
;*********************************************************************
;                                                                    *
;   Ichi de Hydra    Autor edit Grafico y Programacion : Tecla2000   *
;                                                                    *
;*********************************************************************



;garras de energia


[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3100
poweradd = -2000
juggle = 5
velset = 0
ctrl = 0

[State 3100, 2] 
type = AssertSpecial
trigger1 = time = [0,260]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3100, super]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 220
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 3100, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100,0]
type = Playsnd
trigger1 = AnimElem = 2
value = 1500, 6
volume = 250
channel = 0

[State 3100 , 1]
type = SuperPause
trigger1 = Time = 0
time = 90
anim = S70015
pos = 25,-70
darken = 1
supermove = 1
movetime = 90

[State 3100 ,spause]
type = PlaySnd
trigger1 = AnimElem = 1
value = 900,1
volume = 200

[State 3100 ,spause]
type = PlaySnd
trigger1 = time = 0
value = 1500,5
volume = 200
channel = 0

[State 3100, figura serpiente]
type = Explod
trigger1 = AnimElem = 1
pos = -15,-12
anim = 77022
ID = 7022
sprpriority = -2
scale = 1, 1
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

[state 3100, constelacion]
type = explod
trigger1 = time = 0
id = 7041
anim = 7041
pos = 0, 0
postype = left
bindtime = -1
removetime = 55
sprpriority = -4
supermovetime = 65

[State 3100, explodere]
type = RemoveExplod
trigger1 = time = 55
ID = 7041

[state 3100, explode]
type = explod
trigger1 = time = 0
id = 7040
anim = 7040
pos = 0, 0
postype = left
bindtime = -1
removetime = 215
sprpriority = -5
supermovetime = 100

[State 3100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3110
ctrl = 0

[Statedef 3110]
type = S
movetype = A
physics = S
anim = 3110
velset = 0
ctrl = 0

[State 3110]
type = RemoveExplod
triggerall = NumExplod(7022) = 1
trigger1 = time = 0
ID = 7022

[State 3110, 2] 
type = AssertSpecial
trigger1 = time = [0,200]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3110,0]
type = Playsnd
trigger1 = Time = 0
value = 1500, 7
volume = 200
channel = 0

[State 3110,0]
type = Playsnd
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
trigger5 = Time = 40
trigger6 = Time = 50
trigger7 = Time = 60
trigger8 = Time = 70
trigger9 = Time = 80
value = 1000, 38

[state 3110, 0]
type = explod
trigger1 = Time = 10
trigger2 = Time = 17
trigger3 = Time = 24
trigger4 = Time = 31
trigger5 = Time = 38
trigger6 = Time = 45
trigger7 = Time = 52
trigger8 = Time = 59
trigger9 = Time = 76
trigger10 = Time = 83
trigger11 = Time = 90
trigger12 = Time = 97
trigger13 = Time = 104
id = 3105
anim = 3105
pos = 50, 0
postype = p1
bindtime = 1
removetime = 26
sprpriority = 2
supermovetime = 26
vel = 10,0

[State 3110, 1]
type = Projectile
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
attr = S, HP
ignorehitpause = 1
projid = 3151
projedgebound = 10
projremovetime = 30
projanim = 3106
projhitanim = 3107
offset = 50,0
velocity = 10,0
damage = 20,3
animtype = Hard
hitflag = MAFP
guardflag = MA
pausetime = 0,0
sparkno = -1
hitsound   = S270,2
guardsound = S310,0
guard.sparkno = -1
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -0.3
air.velocity = -2.5,-1
Palfx.Time = 20
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3110, 2]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
attr = S, HP
ignorehitpause = 1
projid = 3152
projedgebound = 10
projremovetime = 30
projanim = 3106
projhitanim = 3108
offset = 20,3
velocity = 10,0
damage = 15,5
animtype = Hard
hitflag = MAFP
guardflag = MA
pausetime = 0,0
sparkno = -1
hitsound   = S270,2
guardsound = S310,0
guard.sparkno = -1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -0.3
air.velocity = -2.5,-1
Palfx.Time = 20
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3110, 1]
type = Projectile
trigger1 = AnimElem = 14
attr = S, HP
ignorehitpause = 1
projid = 3153
projedgebound = 10
projremovetime = 30
projanim = 3106
projhitanim = 3107
projshadow = 0,0,0
offset = 50,0
velocity = 10,0
damage = 60,7
animtype = Hard
hitflag = MAFP
guardflag = MA
pausetime = 0,6
guard.pausetime = 0,15
sparkno = -1
hitsound   = S270,2
guardsound = S310,0
guard.sparkno = -1
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -9
air.velocity = -2.5,-5
fall = 1
Palfx.Time = 90
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9
EnvShake.Time = 10
EnvShake.Ampl = 5
EnvShake.Freq = 90

[State 3110, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


;Agresión de Hydra


;estando lejos

[Statedef 3202]
type = S
movetype = A
physics = S
anim = 3201
poweradd = -3000
juggle = 5
velset = 0
ctrl = 0

[State 3202,0]
type = Playsnd
trigger1 = Time = 0
value = 1600, 15
volume = 220
channel = 0

[State 3202, 2] 
type = AssertSpecial
trigger1 = time = [0,320]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3202, super]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 375
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 3202, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA


[State 3202 , 1]
type = SuperPause
trigger1 = Time = 0
time = 190
anim = S70015
pos = 25,-70
darken = 1
supermove = 1
movetime = 190

[State 3202 ,spause]
type = PlaySnd
trigger1 = AnimElem = 1
value = 900,1
volume = 200

[State 3202, figura serpiente]
type = Explod
trigger1 = AnimElem = 1
pos = -15,-12
anim = 77022
ID = 7022
sprpriority = -2
scale = 1, 1
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

[state 3202, constelacion]
type = explod
trigger1 = time = 0
id = 7041
anim = 7041
pos = 0, 0
postype = left
bindtime = -1
removetime = 55
sprpriority = -4
supermovetime = 65

[State 3202, explodere]
type = RemoveExplod
trigger1 = time = 55
ID = 7041

[state 3202, explode]
type = explod
trigger1 = time = 0
id = 15613
anim = 7040
pos = 0, 0
postype = left
bindtime = -1
removetime = 440
sprpriority = -5
supermovetime = 99999

[State 3202, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 3203
ctrl = 0

[Statedef 3203]
type    = S
movetype = I
physics = N
juggle = 7
anim = 100
velset = 8,0
ctrl = 0
poweradd = 0

[State 3203]
type = RemoveExplod
triggerall = NumExplod(7022) = 1
trigger1 = time = 0
ID = 7022

[State 3203, 2] 
type = AssertSpecial
trigger1 = time = [0,260]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3203, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 3203, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 3203, 1]
type = AfterImage
trigger1 = time = 1
time = 25
FrameGap = 3
length = 15
PalBright   =   0,  0,  0
PalContrast = 138,63,169
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 3203, RUN_FWD]
type = Explod
trigger1 = AnimElem = 1
pos = 45,0
anim = 7006
ID = 15056
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
bindtime = -1

[State 3203, Spark]
type = Explod
trigger1 = AnimElem = 1
anim = 7043
ID = 15056
pos = -30,-50
postype = p1
ownpal = 1
bindtime = -1
removetime = -1
scale = 0.6,.85
sprpriority = -1
removeongethit = 1

[State 3203, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = s52,0
volumen = 200

[State 3203, Effect]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s10,1
channel = 19
volumen = 200

[State 3203, Effect]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s10,2
channel = 20
volumen = 200

[State 3203, 2]
type = ChangeState
triggerall = time >= 9
trigger1 = P2BodyDist X <= 75
value = 3200
ctrl = 0


; estando serca

[Statedef 3201]
type = S
movetype = A
physics = S
anim = 3201
poweradd = -3000
juggle = 5
velset = 0
ctrl = 0

[State 3201,0]
type = Playsnd
trigger1 = Time = 0
value = 1600, 15
volume = 220
channel = 0

[State 3201, 2] 
type = AssertSpecial
trigger1 = time = [0,260]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3201, super]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 280
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 3201, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA


[State 3201 , 1]
type = SuperPause
trigger1 = Time = 0
time = 114
anim = S70015
pos = 25,-70
darken = 1
supermove = 1
movetime = 114

[State 3201 ,spause]
type = PlaySnd
trigger1 = AnimElem = 1
value = 900,1
volume = 200

[State 3201, figura serpiente]
type = Explod
trigger1 = AnimElem = 1
pos = -15,-12
anim = 77022
ID = 7022
sprpriority = -2
scale = 1, 1
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

