[State -1, Shinra tensei]

type = ChangeState

Triggerall = power >= 750

value = 60000

triggerall = command = "holddown"

triggerall = command = "a"

triggerall = statetype != A

trigger1 = ctrl

;===============================================================================

; Shinra Tensei:

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

[Statedef 60000]

type = S

movetype= A

physics = S

juggle = 1

ctrl = 0

anim = 60000

velset = 0,0

facep2 = 1

sprpriority = 2

[State 0, PlaySnd]

type = PlaySnd

trigger1 = animelem = 3

value = S5,72

volumescale = 399

[State 0, PlayerPush]

type = PlayerPush

trigger1 = 1

value = 0

[State 0, Shinra Tensei]

type = Helper

trigger1 = time = 10

helpertype = normal

name = "Shinra Tensei"

ID = 60001

stateno = 60001

pos = 0,0

postype = p1

ownpal = 1

size.xscale = 1

size.yscale = 1

[State 0, ChangeAnim]

type = ChangeAnim

trigger1 = time > 10 && numhelper(60001) > 0

value = 60000

elem = 3

[State 200, End]

type = ChangeState

trigger1 = AnimTime = 0

value = 0

ctrl = 1

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

; Shinra Tensei - Start

[Statedef 60001]

type = A

movetype= I

physics = N

juggle = 1

velset = 0,0

ctrl = 0

anim = 60001

sprpriority = 3

[State 0, BindToRoot]

type = BindToRoot

trigger1 = root,stateno = 60000

pos = 0,0

[State 0, PlaySnd]

type = PlaySnd

trigger1 = time = 0

value = S0,44

volumescale = 122

[State 0, PlaySnd]

type = PlaySnd

trigger1 = time = 0

value = S5,71

volumescale = 500

[State 0, StateTypeSet]

type = StateTypeSet

trigger1 = time = 5

statetype = A

movetype = A

physics = N

[State 0, EnvShake]

type = EnvShake

trigger1 = time = 0

time = 30

[State 0, Trans]

type = Trans

trigger1 = 1

trans = Add

ignorehitpause = 1

[State 0, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = Noshadow

ignorehitpause = 1

[State 200, 1]

type = HitDef

triggerall = timemod = 8,0

trigger1 = 1

attr = A, NP

animtype = Heavy

damage = 14,7

Hitflag = MAFD

guardflag = MA

pausetime = 0,5

sparkno = -1

guard.sparkno = -1

sparkxy = -8,-25

hitsound = S1,5

guardsound = S4,1

ground.type = High

ground.slidetime = 12

ground.hittime = 15

ground.velocity = -1,-1

air.velocity = -1,-1

Fall = 0

Sprpriority = 3

[State 0, Hit Spark]

type = Helper

trigger1 = movehit = 1 && numhelper(980) = 0

helpertype = normal

name = "Hit Spark"

ID = 980

stateno = 980

pos = 0,-25*Helper(999999),Fvar(16)

postype = p2

facing = -1

ownpal = 1

size.xscale = .2*Helper(999999),Fvar(16)

size.yscale = .2*Helper(999999),Fvar(16)

ignorehitpause = 1

[State 0, DestroySelf]

type = DestroySelf

trigger1 = root,stateno != 420

[State 200, End]

type = Changestate

trigger1 = time = 40

value = 60002

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

; Shinra Tensei - Fin

[Statedef 60002]

type = A

movetype= A

physics = N

juggle = 1

velset = 0,0

ctrl = 0

sprpriority = 3

[State 0, AttackMulSet]

type = AttackMulSet

trigger1 = 1

value = 1+root,fvar(2)

[State 0, EnvShake]

type = EnvShake

trigger1 = time = 0

time = 30

ampl = -8

[State 0, StateTypeSet]

type = StateTypeSet

trigger1 = time = 5

statetype = A

movetype = I

physics = N

[State 0, Trans]

type = Trans

trigger1 = time > 0

trans = addalpha

alpha = 256-time*25,256

ignorehitpause = 1

[State 0, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = Noshadow

flag2 = Unguardable

ignorehitpause = 1

[State 0, AngleDraw]

type = AngleDraw

trigger1 = time > 0

value = 0

scale = 1+fvar(2),1+fvar(2)

ignorehitpause = 1

[State 0, VarAdd]

type = VarAdd

trigger1 = time > 0

fv = 2

value = .1

[State 200, 1]

type = HitDef

trigger1 = !movecontact

attr = S, SP

animtype = Heavy

damage = 20

Hitflag = MAFD

guardflag = MA

pausetime = 0,5

sparkno = -1

guard.sparkno = -1

sparkxy = -8,-25

hitsound = S5,73

guardsound = S4,1

ground.type = High

ground.slidetime = 12

ground.hittime = 15

ground.velocity = 0

air.velocity = 0,0

Fall = 1

sprpriority = 3

Getpower = 0,0

[State 0, TargetState]

type = TargetState

triggerall = enemy,stateno != [435,436]

trigger1 = movehit > 5

value = 435

[State 0, Camara Lenta]

type = Helper

Triggerall = numhelper(591) = 0

trigger1 = movehit = 1

helpertype = normal

name = "Camara Lenta"

ID = 591

stateno = 591

pos = 999,999

postype = p1

facing = 1

keyctrl = 0

ownpal = 0

[State 200, End]

type = Destroyself

trigger1 = time = 10