateno                      = 30000
fall                           = 1
air.fall                       = 1
fall.recover                   = 0
envshake.time                  = 4
envshake.ampl                  = 3

[State 6500, Destroy]
type                           = DestroySelf
trigger1                       = animtime = 0

;-------------------------------------------------------------------------------
; CERO BLAST SMOKE FX
[Statedef 7240]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 40
velset                         = 0,0
anim                           = 7240
ctrl                           = 1
sprpriority                    = 4

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

[State 6500, BindToRoot]
type                           = BindToPARENT
trigger1                       = animelem = 1
time                           = 30000
pos                            = 0,0

[State 6500, 2]
type                           = hitdef
trigger1                       = animelem = 1
damage                         = 20, 8
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
guardflag                      = MAFD
hitflag                        = MAFD
priority                       = 7,Hit
velocity                       = 0,0
pausetime                      = 0, 15
guard.sparkno                  = -1
sparkno                        = s5590
sparkxy                        = -15, 20
hitsound                       = s3000, 1
guardsound                     = s120, 0
ground.type                    = High
ground.slidetime               = 50
ground.hittime                 = 20
ground.velocity                = -26, -32
airguard.velocity              = -5
air.type                       = High
air.velocity                   = -28, -9
air.hittime                    = 20
fall                           = 1
air.fall                       = 1
fall.recover                   = 0

[State 6500, Destroy]
type                           = DestroySelf
trigger1                       = animtime = 0

;-------------------------------------------------------------------------------
; CERO BLAST charge ball
[Statedef 7234]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 40
velset                         = 0,0
anim                           = 7234
ctrl                           = 1
sprpriority                    = 4

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

[State 6500, BindToRoot]
type = BindToPARENT
trigger1                       = animelem = 1
time                           = 999999
pos                            = 35,-75

[State 7234, 2]
type                           = hitdef
trigger1                       = Time %3 = 0 && Time <= 150
damage                         = 2, 1
attr                           = S, SP
animtype                       = Heavy
guardflag                      = MAFD
hitflag                        = MAFD
priority                       = 7,Hit
velocity                       = 0,0
pausetime                      = 0, 15
guard.sparkno                  = -1
sparkno                        = S7241
sparkXY                        = -10,Var(13)
hitsound                       = s9000, 6
guardsound                     = s120, 0
ground.type                    = High
ground.slidetime               = 50
ground.hittime                 = 20
ground.velocity                = -5, -0
airguard.velocity              = -5
air.type                       = High
air.velocity                   = -28, -9
air.hittime                    = 20

[State 0, VarRandom]
Type                           = VarRandom
Trigger1                       = Time > 0
v                              = 13
range                          = 35,-45

[State 6500, Destroy]
type                           = DestroySelf
trigger1                       = animtime = 0

;---------------------------------------------------------------------------
; flash step when p2 attacks you ; then do 1000 slice
[Statedef 1050]
type                           = S
physics                        = S
juggle                         = 1
velset                         = 0,0
ctrl                           = 0
anim                           = 1050
poweradd                       = -50
sprpriority                    = 2

[State 1010, Turn]
type                           = Turn
trigger1                       = AnimElem = 5
trigger1                       = command != "holdback"

[State 1010, PosAdd]
type                           = PosAdd
trigger1                       = AnimElem = 4
x                              = ifelse(command = "holdback", -175,p2bodydist x + 100)
y                              = 0

[State 1010, Explod]
type                           = Explod
trigger1                       = AnimElem = 2
anim                           = 8961
ID                             = 8961
pos                            = 0,0
postype                        = p1
vel                            = 0,0
random                         = 0,0
removetime                     = -2
sprpriority                    = -5
size.xscale                    = .5
size.yscale                    = .5

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = time = 0
value                          = s3,3
volume                         = 200
channel                        = 2

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = AnimElem = 1
value                          = s2,9
volume                         = 500

[State 1120,20]
type                           = ChangeState
trigger1                       = animelem = 8
value                          = 3700

