; T.Hawk's Hyper States
;---------------------------------------------------------------------------
; Raging Typhoon - Attempt
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 820

;[State 3000, VarSet]
;type = VarSet
;trigger1 = Time = 0
;trigger1 = command = "rtyphoon_xxx"
;v = 0
;value = 0

[State 3000, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "rtyphoon_y"
v = 0
value = 1

[State 3000, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "rtyphoon_z"
v = 0
value = 2

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Time < 30
value = SCA
time = 1

[State 3000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 820
trigger1 = AnimElem = 1
value = 10, 5
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3000, SuperPause]
type = SuperPause
triggerall = Var(0) = 0
trigger1 = Anim = 820
trigger1 = AnimElem = 1
pos = 20, -115
anim = 100
time = 30
sprpriority = 2
darken = 1
movetime = 20
sound = S3,4 ;20, 0
poweradd = -1000

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(0) = 1
trigger1 = Anim = 820
trigger1 = AnimElem = 1
pos = 20, -115
anim = 100
time = 30
sprpriority = 2
darken = 1
movetime = 20
sound = S3,4 ;20, 0
poweradd = -2000

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(0) = 2
trigger1 = Anim = 820
trigger1 = AnimElem = 1
pos = 20, -115
anim = 100
time = 30
sprpriority = 2
darken = 1
movetime = 20
sound = S3,4 ;20, 0
poweradd = -3000

[State 3000, Width]
type = Width
trigger1 = 1
value = 20,0

[State 3000, SprPriority]
type = SprPriority
trigger1 = Time < 32
value = -1

[State 3000, SprPriority]
type = SprPriority
trigger1 = Time > 32
value = 1

[State 3000, Arms]
type = Explod
trigger1 = AnimElem = 5
id = 801
anim = 801
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
;removetime = -1
sprpriority = 5
ignorehitpause = 1
shadow = 100,100,100

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 820
trigger1 = AnimElem = 6
value = 10, 0
channel = 0

[State 3000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = -4,-6
air.velocity = -4,-6
p1facing = 1
p2facing = 1
p1stateno = 3001
p2stateno = 804
numhits = 0
snap = 40,0
fall = 1

[State 3000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Raging Typhoon Start
[Statedef 3001]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1000

[State 3000, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State 3000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3000, ScreenBound]
type = null ;ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 3000, Bind]
type = TargetBind
trigger1 = Anim = 1000
trigger1 = AnimElem = 1
pos = 40, 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1000
trigger1 = AnimElem = 1
value = 0, 2

[State 3000, State]
type = ChangeState
trigger1 = Anim = 1000
trigger1 = AnimTime = 0
value = 3002

;---------------------------------------------------------------------------
; Raging Typhoon
[Statedef 3002]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3001

[State 3000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3000, ScreenBound]
type = null ;ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 3000, Width]
type = Width
trigger1 = 1
edge = 30,30

[State 3000, TargetState]
type = TargetState
trigger1 = Anim = 3001
trigger1 = AnimElem = 1
value = 3005

[State 3000, 2]
type = VelSet
triggerall = Anim = 3001
triggerall = AnimElem = 1
trigger1 = Var(1) = 0
x = 1
y = -10

[State 3000, 2]
type = VelSet
triggerall = Anim = 3001
triggerall = AnimElem = 1
trigger1 = Var(0) = 0
trigger1 = Var(1) = 1
x = -1
y = -10

[State 3000, 2]
type = VelSet
triggerall = Anim = 3001
triggerall = AnimElem = 1
trigger1 = Var(0) > 0
trigger1 = Var(1) = 1
x = -1
y = -12

[State 3000, 2]
type = VelSet
triggerall = Anim = 3001
triggerall = AnimElem = 1
trigger1 = Var(1) = 2
x = 0
y = -14

[State 3000, 2]
type = Veladd
trigger1 = 1
y = .4

[State 3000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 1 >= 0
pos = 30, -80