[state 3201, constelacion]
type = explod
trigger1 = time = 0
id = 7041
anim = 7041
pos = 0, 0
postype = left
bindtime = -1
removetime = 55
sprpriority = -4
supermovetime = 65

[State 3201, explodere]
type = RemoveExplod
trigger1 = time = 55
ID = 7041

[state 3201, explode]
type = explod
trigger1 = time = 0
id = 15613
anim = 7040
pos = 0, 0
postype = left
bindtime = -1
removetime = 280
sprpriority = -5
supermovetime = 9999

[State 3201, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 3200
ctrl = 0

[Statedef 3200]
type = S
movetype = A
physics = S
anim = 3200
poweradd = 0
juggle = 5
velset = 0
ctrl = 0

[State 3200, RUN_FWD]
type = Explod
trigger1 = AnimElem = 1
pos = 45,0
anim = 7006
ID = 15057
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
bindtime = 11
removetime = 30

[State 3200]
type = RemoveExplod
triggerall = NumExplod(7022) = 1
trigger1 = time = 0
ID = 7022

[State 3200, 2] 
type = AssertSpecial
trigger1 = time = [0,200]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3200,0]
type = Playsnd
trigger1 = Time = 0
value = 1600, 13
volume = 220
channel = 0

[State 3200,0]
type = Playsnd
trigger1 = AnimElem = 4
value = 1500, 3
volume = 180
channel = 18

[State 3200,0]
type = Playsnd
trigger1 = AnimElem = 3
value = 270, 3
volume = 180

[State 3200, 3]
type = AfterImage
trigger1 = time = 0
time = 110
FrameGap = 3
length = 15
PalBright   =   0,  0,  0
PalContrast = 138,63,169
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[state 3200, 4]
type = explod
trigger1 = AnimElem = 3
id = 3250
anim = 3250
pos = 0, 0
postype = p1
bindtime = -1
removetime = 25
sprpriority = 5
supermovetime = 25

[State 3200, 5]
type = velset
trigger1 = time = 15
x = 10

[State 3200, 6]
type = HitDef
trigger1 = Time = 0
priority = 4
attr = S, HA
damage = 100,12
getpower = 5
givepower = 0
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = s7049
sparkxy =  -10, -90
hitsound = s270,2
guardsound = s310,0
pausetime = 3,12
ground.hittime = 30
ground.type = High
ground.slidetime = 10
ground.velocity = -7
air.velocity = -2,-5
Palfx.Time = 40
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3200, 7]
type = Explod
trigger1 = MoveHit
anim = 7007
pos = -10,-85
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 3200, 8]
type = Explod
trigger1 = MoveHit
anim = 7008
pos = -10,-85
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 3200, ]
type = Explod
trigger1 = MoveHit
anim = 7009
pos = -10,-85
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 3200, 10]
type = Explod
trigger1 = MoveHit
anim = 7010
pos = -10,-85
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 2
removeongethit = 0

[State 3200, 11]
type = Explod
trigger1 = MoveHit
anim = 7030
pos = -10,-85
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 2
removeongethit = 0

[State 3200, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 3210
ctrl = 0

[Statedef 3210]
type = S
movetype = A
physics = S
anim = 3210
juggle = 5
velset = 0
ctrl = 0

[State 3210, 2] 
type = AssertSpecial
trigger1 = time = [0,200]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3210,0]
type = Playsnd
trigger1 = Time = 0
value = 1500, 2
volume = 220
channel = 18

[State 3210,0]
type = Playsnd
trigger1 = Time = 0
value = 270, 1
volume = 180

[State 3210, RUN_FWD]
type = Explod
trigger1 = AnimElem = 1
pos = 45,0
anim = 7006
ID = 15057
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
bindtime = 11
removetime = 30

[state 3210, 0]
type = explod
trigger1 = AnimElem = 4
id = 3255
anim = 3255
pos = 0, 0
postype = p1
bindtime = -1
removetime = 25
sprpriority = 5
supermovetime = 25

[State 3210, 1]
type = veladd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = 4

[State 3210, 2]
type = HitDef
trigger1 = Time = 0
priority = 4
attr = S, HA
damage = 100,12
getpower = 5
givepower = 0
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = s7049
sparkxy = -15, -75
hitsound = s270,2
guardsound = s310,0
pausetime = 3,12
ground.hittime = 30
ground.type = Low
ground.slidetime = 10
ground.velocity = -7
air.velocity = -2,-2
Palfx.Time = 40
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3210, 3]
type = Explod
trigger1 = MoveHit
anim = 7007
pos = 0,-45
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 3210, 4]
type = Explod
trigger1 = MoveHit
anim = 7008
pos = 0,-45
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 3210, 5]
type = Explod
trigger1 = MoveHit
anim = 7009
pos = 0,-45
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 3210, 6]
type = Explod
trigger1 = MoveHit
anim = 7010
pos = 0,-45
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 2
removeongethit = 0

[State 3210, 7]
type = Explod
trigger1 = MoveHit
anim = 7030
pos = 0,-45
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 2
removeongethit = 0

[State 3210, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3220
ctrl = 0

[Statedef 3220]
type = S
movetype = A
physics = S
anim = 3220
juggle = 5
velset = 0
ctrl = 0

[State 3220, 2] 
type = AssertSpecial
trigger1 = time = [0,200]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3220,0]
type = Playsnd
trigger1 = Time = 0
value = 1500, 0
volume = 220
channel = 18

[State 3220,0]
type = Playsnd
trigger1 = Time = 0
value = 270, 3
volume = 180

[State 3220, RUN_FWD]
type = Explod
trigger1 = AnimElem = 1
pos = 45,0
anim = 7006
ID = 15057
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
bindtime = 11
removetime = 30

[state 3220, 0]
type = explod
trigger1 = AnimElem = 2
id = 3260
anim = 3260
pos = 0, 0
postype = p1
bindtime = -1
removetime = 25
sprpriority = 5
supermovetime = 25

[State 3220, 1]
type = veladd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 4

[State 3220, 2]
type = HitDef
trigger1 = Time = 0
priority = 4
attr = S, HA
damage = 100,12
getpower = 5
givepower = 0
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = s7049
sparkxy =  -15, -80
hitsound = s270,2
guardsound = s310,0
pausetime = 3,12
ground.hittime = 50
ground.type = High
ground.slidetime = 20
ground.velocity = -9
air.velocity = -2,-2
Palfx.Time = 50
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3220, 3]
type = Explod
trigger1 = MoveHit
anim = 7007
pos = -10,-85
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 3220, 4]
type = Explod
trigger1 = MoveHit
anim = 7008
pos = -10,-85
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 3220, 5]
type = Explod
trigger1 = MoveHit
anim = 7009
pos = -10,-85
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 3220, 6]
type = Explod
trigger1 = MoveHit
anim = 7010
pos = -10,-85
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 2
removeongethit = 0

[State 3220, 7]
type = Explod
trigger1 = MoveHit
anim = 7030
pos = -10,-85
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 2
removeongethit = 0

[State 3220, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3230
ctrl = 0

[Statedef 3230]
type = S
movetype = A
physics = S
anim = 3230
juggle = 5
velset = 0
ctrl = 0

[State 3230, 2] 
type = AssertSpecial
trigger1 = time = [0,200]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3230,0]
type = Playsnd
trigger1 = Time = 0
value = 1500, 3
volume = 220
channel = 18

[State 3230,0]
type = Playsnd
trigger1 = Time = 0
value = 270, 1
volume = 180

[State 3230, 2]
type = AfterImage
trigger1 = time = 0
time = 40
FrameGap = 3
length = 15
PalBright   =   0,  0,  0
PalContrast = 138,63,169
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 3230, RUN_FWD]
type = Explod
trigger1 = AnimElem = 1
pos = 45,0
anim = 7006
ID = 15057
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
bindtime = 11
removetime = 30

[state 3230, 3]
type = explod
trigger1 = AnimElem = 2
id = 3265
anim = 3265
pos = 0, 0
postype = p1
bindtime = -1
removetime = 25
sprpriority = 5
supermovetime = 25

[State 3230, 4]
type = veladd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 6

