;======================================================================
; HAUZER - CAPCOM FIGHTING JAM
;======================================================================
; CONVERTED BY MATURE4EVR
;======================================================================
; VERSION 0.96
;======================================================================

;======================================================================
; HYPER MOVES
;======================================================================

;----------------------------------------------------------------------
;--Deluge Crisis--
;----------------------------------------------------------------------

[Statedef 3000]
type = S
movetype = A
physics = S
anim = 3000
velset = 0,0
ctrl = 0

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,62]
value = SCA, AA, AT, AP

[State 3000, NoFG]
type = AssertSpecial
trigger1 = Time = [0,62]
flag = NoFG

[State 3000, Pause]
type = SuperPause
trigger1 = AnimElem = 1, = 1
time = 62
movetime = 62
anim = S9500
pos = 55, -140
poweradd = -1000
unhittable = 1

[State 3000, Super BG]
type = Explod
trigger1 = Time = 0
anim = 975
ID = 21
pos = 0,0
postype = back
facing = 1
bindtime = -1
removetime = 62
supermove = 1
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3000, SprPriority]
type = SprPriority
trigger1 = StateNo = 3000
value = 2

[State 3000, Warzard_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,0

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 20

[State 3000, VelSet 2]
type = VelSet
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 12

[State 3000, Hit 1]
type = HitDef
triggerall = HitCount <= 4
trigger1 = AnimElem = 6
attr = S, SA
damage = 45,9
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 9, 11
guard.pausetime = 8, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = -10, -76
hitsound = S0,3
guardsound = S1,0
ground.type = Low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -4,0
airguard.velocity = -4,-0.8
air.type = Low
air.velocity = -4,0
air.hittime = 13
down.velocity = 0,4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
getpower = 0,0
forcestand = 1

[State 3000, Hit 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 45,9
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 9, 11
guard.pausetime = 8, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = -10, -76
hitsound = S0,3
guardsound = S1,0
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -4,0
airguard.velocity = -4,-0.8
air.type = Low
air.velocity = -4,0
air.hittime = 13
down.velocity = 0,4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
getpower = 0,0
forcestand = 1

[State 3000, Hit 3]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 45,9
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
getpower = 0,0
pausetime = 9, 11
guard.pausetime = 8, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = -10, -76
hitsound = S0,3
guardsound = S1,0
ground.type = Low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -4,0
airguard.velocity = -4,-0.8
air.type = Low
air.velocity = -4,0
air.hittime = 13
down.velocity = 0,4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
getpower = 0,0
forcestand = 1

[State 3000, Hit 4]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 45,9
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
getpower = 0,0
pausetime = 9, 11
guard.pausetime = 8, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = -10, -76
hitsound = S0,3
guardsound = S1,0
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -4,0
airguard.velocity = -4,-0.8
air.type = Low
air.velocity = -4,0
air.hittime = 13
down.velocity = 0,4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
getpower = 0,0
forcestand = 1

[State 3000, Vel_Stop]
type = VelSet
trigger1 = AnimElem = 9 && MoveHit
x = 0

[State 3000, Change]
type = ChangeState
trigger1 = AnimElemTime(9) = 5
value = 3025
ctrl = 0

[Statedef 3025]
type = S
movetype = A
physics = S
anim = 3025
velset = 0,0
ctrl = 0
movehitpersist = 1
hitcountpersist = 1

[State 3025, SprPriority]
type = SprPriority
trigger1 = StateNo = 3025
value = 2

[State 3025, VelSet]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
x = 4.5

[State 3025, VelAdd]
type = VelAdd
trigger1 = AnimElem = 4
x = 1.5

[State 3025, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60,11
animtype = Up
guardflag = MA
hitflag = MAF
priority = 6, Hit
getpower = 0,0
pausetime = 7, 11
guard.pausetime = 6, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = -10, -76
hitsound = S0,3
guardsound = S1,0
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = 0,-15
airguard.velocity = -4,-0.8
air.type = Low
air.velocity = 0,-15
air.hittime = 13
down.velocity = 0,4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
p2facing = 1
fall = 1
fall.recover = 0

[State 3025, Change]
type = ChangeState 
trigger1 = AnimTime = 0
value = 3030
ctrl = 0

[State 3025, Failure]
type = ChangeState
trigger1 = !MoveHit
trigger2 = P2StateNo = 5100
trigger3 = WinKO
value = 0
ctrl = 1