;---------------------------------------------------------------------------
; Smack the wall from cero blast
[Statedef 30000]
type = A
movetype = H
phisics = N

[State 30000,]
type = ChangeAnim2
trigger1 = 1
value = 30000

[State 30000,]
type = VelSet
trigger1 = 1
y = 0

[State 30000,]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 30001

[Statedef 30001]
type = A
movetype = H
phisics = N

[State 30001,]
type = VelSet
trigger1 = 1
x = -14

[State 30001,]
type = PlayerPush
trigger1 = 1
value = 0

[State 30001, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 30001,]
type = ChangeState
trigger1 = BackEdgeBodyDist < 15
value = 30002

[Statedef 30002]
type = A
movetype = H
phisics = N

[State 30002,]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 30002,]
type = ChangeAnim2
trigger1 = time = 0
value = 30001

[State 30002,]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = -10

[State 30002,]
type = ChangeState
trigger1 = Time = 1
value = 30003

[Statedef 30003]
type = A
movetype = H
phisics = N

[State 30003,]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 30003,]
type = ChangeAnim2
trigger1 = time = 0
value = 30001

[State 30003,]
type = VelSet
trigger1 = time = 4
x = 3
y = -3

[State 30003,]
type = Turn
trigger1 = Time = 4

[State 30003,]
type = ChangeState
trigger1 = Time = 9
value = 30004

[Statedef 30004]
type = A
movetype = H
phisics = N

[State 30004,]
type = ChangeAnim2
trigger1 = time = 0
value = 30002

[State 30004,]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 30004,]
type = VelSet
trigger1 = Time = 0
x = -1.6

[State 30004,]
type = VelAdd
trigger1 = 1
y = 0.65

[State 30004,]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5050

[State 30004, ]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
; Standing Medium Punch BANKAI
; CNS difficulty: easy
[StateDef 37001]
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 = 370001				;Change animation (Def: no change)
poweradd = -2000			;Power to add (Def: 0)
sprpriority = 2		;Set layering priority to 2 (in front)


[State 3800, Superspark1]
Type  = explod
Trigger1  = ANIMELEM = 1
Anim  = 4502
ID  = 4502
SprPriority = 5
PosType  = p1
Pos = 10, -45
removeTime = 20
supermoveTime  = 300

[State 3800, Superspark1]
Type  = explod
Trigger1  = ANIMELEM = 1
Anim  = 4707
ID  = 4707
SprPriority = 5
PosType  = p1
Pos = 3, -50
removeTime = 32
supermoveTime  = 300

[State 3000, expand]
Type  = modifyexplod
Trigger1 = 1
ID = 4502
scale  = .1+(.1*Time),.1+(.1*Time)


[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1174
pos                             = 1,-65
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999
Supermovetime                   = 9999999

[State 0, SuperPause]
type = SuperPause
trigger1 = !time
time = 100
anim = -1
sound = -1
pos = 0,0
move = 1
movetime = 0
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !TIME
value = S999,1
volume = 900

[State 700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s2,0+random%2
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 1011, Helper]
type                           = Helper
trigger1                       = animelem = 3
helpertype                     = normal
name                           = "mid air getsuga"
ID                             = 37004
stateno                        = 37004
pos                            = -25,10
postype                        = p1
sprpriority                    = -4

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 15, 5			;Damage that move inflicts, guard damage
animtype = Light		;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 = 8, 8		;Time attacker pauses, time opponent shakes
sparkno = S8115+RANDOM%2			;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, 1		;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
p1stateno = 370002

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; BLACK mid air Getsuga Tenshou Wave
[Statedef 37004]
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                         = 12,2
guardflag                      = MAFD
pausetime                      = 0,0
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,-6
air.fall                       = 1
givepower                      = 20
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3


[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
v = 33    ;fv =
value = 1
;ignorehitpause =
;persistent =


[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = !time
v = 33    ;fv =
value = 0
;ignorehitpause =
;persistent =