[State 3000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 2 >= 0
pos = -50, -90

[State 3000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 3 >= 0
pos = -80, -130

[State 3000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 4 >= 0
pos = -20, -165

[State 3000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 5 >= 0
pos = 60, -155

[State 3000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 6 >= 0
pos = 80, -100

[State 3000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 6,3
pos = 30, -80

[State 3000, Anim]
type = ChangeAnim
trigger1 = Time > 40
trigger1 = Anim = 3001
trigger1 = Vel Y > 0
value = 3002

[State 3000, Bind]
type = TargetBind
trigger1 = Time > 40
trigger1 = Anim = 3001
trigger1 = Vel Y > 0
trigger2 = Anim = 3002
trigger2 = AnimElem = 1, >= 0
pos = -50, -160

[State 3000, Bind]
type = TargetBind
trigger1 = Anim = 3002
trigger1 = AnimElem = 2, >= 0
pos = 0, -155

[State 3000, 10]
type = ChangeState
triggerall = Time > 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 5
value = 3003

;---------------------------------------------------------------------------
; Raging Typhoon Land
[Statedef 3003]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1003

[State 3000, VarSet]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Time < 20
value = SCA
time = 1

[State 3000, PlayerPush]
type = PlayerPush
trigger1 = Time < 20
value = 0

[State 3000, ScreenBound]
type = ScreenBound
trigger1 = Time < 20
value = 1
movecamera = 0,0

[State 3000, TargetState]
type = TargetState
trigger1 = Time = 0
value = 3006

[State 3000, Bind]
type = TargetBind
trigger1 = Anim = 1003
trigger1 = Time = 0
pos = 60, -10

[State 3000, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Time = 0
trigger1 = Var(0) = 0
trigger1 = Var(1) = 1
trigger2 = Var(0) = 2
trigger2 = Var(1) < 3
value = -80
kill = 0

[State 3000, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Time = 0
trigger1 = Var(0) = 1
trigger1 = Var(1) = 1
value = -102
kill = 0

[State 3000, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Time = 0
trigger1 = Var(0) = 0
trigger1 = Var(1) = 2
trigger2 = Var(0) = 1
trigger2 = Var(1) = 2
trigger3 = Var(0) = 2
trigger3 = Var(1) = 3
value = -139

[State 3000, HitAdd]
type = HitAdd
trigger1 = Time = 0
value = 1

[State 3000, 1]
type = PosSet
trigger1 = Time = 0
y = 10

[State 3000, PlaySnd]
type = PlaySnd
triggerall = Time = 0
trigger1 = Var(0) = 0
trigger1 = Var(1) = 1
trigger2 = Var(0) = 1
trigger2 = Var(1) < 2
trigger3 = Var(0) = 2
trigger3 = Var(1) < 3
value = 10, 8
channel = 0

[State 3000, PlaySnd]
type = PlaySnd
triggerall = Time = 0
trigger1 = Var(0) < 2
trigger1 = Var(1) = 2
trigger2 = Var(0) = 2
trigger2 = Var(1) = 3
value = 10, 4
channel = 0

[State 3000, State]
type = ChangeState
triggerall = Time = 15
trigger1 = Var(0) < 2
trigger1 = Var(1) < 2
trigger2 = Var(0) = 2
trigger2 = Var(1) < 3
value = 3002

[State 3000, 6]
type = ChangeAnim
trigger1 = Time = 20
value = 1010

[State 3000, 1]
type = VelSet
trigger1 = Time = 20
x = -2
y = -7

[State 3000, 1]
type = VelAdd
trigger1 = Time > 20
y = .4

[State 3000, 2]
type = ChangeState
trigger1 = Time > 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; Canyon Splitter - Tomahawk Buster
[Statedef 3100]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3100

[State 3100, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "csplitter_x"
v = 0
value = 0

[State 3100, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "csplitter_y"
v = 0
value = 1

[State 3100, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "csplitter_z"
v = 0
value = 2