[State 3230, 5]
type = posadd
trigger1 = Time = 0
x = 20

[State 3230, 7]
type = HitDef
trigger1 = Time = 0
priority = 4
attr = S, HA
damage = 100,12
getpower = 5
givepower = 0
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = s7049
sparkxy =  -15, -70
hitsound = s260,0
guardsound = s310,0
pausetime = 6,12
ground.hittime = 30
ground.type = Low
ground.slidetime = 10
ground.velocity = -5,4
air.velocity = -3,-5
yaccel = 10
fall.envshake.time = 30
fall.envshake.freq = 60
fall.envshake.ampl = -5
fall = 1
Palfx.Time = 90
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3230, 8]
type = Explod
trigger1 = MoveHit
anim = 7007
pos = -10,-65
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 3230, 9]
type = Explod
trigger1 = MoveHit
anim = 7008
pos = -10,-65
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 3230, 10]
type = Explod
trigger1 = MoveHit
anim = 7009
pos = -10,-65
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 3230, 11]
type = Explod
trigger1 = MoveHit
anim = 7010
pos = -10,-65
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 2
removeongethit = 0

[State 3230, 15]
type = Explod
trigger1 = MoveHit
anim = 7030
pos = -10,-65
postype = p2
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 2
removeongethit = 0

[State 3230, 16]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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


;Ataque Traidor de cerca


[Statedef 3000]
type = S
movetype = A
physics = S
anim = 3000
poweradd = -1000
juggle = 5
velset = 0
ctrl = 0

[State 3000, 2] 
type = AssertSpecial
trigger1 = time = [0,460]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3000, super]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 310
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

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

[State 3000,0]
type = Playsnd
trigger1 = Time = 2
value = 1600, 16

[State 3000 , 1]
type = SuperPause
trigger1 = Time = 0
anim = S70015
time = 126
pos = 15,-85
darken = 0
supermove = 1
movetime = 126

[State 3000 ,spause]
type = PlaySnd
trigger1 = AnimElem = 1
value = 900,1
volume = 200

[State 3000, figura serpiente]
type = Explod
trigger1 = AnimElem = 1
pos = -15,-12
anim = 77022
ID = 7022
sprpriority = -2
scale = 1, 1
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

[state 3000, constelacion]
type = explod
trigger1 = time = 0
id = 7041
anim = 7041
pos = 0, 0
postype = left
bindtime = -1
removetime = 55
sprpriority = -4
supermovetime = 65
ownpal = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

[State 3000, explodere]
type = RemoveExplod
trigger1 = time = 55
ID = 7041

[state 3000, explode]
type = explod
trigger1 = time = 0
id = 7040
anim = 7040
pos = 0, 0
postype = left
bindtime = -1
removetime = 310
sprpriority = -5
supermovetime = 999999
removeongethit = 1
ignorehitpause = 1

[State 3000, 3]
type = AfterImage
trigger1 = time = 0
time = 60
FrameGap = 4
length = 15
PalBright   =   0,  0,  0
PalContrast = 138,63,169
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 3000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010
ctrl = 0

[Statedef 3010]
type = S
movetype = A
physics = S
anim = 3010
juggle = 5
velset = 0
ctrl = 0

[State 3010]
type = RemoveExplod
triggerall = NumExplod(7022) = 1
trigger1 = time = 0
ID = 7022

[State 3010,0]
type = Playsnd
trigger1 = Time = 5
value = 41, 0

[State 3010,0]
type = Playsnd
trigger1 = Time = 0
value = 40, 0

[State 3010, 2] 
type = AssertSpecial
trigger1 = time = [0,460]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3010 , 0]
type = SuperPause
trigger1 = Time = 0
time = 30
anim = -1
darken = 0
supermove = 1
movetime = 30

[State 3010, 2]
type = HitDef
trigger1 = AnimElem = 5
priority = 5
attr = S, NT 
hitflag = M- 
damage   = 40,5
getpower = 8
givepower = 4
animtype = Light
guardflag = -1
priority = 4, Miss
pausetime = 6,6
sparkno = -1
guard.sparkno = S7030
sparkxy = -30, -75
hitsound   = S800,4
guardsound = -1
ground.hittime = 35
ground.type = High
ground.slidetime = 35
ground.velocity = 0
air.velocity = 0
p2stateno = 3090

[State 3010, 1]
type = posadd
trigger1 = Time = 0
x = P2BodyDist X + 10

[State 3010, 1]
type = posadd
trigger1 = animelem = 9
x = 15

[State 3010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3020
ctrl = 0

[Statedef 3020]
type = S
movetype = A
physics = S
anim = 3020
juggle = 5
velset = 0
ctrl = 0

[State 3020, 2] 
type = AssertSpecial
trigger1 = time = [0,460]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[state 3020, 1]
type = explod
trigger1 = AnimElem = 11
id = 7044
anim = 7044
pos = 0, 0
postype = p1
bindtime = -1
removetime = 15
sprpriority = 4
supermovetime = 15

[State 3020, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
priority = 5
attr = S, HA
damage   = 40,5
getpower = 8
givepower = 4
animtype = Light
guardflag = CA
priority = 4, Hit
pausetime = 6,11
sparkno = -1
guard.sparkno = S7030
sparkxy = -30, -75
hitsound   = S270,2
guardsound = -1
ground.hittime = 16
ground.type = High
ground.slidetime = 16
ground.velocity = 0
air.velocity = 0
Palfx.Time = 40
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3020, 2]
type = HitDef
trigger1 = AnimElem = 7
priority = 5
attr = S, HA
damage   = 40,5
getpower = 8
givepower = 4
animtype = Light
guardflag = CA
priority = 4, Hit
pausetime = 6,44
sparkno = -1
guard.sparkno = S7030
sparkxy = -30, -75
hitsound   = S270,2
guardsound = -1
ground.hittime = 16
ground.type = High
ground.slidetime = 16
ground.velocity = 0
air.velocity = 0
Palfx.Time = 90
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3020, 5]
type = HitDef
trigger1 = AnimElem = 11
priority = 4
attr = S, HA
damage = 40,5
getpower = 5
givepower = 0
animtype = hard
guardflag = A
sparkno = -1
guard.sparkno = s7030
sparkxy =  -30, -75
hitsound = S270,2
guardsound = -1
pausetime = 6,15
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -2,-8
p2stateno = 3030
Palfx.Time = 90
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3020,snd]
type = Playsnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 270, 1
volume = 180

[State 3020,0]
type = Playsnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
value = 1500, 0
channel = 0

[State 3020,snd]
type = Playsnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
value = 270, 3
volume = 180

[State 3020,snd]
type = Playsnd
trigger1 = AnimElem = 10
value = 1500, 2
volume = 180
channel = 0


[State 3020, 6]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 11
anim = 7008
pos = -10, -75
postype = p2
bindtime = 3
removetime = 15
sprpriority = 1
supermovetime = 15

[State 3020, 6]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 11
anim = 7009
pos = -10, -75
postype = p2
bindtime = 3
removetime = 15
sprpriority = 2
supermovetime = 15

[State 3020, 6]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 11
anim = 7010
pos = -10, -75
postype = p2
bindtime = 3
removetime = 15
sprpriority = 3
supermovetime = 15

[State 3020, 6]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 11
anim = 7030
pos = -10, -75
postype = p2
bindtime = 3
removetime = 15
sprpriority = 4
supermovetime = 15

[State 3020, 6]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 11
anim = 7004
pos = -10, -75
postype = p2
bindtime = 3
removetime = 15
sprpriority = 5
supermovetime = 15

[State 3020, 6]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 11
anim = 7007
pos = -10, -75
postype = p2
bindtime = 3
removetime = 15
sprpriority = 1
supermovetime = 15

[State 3020, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3090]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 3090, anim]
type = ChangeAnim2
trigger1 = time = 0
value = 3090

[State 3090, 1]
type = posadd
trigger1 = time = 50
x = -10

[State 3090, end]
type = SelfState
trigger1 = time = 62
value = 0

[Statedef 3030]
type = S
movetype = H
physics = N
velset = 30,0
ctrl = 0

[State 3030, nothit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3030, push]
type = PlayerPush
trigger1 = 1
value = 0

[State 3030,snd]
type = Playsnd
trigger1 = time = 0
value = 5000, 10
volume = 200

[State 3030, anim]
type = ChangeAnim
trigger1 = 1
value = 5017

[State 3030, shake]
type = EnvShake
trigger1 = time > 5
trigger1 = frontedgedist <= 20
time = 10
ampl = 4

[State 3030,snd]
type = Playsnd
trigger1 = frontedgedist <= 20
value = 5100, 0
volume = 250

[State 3030, end]
type = ChangeState
trigger1 = time > 5
trigger1 = frontedgedist <= 20
value = 3040