[Statedef 3030]
type = S
movetype = A
physics = S
anim = 3030
velset = 0,0
ctrl = 0
movehitpersist = 1
hitcountpersist = 1

[State 3030, Change]
type = ChangeState 
trigger1 = AnimTime = 0
value = 3040
ctrl = 0

; Hauzer's State (leaping grab)
[Statedef 3040]
type = S
movetype = A
physics = S
anim = 3040
velset = 0,0
ctrl = 0
hitcountpersist = 1

[State 3040, SprPriority]
type = SprPriority
trigger1 = StateNo = 3040
value = 2

[State 3040, Grab]
type = HitDef
trigger1 = Time = 0
attr = A, HT
hitflag = M-
guardflag = 
sparkno = -1
sparkxy = 0,0
p1stateno = 3041
p2stateno = 3051
p1facing = 1
p2facing = 1
hitonce = 1

[State 3040, Leap]
type = VelSet
triggerall = Anim = 3040
trigger1 = AnimElemTime(1) = 0
y = -8

[State 3040, Roar]
type = PlaySnd
trigger1 = AnimElem = 1
value = S190,0

[State 3040, Grab_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,0
volume = 50

[State 3040, No Damage]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3040, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
pos = 70,-155
postype = P1
time = -1

[State 3040, P2 Custom]
type = TargetState
trigger1 = Time = 0
value = 3051

[State 3040, Descend]
type = VelAdd
triggerall = Anim = 3040
trigger1 = AnimElemTime(1) > 3
y = 0.49

[State 3040, Land]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3041
ctrl = 1

; Hauzer's State (during throw)
[Statedef 3041]
type = A
movetype = A
physics = N
anim = 3041
velset = 0,0
ctrl = 0
hitcountpersist = 1

[State 3041, SprPriority]
type = SprPriority
trigger1 = StateNo = 3041
value = 2

[State 3041, No Damage]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3041, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 25,-105
postype = P1
time = -1

[State 3041, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 95,-52
postype = P1
time = -1

[State 3041, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 65,-125
postype = P1
time = -1

[State 3041, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 75,-260
postype = P1
time = -1

[State 3041, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50,-180
postype = P1
time = -1

[State 3041, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -35,-180
postype = P1
time = -1

[State 3041, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 6
value = S2,1
volume = 50

[State 3041, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = -175,-18
postype = P1
time = 4

[State 3041, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 3041, VelSet]
type = VelSet
trigger1 = AnimElem = 8
trigger2 = Time = 81
x = -2

[State 3041, Stop]
type = VelSet
trigger1 = AnimElem = 9
x = 0

[State 3041, P2 Damage]
type = TargetLifeAdd
trigger1 = AnimElem = 8
trigger2 = Time = 81
value = -85

[State 3041, HitAdd]
type = HitAdd
trigger1 = AnimElem = 8
trigger2 = Time = 81
value = 1

[State 3041, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Player Two's State
[Statedef 3051]
type = A
movetype = H
physics = N
sprpriority = 0
ctrl = 0

[State 3051, P2 State]
type = ChangeAnim2
trigger1 = Time = 0
value = 3051
persistent = 0

[State 3051, No Damage] ;<--keeps opponent from being hit while grabbed.
type = NotHitBy
trigger1 = Time = [0,83]
trigger1 = Anim = 3051
value = SCA

[State 3051, Allowed]
type = ScreenBound
trigger1 = Anim = 3051
value = 0
movecamera = 0,0

[State 3051, VelSet]
type = VelSet
trigger1 = Time = 81
x = 5
y = -4

[State 3051, Stay Put!]
type = ScreenBound
trigger1 = AnimElemTime(8) = 0
value = 1
movecamera = 1,0

[State 3051, Falling]
type = ChangeAnim
trigger1 = Time >= 81
value = 5050
persistent = 0

[State 3051, VelAdd]
type = VelAdd
trigger1 = Time >= 83
y = .3

[State 3051, SelfState]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;----------------------------------------------------------------------
;--Gust Flame--
;----------------------------------------------------------------------

[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3100
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,47]
value = SCA, AA, AT, AP

[State 3100, NoFG]
type = AssertSpecial
trigger1 = Time = [0,47]
flag = NoFG

[State 3100, Pause]
type = SuperPause
trigger1 = AnimElem = 1, =1
time = 47
movetime = 47
anim = S9500
pos = 36, -150
poweradd = -2000
unhittable = 1