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Anim = 3100
trigger1 = AnimElem = 1
value = 10, 6
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3100, SuperPause]
type = SuperPause
triggerall = Var(0) = 0
trigger1 = Anim = 3100
trigger1 = AnimElem = 1
pos = 40, -60
anim = 100
time = 30
movetime = 0
sound = S3,4 ;20, 0
poweradd = -1000

[State 3100, SuperPause]
type = SuperPause
triggerall = Var(0) = 1
trigger1 = Anim = 3100
trigger1 = AnimElem = 1
pos = 40, -60
anim = 100
time = 30
movetime = 0
sound = S3,4 ;20, 0
poweradd = -2000

[State 3100, SuperPause]
type = SuperPause
triggerall = Var(0) = 2
trigger1 = Anim = 3100
trigger1 = AnimElem = 1
pos = 40, -60
anim = 100
time = 30
movetime = 0
sound = S3,4 ;20, 0
poweradd = -3000

[State 3100, Width]
type = Width
trigger1 = Time < 5
value = 20,0

[State 1300, 0]
type = VelSet
trigger1 = Var(0) = 0
trigger1 = Anim = 3100
trigger1 = AnimElem = 2
x = 2
y = -3

[State 1300, 0]
type = VelSet
trigger1 = Var(0) = 1
trigger1 = Anim = 3100
trigger1 = AnimElem = 2
x = 3
y = -3

[State 1300, 0]
type = VelSet
trigger1 = Var(0) = 2
trigger1 = Anim = 3100
trigger1 = AnimElem = 2
x = 4
y = -3

[State 3100, 2]
type = Veladd
trigger1 = Time > 5
y = .4

[State 3100, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 3100, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 10
channel = 0

[State 3100, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
damage = 84, 26
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -6,0
airguard.velocity = -3,0
air.type = Low
air.velocity = -6,0
air.hittime = 12

[State 3100, 3]
type = HitDef
triggerall = Var(0) > 0
trigger1 = AnimElem = 5
attr = A, HA
damage = 34, 13
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = -10, -30
guard.sparkno = 41
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -6,0
airguard.velocity = -3,0
air.type = Low
air.velocity = -6,0
air.hittime = 12

[State 3100, 10]
type = ChangeState
triggerall = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 3101

;---------------------------------------------------------------------------
; Canyon Splitter - Condor Spire
[Statedef 3101]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
sprpriority = 2

[State 3100, PosSet]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 3100, AfterImageTime]
type = AfterImageTime
trigger1 = Vel Y <= 0
time = 2

[State 3100, Width]
type = Width
trigger1 = Time < 5
value = 20,0

[State 3100, Width]
type = Width
trigger1 = Time >= 5
trigger1 = Time < 10
value = 30,0

[State 3100, 0]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 3
value = 10, 1
channel = 0

[State 3100, 0]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
value = 1, 3

[State 3100, 1]
type = PosAdd
trigger1 = Anim = 1100
trigger1 = AnimElem = 5
x = 30
y = 10



[State 3100, 2]
type = VelSet
;trigger1 = Anim = 1100
;trigger1 = Var(0) = 2
trigger1 = AnimElem = 5
x = 6
y = -8

[State 3100, 3]
type = VelMul
trigger1 = Time > 12
x = .9

[State 3100, 4]
type = Veladd
trigger1 = Time > 10
y = .4

[State 3100, 5]
type = VelSet
trigger1 = Time > 20
trigger1 = Vel Y >= 0
x = 0

[State 3100, 6]
type = ChangeAnim
trigger1 = Anim = 1100
trigger1 = Time > 20
trigger1 = Vel Y >= 0
value = 1110

[State 3100, 7]
type = HitDef
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
attr = A, HA
damage = 15, 7
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 3
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -70
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
air.type = Low
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 3100, 7]
type = HitDef
triggerall = Anim = 1100
trigger1 = AnimElem = 5
trigger2 = Var(0) > 1
trigger2 = AnimElem = 5,5
attr = A, HA
damage = 30, 9
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -100
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
air.type = Low
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 3100, 8]
type = ChangeState
triggerall = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; Canyon Splitter - Condor Dive
[Statedef 3200125]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3200
sprpriority = 2