[Statedef 3040]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 3040, Shunshunrikka]
type           = PlaySnd
trigger1       = Time = 0
value          = S1000,13
volume         = 900
channel        = -1
ignorehitpause = 1

[State 3040,snd]
type = Playsnd
trigger1 = time = 3
value = 5000, 0
volume = 200

[State 3040, nothit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3040, anim]
type = ChangeAnim
trigger1 = time < 7
value = 5030

[State 3040, anim]
type = ChangeAnim
trigger1 = time = 7
value = 5050

[State 3040, vel]
type = VelSet
trigger1 = time = 7
persistent = 0
x = -2
y = -2

[State 3040, vel]
type = VelAdd
trigger1 = time >= 7
y = 0.5

[State 3040, shake]
type = EnvShake
triggerall = time > 7
trigger1 = Vel Y > 0
trigger1 = Pos Y > 15
time = 10
ampl = 3

[State 3040, anim]
type = ChangeAnim
triggerall = time > 7
trigger1 = Vel Y > 0
trigger1 = Pos Y > 15
value = 5050

[State 3040, end]
type = SelfState
triggerall = time > 7
trigger1 = Vel Y > 0
trigger1 = Pos Y > 15
value = 5100


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


;Agarre de la hydra


[Statedef 3300]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 3300
facep2 = 1

[State 3300, 2] 
type = AssertSpecial
trigger1 = time = [0,560]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3300, super]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 244
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 3300, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3300, AfterImage]
type = AfterImage
trigger1 = !time
time = 100
length = 4
framegap = 1
timegap = 3
trans = none
palcontrast = 200,200,200
paladd = 0,0,0
palmul = 1,1,1
ignorehitpause = 1

[State 3300, HitBy]
type = HitBy
trigger1 = time < 28
value = SCA, NT,ST,HT

[State 3300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 4
anim = S70015
pos = 25,-70
time = 45
supermove = 1
movetime = 45
darken = 1
unhittable = 1

[State 3300 ,spause]
type = PlaySnd
trigger1 = AnimElem = 4
value = 900,1
volume = 200

[State 3300, figura serpiente]
type = Explod
trigger1 = AnimElem = 1
pos = -15,-12
anim = 77022
ID = 7022
sprpriority = -2
scale = 1, 1
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

[State 3300]
type = RemoveExplod
triggerall = NumExplod(7022) = 1
trigger1 = animelem = 5
ID = 7022

[state 3300, constelacion]
type = explod
trigger1 = time = 0
id = 7041
anim = 7041
pos = 0, 0
postype = left
bindtime = -1
removetime = 55
sprpriority = -4
supermovetime = 999999

[State 3300, explodere]
type = RemoveExplod
trigger1 = time = 55
ID = 7041

[state 3300, explode]
type = explod
trigger1 = time = 0
id = 33033
anim = 7040
pos = 0, 0
postype = left
bindtime = -1
removetime = 260
sprpriority = -5
supermovetime = 999999


[State 3300, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1600,14
volume = 200
channel = 0

[State 3300, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 1500,9
volume = 200
channel = 0

[State 3300, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 270,1
volume = 200

[State 3300, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 270,0
volume = 200


[State 3300, VelSet]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 6
x = 2

[State 3300, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 4

[State 3300, 1]
type = HitDef
triggerall = p2bodydist X <= 150
trigger1 = animelem = 7
attr = S, HA
damage = 75, 10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 28,32
sparkno = -1
sparkxy = 0, -70
guard.sparkno = S7049
hitsound = S270,2
guardsound = S320,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4.5,-6.5
guard.velocity = -8.6953125 
guard.pausetime = 30,32
guard.slidetime = 10
guard.hittime = 18
guard.ctrltime = 18
airguard.velocity = -4,-1
air.type = High
air.velocity = -4.5,-6.5
air.hittime = 11
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0
givepower = 31, 31
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .45
Palfx.Time = 200
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3300, 1]
type = HitDef
triggerall = p2bodydist X > 150
trigger1 = animelem = 7
attr = S, HA
damage = 75, 10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 20,32
sparkno = -1
sparkxy = 0, -70
guard.sparkno = S7049
hitsound = S270,2
guardsound = S320,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4.5,-6.5
guard.velocity = -8.6953125 
guard.pausetime = 30,32
guard.slidetime = 10
guard.hittime = 18
guard.ctrltime = 18
airguard.velocity = -4,-1
air.type = High
air.velocity = -4.5,-6.5
air.hittime = 11
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0
givepower = 31, 31
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .45
Palfx.Time = 200
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3300, efecto]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 60,-5
postype        = p1
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0


[State 3300, ChangeState]
type = ChangeState
trigger1 = movehit
value = 3305
ctrl = 0
ignorehitpause = 0

[State 3300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3305]
type    = S
movetype = A
physics = N
juggle  = 0
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3305
facep2 = 1

[State 3306, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = 41,0
volume = 180
channel = 0

[State 3306, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 40,0
volume = 256

[State 3305, 2] 
type = AssertSpecial
trigger1 = time = [0,560]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3305, AfterImage]
type = AfterImage
trigger1 = !time
time = 40
length = 4
framegap = 1
timegap = 3
trans = none
palcontrast = 200,200,200
paladd = 0,0,0
palmul = 1,1,1
ignorehitpause = 1

[State 3305, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A

[State 3305, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 5.5
y = -8.2109375

[State 3305, VelAdd]
type = VelAdd
trigger1 = animelemtime(2) > 0
y = 0.5

[State 3305, 1]
type = HitDef
trigger1 = p2life != 0
trigger1 = time = 0
attr = A, HT          ;Attributes: Standing, Normal Throw
hitflag = AF          ;Affect only ground people who are not being hit
priority = 3, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
p1facing = 1
p2facing = 1          ;Force p2 to face KFM
p1stateno = 3307       ;On success, KFM changes to state 810
p2stateno = 3308       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down
getpower = 0
givepower = 0
numhits = 0

[State 3305, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3306
ctrl = 0

[Statedef 3306]
type  = S
movetype = I
physics = N
juggle  = 0
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3306

[State 3306, 2] 
type = AssertSpecial
trigger1 = time = [0,560]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3306, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 3306, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3306, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 3306, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 52,0
volume = 220

[State 3306, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

;movimineto P1

[Statedef 3307]
type = S
movetype = A
physics = N
anim = 3307
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = -1
facep2 = 1

[State 3307, 2] 
type = AssertSpecial
trigger1 = time = [0,560]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3307, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 1600,6
volume = 200
channel = 0

[State 3307, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = 1500,5
volume = 200
channel = 0

[State 3307, AfterImage]
type = AfterImage
trigger1 = !time
time = 150
length = 4
framegap = 1
timegap = 3
trans = none
palcontrast = 200,200,200
paladd = 0,0,0
palmul = 1,1,1
ignorehitpause = 1

[State 3307, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

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

;altos

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "guilty"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "guilty"
trigger1 = animelem = 5
time = 5
pos = 27,25,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "guilty"
trigger1 = animelem = 6
time = 71
pos = 30,35,Head

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

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "ichi de Hydra"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "ichi de Hydra"
trigger1 = animelem = 5
time = 5
pos = 27,25,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "ichi de Hydra"
trigger1 = animelem = 6
time = 71
pos = 30,37,Head

;----------

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Geki"
trigger1 = time <= 14 
time = 1
pos = 65,85,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Geki"
trigger1 = animelem = 5
time = 5
pos = 68,28,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Geki"
trigger1 = animelem = 6
time = 71
pos = 70,38,Head

;----------

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Athena"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Athena"
trigger1 = animelem = 5
time = 5
pos = 27,38,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Athena"
trigger1 = animelem = 6
time = 71
pos = 30,50,Head

;----------

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "esmeralda"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "esmeralda"
trigger1 = animelem = 5
time = 5
pos = 27,38,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "esmeralda"
trigger1 = animelem = 6
time = 71
pos = 30,50,Head

;----------

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "jabu"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "jabu"
trigger1 = animelem = 5
time = 5
pos = 22,33,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "jabu"
trigger1 = animelem = 6
time = 71
pos = 25,45,Head

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

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Hyoga de Cisne"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Hyoga de Cisne"
trigger1 = animelem = 5
time = 5
pos = 27,35,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Hyoga de Cisne"
trigger1 = animelem = 6
time = 71
pos = 30,47,Head

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

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Ban"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Ban"
trigger1 = animelem = 5
time = 5
pos = 9,20,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Ban"
trigger1 = animelem = 6
time = 71
pos = 14,30,Head

