;------------------------------------------------
;Goku arms crossed

[StateDef 2965]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 2965
sprpriority=10

[State 13300, old hair remove]
type = RemoveExplod
trigger1 = !time
ID = 2959
[State 13300, old dash FX remove]
type = RemoveExplod
trigger1 = !time
ID = 2957

[State 1900, SSJ hair]
type = explod
trigger1 = !time
anim = 2966
id = 2966
pos = 0,0
postype = p1
sprpriority = 10
bindtime = -1
ownpal = 1
ignorehitpause = 1
removetime = 220

[State 2260, bg]
type = assertspecial
trigger1 = 1
flag = noFG
flag2 = noBG
flag3 = nobardisplay
ignorehitpause = 1
[State 2260, bg]
type = assertspecial
trigger1 = 1
flag = globalnoshadow
ignorehitpause = 1

[State 1900, Aura helper]
type = Helper
trigger1 = !time
id = 907
name = "Charge"
pos = 0,0
postype = P1
stateno = 907
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1900, dust]
type = explod
trigger1 = !time
anim = 908+(var(2)=0)
id = 2967
pos = 17,5
sprpriority = 11
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
facing = -1
removetime = 220

[State 2201, helper]; hitting helper
type = Helper
trigger1 = time=10 && !NumHelper(2961)
pos = 0,const(size.mid.pos.y)
postype = p2
stateno = 2961
helpertype = normal
name = "invisible_hitter"
id = 2961
ownpal = 1
supermovetime = 150
pausemovetime = 150

[State 13100, End]
type = ChangeState
trigger1 = winko && (time = 220)
value = 742

[State 13100, End]
type = ChangeState
trigger1 = time=220
trigger1 = !winko
value = 0
ctrl = 1

=========================================

;===================================================
;MOVIE 7 INVISIBLE HITTING HELPER

[Statedef 2961]
type = A
physics = N
movetype = A
ctrl = 0
sprpriority = -3

[State 8000, Assert]
type=assertspecial
trigger1= 1
flag=noshadow
ignorehitpause = 1

[State 3005, hitvar]
type=varadd
trigger1= !time
var(2)=1

[State 3005, anim]
type = changeanim
trigger1 = !time && !prevstateno && !movecontact
value = 2961

[State 1061, Velocity]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 3005, hit]
type = hitdef
trigger1 = 1
attr = S,HP
hitflag = MAF
guardflag = MA
priority = 7,Hit
damage = 50,50
getpower = 0,0
givepower = 35,35
pausetime = 6,6
animtype = Back
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 16
air.hittime = 13
airguard.ctrltime = 16
ground.velocity = 0, -3
guard.velocity = -9
air.velocity = 0, -2
airguard.velocity = -5.5, -1.5 
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .5
fall=0
air.fall = 1
fall.recover = 0
sparkno = -1
hitsound   = s1000,0
guardsound = S6,1
envshake.time = 16
envshake.ampl = 6
envshake.freq = 100
forcestand = 1
palfx.sinadd=64,64,64,4
palfx.mul=128,128,128
palfx.time=32
p1sprpriority = 5
kill=(var(2)>=19)

[State 1315, Sparks]
type=explod
trigger1= movehit && numtarget
trigger1= (target,movetype=H) && !(target,time)
anim=7030
sprpriority=6
postype=p2
pos=(target,const(size.ground.front)-10)+(random%40), -floor(p2dist y)+(random%40)-10
removetime=-2
ownpal=1
facing=-1
ignorehitpause=1
pausemovetime=100
supermovetime=100

[State 3025, p2state - killed]
type = targetstate
trigger1 = movehit && numtarget
trigger1 = target,gethitvar(hitcount)>=27
trigger1 = MatchOver
trigger1 = WinKO
value = ifelse((target, SelfAnimExist(5941)), 5941, 5943)
ignorehitpause = 1

[State 3005, end]
type = changestate
trigger1 = movecontact
value = ifelse(var(2)<20,2961,1316)

[State 1061, End]
type = destroyself
trigger1 = root,stateno != 2965

-----------------------------------
NEW
;===================================================
;MOVIE 7 INVISIBLE HITTING HELPER

[Statedef 2961]
type = A
physics = N
movetype = A
ctrl = 0
sprpriority = -3
anim = 2961

[State 8000, Assert]
type=assertspecial
trigger1= 1
flag=noshadow
ignorehitpause = 1

[State 1061, Velocity]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 3005, hit]
type = hitdef
trigger1 = 1
attr = S,HP
hitflag = MAF
;guardflag = MA
priority = 7,Hit
damage = 0; 1000
getpower = 0,0
givepower = 35,35
pausetime = 6,6
animtype = Back
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 16
air.hittime = 13
airguard.ctrltime = 16
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .5
fall=0
fall.recover = 0
sparkno = -1
forcestand = 1
p1sprpriority = 5

[State 3025, p2state - killed]
type = targetstate
trigger1 = movehit && numtarget
trigger1 = target,gethitvar(hitcount)>=1
trigger1 = MatchOver
trigger1 = WinKO
value = ifelse((target, SelfAnimExist(5941)), 5941, 5943)
ignorehitpause = 1

[State 3005, end]
type = changestate
trigger1 = movecontact
value = 1316

[State 1061, End]
type = destroyself
trigger1 = root,stateno != 2965


;---------------------------------------------------------------------------
; WINPOSE 12 - Going SSJ from movie 7

[Statedef 742]
type = S
velset = 0,0
sprpriority = 10
anim = 2965

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1900, dust]
type = explod
trigger1 = !time
anim = 908+(var(2)=0)
pos = 17,5
sprpriority = 11
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
facing = -1
removetime = -1

[State 181, remove old SSJ hair]
type = RemoveExplod
trigger1 = !time
ID = 2966

[State 1900, SSJ hair]
type = explod
trigger1 = !time
anim = 2966
pos = 0,0
postype = p1
sprpriority = 10
bindtime = -1
ownpal = 1
ignorehitpause = 1
removetime = -1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 183, win]
type = changestate
trigger1 = prevstateno=2965 && time>100
value = 180
ctrl = 1