[State 3100, Super BG]
type = Explod
trigger1 = Time = 0
anim = 975
ID = 21
pos = 0,0
postype = back
facing = 1
bindtime = -1
removetime = 47
supermove = 1
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3100, Warzard_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,0

[State 3100, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S190,0
channel = 0

[State 3100, Change]
type = ChangeState
trigger1 = Time = 52
value = 3102
ctrl = 0

[Statedef 3102]
type = S
movetype = A
physics = S
anim = 3102
velset = 0,0
ctrl = 0

[State 3102, SprPriority]
type = SprPriority
trigger1 = StateNo = 3102
value = 2

[State 3102, VelSet]
type = VelSet
trigger1 = Anim = 3102
x = -1.8

[State 3102, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "h.flame"
id = 3101
postype = p1
pos = 0,0
stateno = 3101
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 3102, Change]
type = ChangeState
trigger1 = Time = 93
value = 0
ctrl = 1

[Statedef 3101]
type = S
movetype = A
physics = S
anim = 3101
velset = 0,0
ctrl = 0

[State 3101, SprPriority]
type = SprPriority
trigger1 = Anim = 3101
value = 1

[State 3101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3101, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3100,0

[State 3101, Bind]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0
ignorehitpause = 1

[State 3101, Fire_Effect]
type = Explod
trigger1 = AnimElem = 6 && !MoveGuarded
anim = 9800
pos = 0,-55
postype = p2
facing = 1
bindtime = -1
removetime = 68
sprpriority = 2
ownpal = 1
ignorehitpause = 1

[State 3101, Hit 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
guardflag = MA
animtype = DiagUp
priority = 6, Dodge
damage = 95,35
pausetime = 0, 11
guard.pausetime = 0, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = 10,-70
hitsound = S0,3
guardsound = S1,0
ground.type = High
air.type = Low
ground.slidetime = 20
air.hittime = 12
yaccel = .3
ground.velocity = -4,-6.5
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
forcestand = 1
fall = 1
fall.recover = 0
forcestand = 1
air.fall = 1
air.recover = 0
down.velocity = 0,4
getpower = 0,0
palfx.time = 55
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 3101, Hit 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
guardflag = MA
animtype = DiagUp
priority = 6, Dodge
damage = 95,35
;pausetime = 0, 11
guard.pausetime = 0, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = 10,-85
hitsound = S0,3
guardsound = S1,0
ground.type = High
air.type = Low
ground.slidetime = 20
air.hittime = 12
yaccel = .3
ground.velocity = -4,-6.5
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
forcestand = 1
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
down.velocity = 0,4
getpower = 0,0
palfx.time = 55
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 3101, Hit 3]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
guardflag = MA
animtype = DiagUp
priority = 6, Dodge
damage = 95,35
;pausetime = 0, 11
guard.pausetime = 0, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = 10,-100
hitsound = S0,3
guardsound = S1,0
ground.type = High
air.type = Low
ground.slidetime = 20
air.hittime = 12
yaccel = .3
ground.velocity = -4,-6.5
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
forcestand = 1
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
down.velocity = 0,4
getpower = 0,0
palfx.time = 55
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 3101, Hit 4]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
guardflag = MA
animtype = DiagUp
priority = 6, Dodge
damage = 95,35
;pausetime = 0, 11
guard.pausetime = 0, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = 10,-115
hitsound = S0,3
guardsound = S1,0
ground.type = High
air.type = Low
ground.slidetime = 20
air.hittime = 12
yaccel = .3
ground.velocity = -4,-6.5
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
forcestand = 1
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
down.velocity = 0,4
getpower = 0,0
palfx.time = 55
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 3101, Hit 5]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
guardflag = MA
animtype = DiagUp
priority = 6, Dodge
damage = 95,35
;pausetime = 0, 11
guard.pausetime = 0, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = 10,-130
hitsound = S0,3
guardsound = S1,0
ground.type = High
air.type = Low
ground.slidetime = 20
air.hittime = 12
yaccel = .3
ground.velocity = -4,-6.5
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
forcestand = 1
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
down.velocity = 0,4
getpower = 0,0
palfx.time = 55
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 3101, DestroySelf]
type = DestroySelf
trigger1 = root, Time = 79
trigger2 = root, MoveType = H