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

;chars normales

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name != "guilty"
triggerall = enemy,name != "ichi de Hydra"
triggerall = enemy,name != "Geki"
triggerall = enemy,name != "Athena"
triggerall = enemy,name != "esmeralda"
triggerall = enemy,name != "jabu"
triggerall = enemy,name != "Hyoga de Cisne"
triggerall = enemy,name != "Ban"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name != "guilty"
triggerall = enemy,name != "ichi de Hydra"
triggerall = enemy,name != "Geki"
triggerall = enemy,name != "Athena"
triggerall = enemy,name != "esmeralda"
triggerall = enemy,name != "jabu"
triggerall = enemy,name != "Hyoga de Cisne"
triggerall = enemy,name != "Ban"
trigger1 = animelem = 5
time = 5
pos = 37,38,Head

[State 3307, BindToTarget]
type = BindToTarget
triggerall = enemy,name != "guilty"
triggerall = enemy,name != "ichi de Hydra"
triggerall = enemy,name != "Geki"
triggerall = enemy,name != "Athena"
triggerall = enemy,name != "esmeralda"
triggerall = enemy,name != "jabu"
triggerall = enemy,name != "Hyoga de Cisne"
triggerall = enemy,name != "Ban"
trigger1 = animelem = 6
time = 71
pos = 40,50,Head

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

[State 3307, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3333
ID = 3333
pos = 0,0
postype = p1
bindtime = -1
removetime = 82
scale = 1,1
sprpriority = 2
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3307, Explod]
type = Explod
trigger1 = animelemtime(10)=1
anim = 7045
ID = 7045
pos = 44,-50
postype = p1
bindtime = 1
removetime = 12
scale = 0.50,1
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3307, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 270,0
volume = 200

[State 3307, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = 800,5
volume = 250

[State 3307, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 10
value = -125

[State 3307, VelSet]
type = VelSet
trigger1 = animelem = 14
x = -4
y = -3.4326171875

[State 3307, VelMul]
type = VelMul
trigger1 = animelemtime(14) > 0
x = 1

[State 3307, VelAdd]
type = VelAdd
trigger1 = animelemtime(14) > 0
y = 0.5673828125

[State 3307, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 1
statetype = A

[State 3307, ScreenBound]
type = ScreenBound
trigger1 = time < 10
value = 0

[State 3307, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3306
ctrl = 0

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

;movimineto P2

[Statedef 3308]
type = A
movetype = H
physics = N
poweradd = 0
velset = 0
ctrl = 0
facep2 = 0
sprpriority = 0

[State 3308, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 3308, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3308

[State 3308, PlaySnd]
type = PlaySnd
trigger1 = time = 58
value = 5000,10
volume = 200

[State 3308, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3309

[Statedef 3309]
type = S
movetype = H
physics = S
poweradd = 0
velset = 0
ctrl = 0
facep2 = 0
sprpriority = 0

[State 3309, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 3309, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 3309, 0]
type = ChangeAnim2
trigger1 = Time = 0
value = 3309

[State 3309, 0]
type = ChangeAnim
trigger1 = Time = 1
trigger1 = SelfAnimExist(5400)
trigger1 = Authorname = "K.O.D"
value = 5400

[State 3309, ChangeState]
type = ChangeState
triggerall = time = 100
trigger1 = anim = 180
trigger2 = anim = 5950
trigger3 = anim = 5400
value = 3310

[State 3309, SelfState]
type = SelfState
triggerall = animtime = 0
trigger1 = anim != 180
trigger1 = anim != 5950
trigger1 = anim != 5400
value = 5100

 ; HIT_LIEDOWN
[Statedef 3310]
type    = L
movetype= H
physics = N

[State 3310, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 3310, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = 985
value = 5111 + (anim % 10)

[State 3310, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 3310, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3310, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3310, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 3310, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 3310, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 3310, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 3310, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 3310, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[State 3310, ChangeState]
type = ChangeState
trigger1 = alive
trigger1 = time = 29
value = 3312
ctrl = 0

[State 3310, SelfState]
type = SelfState
trigger1 = !alive
trigger1 = time = 29
value = 5150
ctrl = 0

[Statedef 3312]
type    = L
movetype= I
physics = N

[State 3312, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = !SelfAnimExist(5121)
value = 5120

[State 3312, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = SelfAnimExist(5121)
value = 5121

[State 3312, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 3312, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3312, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 3312, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 3312, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 3312, 7]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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



;Garras de Veneno


[Statedef 3400]
type = S
movetype = A
physics = S
anim = 3400
poweradd = -3000
juggle = 5
velset = 0
ctrl = 0
facep2 = 1


[State 3400,0]
type = Playsnd
trigger1 = Time = 10
value = 1500, 10
volume = 220
channel = 0

[State 3400,0]
type = Playsnd
trigger1 = Time = 50
value = 1500, 6
volume = 220
channel = 0
loop = 1

[State 3400, 2] 
type = AssertSpecial
trigger1 = time = [0,460]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3400, super]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 1300
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 3400, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA


[State 3400 , 1]
type = SuperPause
trigger1 = Time = 0
time = 174
anim = S70015
pos = 0,-70
darken = 1
supermove = 1
movetime = 174

[State 3400 ,spause]
type = PlaySnd
trigger1 = AnimElem = 1
value = 900,1
volume = 200

[State 3400, figura serpiente]
type = Explod
trigger1 = AnimElem = 1
pos = -15,-12
anim = 77022
ID = 7022
sprpriority = -2
scale = 1, 1
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

[state 3400, constelacion]
type = explod
trigger1 = time = 0
id = 7041
anim = 7041
pos = 0, 0
postype = left
bindtime = -1
removetime = 55
sprpriority = -4
supermovetime = 65

[State 3400, explodere]
type = RemoveExplod
trigger1 = time = 55
ID = 7041

[state 3400, explode]
type = explod
trigger1 = time = 0
id = 15614
anim = 7040
pos = 0, 0
postype = left
bindtime = -1
removetime = 1200
sprpriority = -5
supermovetime = 99999


[State 3400, vos]
type = stopsnd
trigger1 = Time = 174
channel = 0

;de cerca
[State 3400, 12]
type = ChangeState
triggerall = p2bodydist X <= 100
trigger1 = Time = 174
value = 3402
ctrl = 0

;de Lejos
[State 3400, 12]
type = ChangeState
triggerall = p2bodydist X > 100
trigger1 = Time = 174
value = 3401
ctrl = 0


[Statedef 3401]
type    = S
movetype = I
physics = N
juggle = 7
anim = 100
velset = 8,0
ctrl = 0
poweradd = 0
facep2 = 1

[State 3401]
type = RemoveExplod
triggerall = NumExplod(7022) = 1
trigger1 = time = 0
ID = 7022

[State 3401, 2] 
type = AssertSpecial
trigger1 = time = [0,260]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3401, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 3401, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 3401, 1]
type = AfterImage
trigger1 = time = 1
time = 25
FrameGap = 3
length = 15
PalBright   =   0,  0,  0
PalContrast = 138,63,169
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 3401, RUN_FWD]
type = Explod
trigger1 = AnimElem = 1
postype = p1
pos = 45,0
anim = 7006
ID = 15096
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
bindtime = -1

[State 3401, Spark]
type = Explod
trigger1 = AnimElem = 1
anim = 7043
ID = 15096
pos = -30,-50
postype = p1
ownpal = 1
bindtime = -1
removetime = -1
scale = 0.6,.85
sprpriority = -1
removeongethit = 1

[State 3401, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = s52,0
volumen = 200

[State 3401, Effect]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s10,1
channel = 19
volumen = 200

[State 3401, Effect]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s10,2
channel = 20
volumen = 200

[State 3401, 2]
type = ChangeState
triggerall = time >= 9
trigger1 = P2BodyDist X <= 75
value = 3402
ctrl = 0

[Statedef 3402]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 10,0
juggle = 10
anim = 3402
facep2 = 1

[State 3402, 2] 
type = AssertSpecial
trigger1 = time = [0,560]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3402]
type = RemoveExplod
triggerall = NumExplod(7022) = 1
trigger1 = time = 0
ID = 7022

[State 3402,1]
type = PosAdd
trigger1 = movehit = 1
x = -14

[State 3402, AfterImage]
type = AfterImage
trigger1 = !time
time = 100
length = 4
framegap = 1
timegap = 3
trans = none
palcontrast = 200,200,200
paladd = 0,0,0
palmul = 1,1,1
ignorehitpause = 1