[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Anim = 3200
trigger1 = AnimElem = 1
value = 10, 6
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3100, SuperPause]
type = SuperPause
;triggerall = Var(0) = 2
;trigger1 = Anim = 3200
trigger1 = AnimElem = 1
pos = 30, -120
anim = 100
time = 30
movetime = 20
sound = S3,4 ;20, 0
poweradd = -3000

[State 3200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 3200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 9
channel = 0



[State 3200, 2]
type = VelSet
;trigger1 = Var(0) = 2
trigger1 = AnimElem = 4
x = 12
y = 7



[State 3200, 3]
type = HitDef
;trigger1 = Var(0) > 0
trigger1 = TimeMod = 2,0
attr = A, HA
damage = 38, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -4,0
airguard.velocity = -2,1
air.type = Low
air.velocity = -4,1
air.hittime = 12
air.fall = 1

[State 3100, 10]
type = ChangeState
triggerall = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 3101

;---------------------------------------------------------------------------
; Canyon Splitter - Condor Dive
[Statedef 3200124]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3200
sprpriority = 2



[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Anim = 3200
trigger1 = AnimElem = 1
value = 10, 6
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3100, SuperPause]
type = SuperPause
;triggerall = Var(0) = 1
;trigger1 = Anim = 3200
trigger1 = AnimElem = 1
pos = 30, -120
anim = 100
time = 30
movetime = 20
sound = S3,4 ;20, 0
poweradd = -2000



[State 3200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 3200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 9
channel = 0



[State 3200, 2]
type = VelSet
;trigger1 = Var(0) = 2
trigger1 = AnimElem = 4
x = 11
y = 6

[State 3200, 3]
type = HitDef
;trigger1 = Var(0) = 0
trigger1 = TimeMod = 3,0
attr = A, HA
damage = 38, 7
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -4,0
airguard.velocity = -2,1
air.type = Low
air.velocity = -4,1
air.hittime = 12
air.fall = 1


[State 3100, 10]
type = ChangeState
triggerall = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 3101

;---------------------------------------------------------------------------
; Canyon Splitter - Condor Dive
[Statedef 3200123]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3200
sprpriority = 2




[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Anim = 3200
trigger1 = AnimElem = 1
value = 10, 6
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3100, SuperPause]
type = SuperPause
;triggerall = Var(0) = 0
;trigger1 = Anim = 3200
trigger1 = AnimElem = 1
pos = 30, -120
anim = 100
time = 30
movetime = 20
sound = S3,4 ;20, 0
poweradd = -1000



[State 3200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 3200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 9
channel = 0

[State 3200, 2]
type = VelSet
;trigger1 = Var(0) < 2
trigger1 = AnimElem = 4
x = 10
y = 5



[State 3200, 3]
type = HitDef
;trigger1 = Var(0) = 0
trigger1 = TimeMod = 8,0
attr = A, HA
damage = 44, 12
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -4,0
airguard.velocity = -2,1
air.type = Low
air.velocity = -4,1
air.hittime = 12
air.fall = 1



[State 3100, 10]
type = ChangeState
triggerall = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 3101

;---------------------------------------------------------------------------
; Super Typhoon - Attempt
[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 820

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = Time < 30
value = SCA
time = 1

[State 4000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 4000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 820
trigger1 = AnimElem = 1
value = 10, 5
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 4000, SuperPause]
type = SuperPause
trigger1 = Anim = 820
trigger1 = AnimElem = 1
pos = 20, -115
anim = 100
time = 30
movetime = 20
sound = S3,4 ;20, 0
poweradd = -3000