[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
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Standing Medium Punch BANKAI
; CNS difficulty: easy
[StateDef 370002]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 370002
poweradd = 20
sprpriority = 2

[State 0, ParentVarSet]
type = VarSet
trigger1 = !time
v = 33    ;fv =
value = 0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = !time
x = p2bodydist x +100

[State 0, Turn]
type = Turn
trigger1 = !time
;ignorehitpause =
;persistent =

[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 3700, 1]
Type = HitDef
Triggerall = AnimElemTime(2) > 0 && AnimElemTime(40)< 1
Trigger1  = TimeMod = 1,0
attr = A, HA
damage = 1,0
AnimType = Medium
hitFlag = MAFD
guardFlag = HA
priority = 3
pauseTime = 0,4
sparkno = S5590
sparkXY = -10-random%40,0-random%120
hitsound = S7,2
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 2101, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 370003
ctrl = 1

;---------------------------------------------------------------------------
; super black getsuga start
[StateDef 370003,Getsuga start]
type                           = S
movetype                       = A
physics                        = S
juggle                         = 5
poweradd                       = 0
ctrl                           = 0
velset                         = 0,0
anim                           = 370003
sprpriority                    = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = !time
x = p2bodydist x +180


[State 0, Turn]
type = Turn
trigger1 = !time
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 3
value                          = S300,4
volume                         = 900

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = !time
value                          = S300,2
volume                         = 200

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = !time
value                          = S300,3
volume                         = 900

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7007
pos                             = -17,-40
postype                         = P1
supermove                       = 1
facing                          = 1
sprpriority                     = 2
bindtime                        = 240
removetime                      = 95
removeongethit                  = 1
pausemovetime                   = 9999999
Supermovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7008
pos                             = -17,-40
postype                         = P1
supermove                       = 1
facing                          = 1
sprpriority                     = 0
bindtime                        = 240
removetime                      = 95
removeongethit                  = 1
pausemovetime                   = 9999999
Supermovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 7238
pos                             = -17,0
postype                         = P1
supermove                       = 1
facing                          = 1
sprpriority                     = 0
bindtime                        = 240
removetime                      = 180
removeongethit                  = 1
pausemovetime                   = 9999999
Supermovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1171
pos                             = 1,-65
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999
Supermovetime                   = 9999999

[State 3000,SuperBG00]
type                            = Explod
trigger1                        = AnimElem = 1
anim                            = 1174
pos                             = 1,-65
postype                         = p1
supermove                       = 1
facing                          = 1
sprpriority                     = 4
removeongethit                  = 1
pausemovetime                   = 9999999
Supermovetime                   = 9999999

[State 0, SuperPause]
type = SuperPause
trigger1 = !time
time = 90
anim = -1
sound = -1
pos = 0,0
move = 1
movetime = 46
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =





[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7242
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 90
sprpriority = 4
removeongethit = 1
pausemovetime                   = 9999999
Supermovetime                   = 9999999

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7243
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 90
sprpriority = 0
removeongethit = 1
pausemovetime                   = 9999999
Supermovetime                   = 9999999


[State 4000, Helper]
type                           = Helper
trigger1                       = animelem = 3
trigger2                       = animelemtime(3)=10
helpertype                     = normal
name                           = "super black getsuga"
ID                             = 2013
stateno                        = 2013
pos                            = 0,0
postype                        = p1
sprpriority                    = -4


[State 1012, Explod]
type = Explod
trigger1                       = animelem = 3
anim                           = 2050
ID                             = 2050
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 1012, AfterImage]
type                           = AfterImage
trigger1                       = Time = 0
time                           = 40
PalBright                      =   0,  0,  0
PalContrast                    = 120,120,220
PalAdd                         =  0,0,0 ;29, 29, 29
PalMul                         = .37,.37,.77
trans                          = add
TimeGap                        = 2
FrameGap                       = 1
length                         = 9



[State 1012, 4]
type                           = ChangeState
trigger1                       = AnimTime = 0
value                          = 0
ctrl                           = 1