[State 3402, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1500,9
volume = 200
channel = 0

[State 3402, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 270,0
volume = 200

[State 3402, hits]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 50, 10
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 6,14
sparkno = S7049
sparkxy = -10, -70
forcestand = 1
snap = 30,0
guard.sparkno = S7049
hitsound = S310,0
guardsound = S320,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,0
guard.velocity = 0
guard.pausetime = 0,12
guard.slidetime = 100
guard.hittime = 100
guard.ctrltime = 100
airguard.velocity = 0
air.type = High
air.velocity = 0,0
air.hittime = 100
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
p1stateno = 3410
p2stateno = 3420
getpower = 0
givepower = 31, 31
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .45
Palfx.Time = 250
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9



[State 3402, State]
type = playerpush
trigger1 = animelem = 2,>= 0
ignorehitpause = 1
value = 0

[State 3402, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3403
ctrl = 0


[Statedef 3410]
type = S
movetype = A
physics = S
anim = 3410
juggle = 5
velset = 0
ctrl = 0
facep2 = 1

[State 3410, 2] 
type = AssertSpecial
trigger1 = time = [0,560]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3410, PlaySnd]
type = PlaySnd
trigger1 = time = 55
value = 1600,10
volume = 200
channel = 0

[State 3410, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 270,2
volume = 200

[State 3410, 1]
type = posadd
trigger1 = Time <= 150
x = P2BodyDist X - 55

[State 3410, removeEX]
type = RemoveExplod
trigger1 = Time = 0
ID = 15096

[State 3410, efecto]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1       = animelem = 4
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 94,-6
postype        = p1
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 3410, super]
type = BGPalfx
trigger1 = AnimTime = 0
ignorehitpause = 1
time = 5
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 3410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3430
ctrl = 0

[Statedef 3430]
type = S
movetype = A
physics = S
anim = 3430
juggle = 5
velset = 0
ctrl = 0
facep2 = 1

[State 3430, removeEX]
type = RemoveExplod
trigger1 = Time = 0
ID = 15614

[State 3430, 2] 
type = AssertSpecial
trigger1 = time = [0,560]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3430, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 367
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

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

;Efecto Veneno

[State 3430, efecto]
type = helper
trigger1 = AnimTime = 0
trigger1 = numhelper(3440) = 0
id = 3440
name = "Efecto Veneno"
VELOCITY = 3
postype = p1
pos = 0,0
stateno = 3440
helpertype = normal
keyctrl = 0
ownpal = 1

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

[State 3430, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = 1600,19
volume = 200
channel = 0

[State 3430, PlaySnd]
type = PlaySnd
trigger1 = time = 220
value = 1600,20
volume = 200
channel = 0

[State 3430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;movimiento P2


[Statedef 3420]
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0
facep2 = 0

[State 3420, anim]
type = ChangeAnim2
trigger1 = time = 0
value = 3420

[State 3420, 1]
type = VelSet
trigger1 = Time = 0
x = -5

[State 3420, 3]
type = posadd
trigger1 = Time = 0
Y = P2BodyDist y = 0

[State 3420, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3422
ctrl = 0

[Statedef 3422]
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0
facep2 = 0

[State 3422, 1]
type = PalFX
trigger1 = time = 0
time = 368
add = 138,63,169
mul = 255,255,255 
sinadd = 30,10,148,128
removeongethit = 1
ignorehitpause = 1

[State 3422, anim]
type = ChangeAnim2
trigger1 = time = 0
value = 5300

[State 3422, 3]
type = posadd
trigger1 = Time = 0
Y = P2BodyDist y = 0

[State 3422, end]
type = ChangeState
trigger1 = time = 367
value = 3421
ctrl = 0

[Statedef 3421]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
facep2 = 0

[State 3421, snd]
type = PlaySnd
trigger1 = time = 5
value = 5000, 0

[State 3421, 0]
type = changeanim
trigger1 = time = 0
value = 5002

[State 3421, 1]
type = changeanim
trigger1 = time = 8
value = 5005

[State 3421, 1]
type = PalFX
trigger1 = time = 0
time = 250
add = 138,63,169
mul = 255,255,255 
sinadd = 30,10,148,128
removeongethit = 1
ignorehitpause = 1

[State 3421, 2]
type = changeanim
trigger1 = time = 15
value = 5300

[State 3421, 3]
type = VarRandom
trigger1 = Time = 0
v = 11
range = 0,50

[State 3421, 4]
type = lifeadd
triggerall = Var(11) <= 30 
trigger1 = time = [ 0 , 15 ]
trigger2 = time = [ 20 , 30 ]
trigger3 = time = [ 40 , 55 ]
trigger4 = time = [ 60 , 70 ]
trigger5 = time = [ 80 , 95 ]
trigger6 = time = [ 100 , 115 ]
trigger7 = time = [ 120 , 130 ]
trigger8 = time = [ 140 , 155 ]
trigger9 = time = [ 160 , 175 ]
trigger10 = time = [ 180 , 190 ]
trigger11 = time = [ 200 , 215 ]
value = -1

[State 3421, 5]
type = poweradd
triggerall = (Var(11) > 30) && (Var(11) <= 45 )
trigger1 = time = [ 0 , 15 ]
trigger2 = time = [ 20 , 30 ]
trigger3 = time = [ 40 , 55 ]
trigger4 = time = [ 60 , 70 ]
trigger5 = time = [ 80 , 95 ]
trigger6 = time = [ 100 , 115 ]
trigger7 = time = [ 120 , 135 ]
trigger8 = time = [ 140 , 150 ]
trigger9 = time = [ 160 , 175 ]
trigger10 = time = [ 180 , 195 ]
trigger11 = time = [ 200 , 210 ]
value = -7

[State 3421, 6]
type = lifeadd
triggerall = Var(11) > 30
trigger1 = time = [ 0 , 15 ]
trigger2 = time = [ 20 , 30 ]
trigger3 = time = [ 40 , 55 ]
trigger4 = time = [ 60 , 70 ]
trigger5 = time = [ 80 , 95 ]
trigger6 = time = [ 100 , 110 ]
trigger7 = time = [ 120 , 135 ]
trigger8 = time = [ 140 , 155 ]
trigger9 = time = [ 160 , 170 ]
trigger10 = time = [ 180 , 190 ]
trigger11 = time = [ 200 , 215 ]
value = -1

[State 3421, 7]
type = poweradd
triggerall = Var(11) > 45
trigger1 = time = [ 0 , 15 ]
trigger2 = time = [ 20 , 30 ]
trigger3 = time = [ 40 , 55 ]
trigger4 = time = [ 60 , 70 ]
trigger5 = time = [ 80 , 95 ]
trigger6 = time = [ 100 , 110 ]
trigger7 = time = [ 120 , 135 ]
trigger8 = time = [ 140 , 155 ]
trigger9 = time = [ 160 , 170 ]
trigger10 = time = [ 180 , 190 ]
trigger11 = time = [ 200 , 215 ]
value = -8

[State 3421, 8]
type = posset
trigger1 = Time = 0
y = 0

[State 3421, 9]
type = SelfState
trigger1 = time = 230
trigger1 = Pos Y >= 0
value = 5100
ctrl = 1


[Statedef 3403]
type = S
movetype = A
physics = S
anim = 3403
sprpriority = 2
velset = 1,0
ctrl = 0

[State 3403, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 25
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 3403, 2] 
type = AssertSpecial
trigger1 = time = [0,260]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3403, removeEX]
type = RemoveExplod
trigger1 = Time = 0
ID = 15096

[State 3403, Posadd]
type = Posadd
trigger1 = time = 0
x = 40

[State 3403, State]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;Efecto Veneno

[Statedef 3440]
type    = A
movetype= A
physics = S
juggle  = 1
poweradd = 10
ctrl = 0
anim = 3440
velset = 0
crtl = 1

[State 3440, 1]
type = hitdef
triggerall = P2statetype != A
Trigger1 = animelem = 4
sprpriority = 6
forcestand = 1
attr = S, NA
postype = p1
damage = 20,0
hitsound = S1600,21
guardsound = -1
pausetime = 0,12
sparkno =-1
envshake.time =  10 
envshake.freq = 10    
envshake.ampl = 10  
envshake.phase = 10
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = 0
air.velocity = -2,-2
p2stateno = 3421
Fall = 1