[State 4000, Width]
type = Width
trigger1 = 1
value = 20,0

[State 4000, SprPriority]
type = SprPriority
trigger1 = Time < 32
value = -1

[State 4000, SprPriority]
type = SprPriority
trigger1 = Time > 32
value = 1

[State 4000, Arms]
type = Explod
trigger1 = AnimElem = 5
id = 801
anim = 801
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
;removetime = -1
sprpriority = 5
ignorehitpause = 1
shadow = 100,100,100

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 820
trigger1 = AnimElem = 6
value = 10, 0
channel = 0

[State 4000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = -4,-6
air.velocity = -4,-6
p1facing = 1
p2facing = 1
p1stateno = 4001
p2stateno = 804
numhits = 0
snap = 40,0
fall = 1

[State 4000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super Typhoon Start
[Statedef 4001]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1000

[State 4000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4000, ScreenBound]
type = null ;ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4000, Bind]
type = TargetBind
trigger1 = Anim = 1000
trigger1 = AnimElem = 1
pos = 40, 0

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1000
trigger1 = AnimElem = 1
value = 0, 2

[State 4000, State]
type = ChangeState
trigger1 = Time = 10
value = 4002

;---------------------------------------------------------------------------
; Super Typhoon
[Statedef 4002]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3001

[State 4000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4000, ScreenBound]
type = null ;ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4000, Width]
type = Width
trigger1 = 1
edge = 30,30

[State 4000, TargetState]
type = TargetState
trigger1 = Anim = 3001
trigger1 = AnimElem = 1
value = 4005

[State 4000, 2]
type = VelSet
trigger1 = Anim = 3001
trigger1 = AnimElem = 1
x = 0
y = -20

[State 4000, 2]
type = Veladd
trigger1 = 1
y = .4

[State 4000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 1 >= 0
pos = 30, -80

[State 4000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 2 >= 0
pos = -50, -90

[State 4000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 3 >= 0
pos = -80, -130

[State 4000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 4 >= 0
pos = -20, -165

[State 4000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 5 >= 0
pos = 60, -155

[State 4000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 6 >= 0
pos = 80, -100

[State 4000, Bind]
type = TargetBind
trigger1 = Anim = 3001
trigger1 = AnimElem = 6,3
pos = 30, -80

[State 4000, Anim]
type = ChangeAnim
trigger1 = Time >= 60
trigger1 = Anim = 3001
trigger1 = Vel Y > 0
value = 3002

[State 4000, Bind]
type = TargetBind
trigger1 = Time >= 60
trigger1 = Anim = 1001
trigger1 = Vel Y > 0
trigger2 = Anim = 3002
trigger2 = AnimElem = 1, >= 0
pos = -50, -160

[State 4000, Bind]
type = TargetBind
trigger1 = Anim = 3002
trigger1 = AnimElem = 2, >= 0
pos = 0, -155

[State 4000, 10]
type = ChangeState
triggerall = Time > 60
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 5
value = 4003

;---------------------------------------------------------------------------
; Super Typhoon Land
[Statedef 4003]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1003

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = Time < 20
value = SCA
time = 1

[State 4000, PlayerPush]
type = PlayerPush
trigger1 = Time < 20
value = 0

[State 4000, ScreenBound]
type = ScreenBound
trigger1 = Time < 20
value = 1
movecamera = 0,0

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 10, 4
channel = 0

[State 4000, TargetState]
type = TargetState
trigger1 = Time = 0
value = 4006

[State 4000, Bind]
type = TargetBind
trigger1 = Anim = 1003
trigger1 = Time = 0
pos = 60, -10

[State 4000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -320

[State 4000, 1]
type = PosSet
trigger1 = Time = 0
y = 10

[State 4000, 6]
type = ChangeAnim
trigger1 = Time = 20
value = 1010

[State 4000, 1]
type = VelSet
trigger1 = Time = 20
x = -2
y = -7

[State 4000, 1]
type = VelAdd
trigger1 = Time > 20
y = .4

[State 4000, 2]
type = ChangeState
trigger1 = Time > 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