[State 3440, 2]
type = hitdef
triggerall = P2statetype = A
Trigger1 = animelem = 4
sprpriority = 6
forcestand = 1
attr = S, NA
postype = p1
damage = 100,0
hitsound = S1600,21
guardsound = -1
pausetime = 0,12
sparkno =-1
envshake.time =  10 
envshake.freq = 10    
envshake.ampl = 10  
envshake.phase = 10
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = 0
air.velocity = 2,2
Fall = 1
Palfx.Time = 90
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3440, 2]
type = hitdef
triggerall = P2statetype != A
Trigger1 = animelem = 8
sprpriority = 6
forcestand = 1
attr = S, NA
postype = p1
damage = 20,0
hitsound = S1600,21
guardsound = -1
pausetime = 0,12
sparkno =-1
envshake.time =  10 
envshake.freq = 10    
envshake.ampl = 10  
envshake.phase = 10
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = 0
air.velocity = 2,2
p2stateno = 3421
Fall = 1

[State 3440, 2]
type = hitdef
triggerall = P2statetype = A
Trigger1 = animelem = 8
sprpriority = 6
forcestand = 1
attr = S, NA
postype = p1
damage = 100,0
hitsound = S1600,21
guardsound = -1
pausetime = 0,12
sparkno =-1
envshake.time =  10 
envshake.freq = 10    
envshake.ampl = 10  
envshake.phase = 10
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = 0
air.velocity = 2,2
Fall = 1
Palfx.Time = 90
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3440,fin]
type = DestroySelf
trigger1 = AnimTime = 0


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


;Agarre de la hydra V2


[Statedef 3500]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 3300
facep2 = 1

[State 3500, 2] 
type = AssertSpecial
trigger1 = time = [0,560]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3500, super]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 244
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 3500, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3500, AfterImage]
type = AfterImage
trigger1 = !time
time = 100
length = 4
framegap = 1
timegap = 3
trans = none
palcontrast = 200,200,200
paladd = 0,0,0
palmul = 1,1,1
ignorehitpause = 1

[State 3500, HitBy]
type = HitBy
trigger1 = time < 28
value = SCA, NT,ST,HT

[State 3500, SuperPause]
type = SuperPause
trigger1 = AnimElem = 4
anim = S70015
pos = 25,-70
time = 45
supermove = 1
movetime = 45
darken = 1
unhittable = 1

[State 3500 ,spause]
type = PlaySnd
trigger1 = AnimElem = 4
value = 900,1
volume = 200

[State 3500, figura serpiente]
type = Explod
trigger1 = AnimElem = 1
pos = -15,-12
anim = 77022
ID = 7022
sprpriority = -2
scale = 1, 1
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

[State 3500]
type = RemoveExplod
triggerall = NumExplod(7022) = 1
trigger1 = animelem = 5
ID = 7022

[state 3500, constelacion]
type = explod
trigger1 = time = 0
id = 7041
anim = 7041
pos = 0, 0
postype = left
bindtime = -1
removetime = 55
sprpriority = -4
supermovetime = 999999

[State 3500, explodere]
type = RemoveExplod
trigger1 = time = 55
ID = 7041

[state 3500, explode]
type = explod
trigger1 = time = 0
id = 33133
anim = 7040
pos = 0, 0
postype = left
bindtime = -1
removetime = 460
sprpriority = -5
supermovetime = 999999


[State 3500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1600,14
volume = 200
channel = 0

[State 3500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 1500,9
volume = 200
channel = 0

[State 3500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 270,1
volume = 200

[State 3500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 270,0
volume = 200


[State 3500, VelSet]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 6
x = 2

[State 3500, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 4

[State 3500, 1]
type = HitDef
triggerall = p2bodydist X <= 150
trigger1 = animelem = 7
attr = S, HA
damage = 75, 10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 28,32
sparkno = -1
sparkxy = 0, -70
guard.sparkno = S7049
hitsound = S270,2
guardsound = S320,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4.5,-6.5
guard.velocity = -8.6953125 
guard.pausetime = 30,32
guard.slidetime = 10
guard.hittime = 18
guard.ctrltime = 18
airguard.velocity = -4,-1
air.type = High
air.velocity = -4.5,-6.5
air.hittime = 11
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0
givepower = 31, 31
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .45
Palfx.Time = 200
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3500, 1]
type = HitDef
triggerall = p2bodydist X > 150
trigger1 = animelem = 7
attr = S, HA
damage = 75, 10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 20,32
sparkno = -1
sparkxy = 0, -70
guard.sparkno = S7049
hitsound = S270,2
guardsound = S320,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4.5,-6.5
guard.velocity = -8.6953125 
guard.pausetime = 30,32
guard.slidetime = 10
guard.hittime = 18
guard.ctrltime = 18
airguard.velocity = -4,-1
air.type = High
air.velocity = -4.5,-6.5
air.hittime = 11
air.animtype = back
fall.animtype = back
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0
givepower = 31, 31
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .45
Palfx.Time = 460
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 3500, efecto]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 60,-5
postype        = p1
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0


[State 3500, ChangeState]
type = ChangeState
trigger1 = movehit
value = 3505
ctrl = 0
ignorehitpause = 0

[State 3500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3505]
type    = S
movetype = A
physics = N
juggle  = 0
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3305
facep2 = 1

[State 3505, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = 41,0
volume = 180
channel = 0

[State 3505, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 40,0
volume = 256

[State 3505, 2] 
type = AssertSpecial
trigger1 = time = [0,560]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3505, AfterImage]
type = AfterImage
trigger1 = !time
time = 40
length = 4
framegap = 1
timegap = 3
trans = none
palcontrast = 200,200,200
paladd = 0,0,0
palmul = 1,1,1
ignorehitpause = 1

[State 3505, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A

[State 3505, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 5.5
y = -8.2109375

[State 3505, VelAdd]
type = VelAdd
trigger1 = animelemtime(2) > 0
y = 0.5

[State 3505, 1]
type = HitDef
trigger1 = p2life != 0
trigger1 = time = 0
attr = A, HT          ;Attributes: Standing, Normal Throw
hitflag = AF          ;Affect only ground people who are not being hit
priority = 3, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
p1facing = 1
p2facing = 1          ;Force p2 to face KFM
p1stateno = 3507       ;On success, KFM changes to state 810
p2stateno = 3508       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down
getpower = 0
givepower = 0
numhits = 0

[State 3505, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3506
ctrl = 0

[Statedef 3506]
type  = S
movetype = I
physics = N
juggle  = 0
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3306

[State 3506, 2] 
type = AssertSpecial
trigger1 = time = [0,560]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3506, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 3506, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3506, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 3506, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 52,0
volume = 220

[State 3506, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

;movimineto P1

[Statedef 3507]
type = S
movetype = A
physics = N
anim = 3307
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = -1
facep2 = 1

[State 3507, 2] 
type = AssertSpecial
trigger1 = time = [0,560]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3507, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 1600,6
volume = 200
channel = 0

[State 3507, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = 1500,5
volume = 200
channel = 0

[State 3507, AfterImage]
type = AfterImage
trigger1 = !time
time = 150
length = 4
framegap = 1
timegap = 3
trans = none
palcontrast = 200,200,200
paladd = 0,0,0
palmul = 1,1,1
ignorehitpause = 1

[State 3507, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

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

;altos

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "guilty"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "guilty"
trigger1 = animelem = 5
time = 5
pos = 27,25,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "guilty"
trigger1 = animelem = 6
time = 71
pos = 30,35,Head

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

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "ichi de Hydra"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "ichi de Hydra"
trigger1 = animelem = 5
time = 5
pos = 27,25,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "ichi de Hydra"
trigger1 = animelem = 6
time = 71
pos = 30,37,Head

;----------

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Geki"
trigger1 = time <= 14 
time = 1
pos = 65,85,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Geki"
trigger1 = animelem = 5
time = 5
pos = 68,28,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Geki"
trigger1 = animelem = 6
time = 71
pos = 70,38,Head

;----------

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Athena"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Athena"
trigger1 = animelem = 5
time = 5
pos = 27,38,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Athena"
trigger1 = animelem = 6
time = 71
pos = 30,50,Head

;----------

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "esmeralda"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "esmeralda"
trigger1 = animelem = 5
time = 5
pos = 27,38,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "esmeralda"
trigger1 = animelem = 6
time = 71
pos = 30,50,Head

;----------

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "jabu"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "jabu"
trigger1 = animelem = 5
time = 5
pos = 22,33,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "jabu"
trigger1 = animelem = 6
time = 71
pos = 25,45,Head

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

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Hyoga de Cisne"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Hyoga de Cisne"
trigger1 = animelem = 5
time = 5
pos = 27,35,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Hyoga de Cisne"
trigger1 = animelem = 6
time = 71
pos = 30,47,Head

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

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Ban"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Ban"
trigger1 = animelem = 5
time = 5
pos = 9,20,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name = "Ban"
trigger1 = animelem = 6
time = 71
pos = 14,30,Head

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

;chars normales

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name != "guilty"
triggerall = enemy,name != "ichi de Hydra"
triggerall = enemy,name != "Geki"
triggerall = enemy,name != "Athena"
triggerall = enemy,name != "esmeralda"
triggerall = enemy,name != "jabu"
triggerall = enemy,name != "Hyoga de Cisne"
triggerall = enemy,name != "Ban"
trigger1 = time <= 14 
time = 1
pos = 28,85,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name != "guilty"
triggerall = enemy,name != "ichi de Hydra"
triggerall = enemy,name != "Geki"
triggerall = enemy,name != "Athena"
triggerall = enemy,name != "esmeralda"
triggerall = enemy,name != "jabu"
triggerall = enemy,name != "Hyoga de Cisne"
triggerall = enemy,name != "Ban"
trigger1 = animelem = 5
time = 5
pos = 37,38,Head

[State 3507, BindToTarget]
type = BindToTarget
triggerall = enemy,name != "guilty"
triggerall = enemy,name != "ichi de Hydra"
triggerall = enemy,name != "Geki"
triggerall = enemy,name != "Athena"
triggerall = enemy,name != "esmeralda"
triggerall = enemy,name != "jabu"
triggerall = enemy,name != "Hyoga de Cisne"
triggerall = enemy,name != "Ban"
trigger1 = animelem = 6
time = 71
pos = 40,50,Head

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

[State 3507, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3333
ID = 3333
pos = 0,0
postype = p1
bindtime = -1
removetime = 82
scale = 1,1
sprpriority = 2
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3507, Explod]
type = Explod
trigger1 = animelemtime(10)=1
anim = 7045
ID = 7045
pos = 44,-50
postype = p1
bindtime = 1
removetime = 12
scale = 0.50,1
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3507, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 270,0
volume = 200

[State 3507, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = 800,5
volume = 250

[State 3507, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 10
value = -125

[State 3507, VelSet]
type = VelSet
trigger1 = animelem = 14
x = -4
y = -3.4326171875

[State 3507, VelMul]
type = VelMul
trigger1 = animelemtime(14) > 0
x = 1

[State 3507, VelAdd]
type = VelAdd
trigger1 = animelemtime(14) > 0
y = 0.5673828125

[State 3507, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 1
statetype = A

[State 3507, ScreenBound]
type = ScreenBound
trigger1 = time < 10
value = 0

[State 3507, ChangeState]
type = ChangeState
trigger1 = animelem = 12
value = 3553
ctrl = 0

[Statedef 3553]
type = S
movetype = A
physics = N
anim = 3550
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 3

[State 3553, 2] 
type = AssertSpecial
trigger1 = time = [0,560]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3553, AfterImage]
type = AfterImage
trigger1 = !time
time = 50
length = 4
framegap = 1
timegap = 3
trans = none
palcontrast = 200,200,200
paladd = 0,0,0
palmul = 1,1,1
ignorehitpause = 1

[State 3553, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = 1500,1
volume = 200
channel = 0

[State 3553, Turn]
type = Turn
trigger1 = time = 0

[State 3553, TargetBind]
type = TargetBind
trigger1 = animelem = 1
time = 20
pos = -38,24

[State 3553, TargetBind]
type = TargetBind
trigger1 = time > 20
time = 1
pos = -18,24

[State 3553, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 6
y = -10

[State 3553, VelMul]
type = VelMul
trigger1 = animelemtime(1) > 0
x = 1

[State 3553, VelAdd]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = 0.5673828125

[State 3553, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 1
statetype = A

[State 3553, TargetState]
type = TargetState
trigger1 = time = 0
value = 3555

[State 3553, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3554
ctrl = 0

[Statedef 3554]
type = S
movetype = A
physics = N
anim = 3551
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 3

[State 3554, 2] 
type = AssertSpecial
trigger1 = time = [0,560]
flag = nobardisplay
flag2 = nomusic
flag3 = noFG
ignorehitpause = 1

[State 3554, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 3554, AssertSpecial]
type = AssertSpecial
trigger1 = time < 28
flag = noBG
flag2 = noFG

[State 3554, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 1000,31
volume = 200
channel = 0

[State 3554, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1000,39
volume = 200
channel = 21

[State 3554, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 50
length = 4
framegap = 1
timegap = 3
trans = none
palcontrast = 200,200,200
paladd = 0,0,0
palmul = 1,1,1
ignorehitpause = 1

[State 3554, Explod]
type = Explod
trigger1 = animelemtime(1) = 1
anim = 7050
ID = 7050
pos = -5,5
postype = p1
bindtime = 1
removetime = 17
scale = 1.2,1.2
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3554, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7051
ID = 7051
pos = -5,10
postype = p1
bindtime = 1
removetime = 24
scale = 1.2,1.2
sprpriority = -3
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3554, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 18
freq = 60
ampl = -4
phase = 90

[State 3554, TargetState]
type = TargetState
trigger1 = time = 0
value = 3556

[State 3554, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 1
value = -100

[State 3554, TargetBind]
type = TargetBind
trigger1 = animelem = 1
time = 1
pos = 0,0

[State 3554, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 105
ctrl = 0

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

;movimineto P2

[Statedef 3508]
type = A
movetype = H
physics = N
poweradd = 0
velset = 0
ctrl = 0
facep2 = 0
sprpriority = 0

[State 3508, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 3508, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3308

[State 3508, PlaySnd]
type = PlaySnd
trigger1 = time = 58
value = 5000,10
volume = 200

[State 3508, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3509

[Statedef 3509]
type = S
movetype = H
physics = S
poweradd = 0
velset = 0
ctrl = 0
facep2 = 0
sprpriority = 0

[State 3509, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 3509, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 3509, 0]
type = ChangeAnim2
trigger1 = Time = 0
value = 3309

[State 3509, 0]
type = ChangeAnim
trigger1 = Time = 1
trigger1 = SelfAnimExist(5400)
trigger1 = Authorname = "K.O.D"
value = 5400

[State 3509, ChangeState]
type = ChangeState
triggerall = time = 100
trigger1 = anim = 180
trigger2 = anim = 5950
trigger3 = anim = 5400
value = 3510

[State 3509, SelfState]
type = SelfState
triggerall = animtime = 0
trigger1 = anim != 180
trigger1 = anim != 5950
trigger1 = anim != 5400
value = 5100

 ; HIT_LIEDOWN
[Statedef 3510]
type    = L
movetype= H
physics = N

[State 3510, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 3510, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = 985
value = 5111 + (anim % 10)

[State 3510, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 3510, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3510, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3510, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 3510, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 3510, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 3510, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 3510, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 3510, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[State 3510, ChangeState]
type = ChangeState
trigger1 = alive
trigger1 = time = 29
value = 3512
ctrl = 0

[State 3510, SelfState]
type = SelfState
trigger1 = !alive
trigger1 = time = 29
value = 5150
ctrl = 0

[Statedef 3512]
type    = L
movetype= I
physics = N

[State 3512, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = !SelfAnimExist(5121)
value = 5120

[State 3512, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = SelfAnimExist(5121)
value = 5121

[State 3512, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 3512, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3512, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 3512, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 3512, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 3512, 7]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 0


[Statedef 3555]
type = A
movetype = H
physics = N
poweradd = 0
velset = 0
ctrl = 0
facep2 = 0
sprpriority = 0

[State 3555, Turn]
type = Turn
trigger1 = time = 0

[State 3555, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(5052)
value = 5052

[State 3555, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = !selfanimexist(5052)
value = 3553

[State 3555, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 21
value = 3553

[Statedef 3556]
type = A
movetype = H
physics = N
poweradd = 0
velset = 0
ctrl = 0
facep2 = 0
sprpriority = 0

[State 3556, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = 5000,10
volume = 200

[State 3556, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5100

[State 3556, ChangeState]
type = ChangeState
trigger1 = time = 40
value = 3557


[Statedef 3557]
type    = L
movetype= H
physics = N

[State 3557, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 3557, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = 985
value = 5111 + (anim % 10)

[State 3557, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 3557, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3557, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3557, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 3557, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 3557, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 3557, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 3557, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 3557, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[State 3557, SelfState]
type = SelfState
trigger1 = time = 40
value = 5120
ctrl = 0

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

