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



;defensa al lebantarse


[Statedef 960]
type = C
movetype = A
physics = C
anim = 960
juggle = 1
velset = 0
ctrl = 0
poweradd= 50
sprpriority = -999

[State 1560, 1]
type      = turn
trigger1  = time = 0
trigger1  = p2dist x <= 0

[State 402]
type = PlaySnd
trigger1 = Time = 0
value = 270,3

[State 201 , 1]
type = PlaySnd
trigger1 = time = 5
value = 1500,2
volume = 200

[State 201, 3]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 3

[State 402]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Hard
damage    = 45,3
guardflag = M
hitflag = MAF
pausetime = 27,29
sparkno = -1
guard.sparkno = S7049	        
sparkxy = -10, -90
hitsound = s270,2
guardsound = S320,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -1.5,-15
air.velocity = -2,-9.5
guard.velocity = -9.0
envshake.time = 18
envshake.freq = 60
envshake.ampl = -4
yaccel = .5
air.fall = 1
fall = 1
fall.recover = 0
fall.damage = 5
fall.envshake.ampl = 6       
fall.envshake.freq = 178
fall.envshake.time = 15

[State -3]
type           = Helper
triggerall     = Numhelper(100) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 100
stateno        = 14460
pos            = 13,-28
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0


[State 402]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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


; Recarga de cosmo

[Statedef 730000]
type = S
movetype = I
physics = S
anim = 730000
velset = 0
ctrl = 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5120, 0
volumen = 256

[State 730000, 1]
type = ChangeState
trigger1 = AnimTime= 0
value =735000

; Charge
[Statedef 735000]
type = S
movetype = I
physics = S
anim = 735000

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

[State 735000, cosmo piso]
type = Explod
trigger1 = AnimElem = 1
ID = 7023
anim = 7024
pos = 0,3
postype = p1
sprpriority = -3
removetime = 78
bindtime = -1
ownpal = 1
supermove = -2
removeongethit = 1
scale = 1,1

[State 735000, cosmo]
type = Explod
trigger1 = AnimElem = 1
ID = 7022
anim = 7025
pos = 0,13
postype = p1
sprpriority = 2
removetime = 78
bindtime = -1
ownpal = 1
supermove = -2
removeongethit = 1
scale = 0.5, 0.5

[State 735000, cosmo piso]
type = Explod
trigger1 = AnimElem = 1
ID = 7023
anim = 77023
pos = 0,0
postype = p1
sprpriority = -1
removetime = 78
bindtime = -1
ownpal = 1
supermove = -2
removeongethit = 1
scale = 1,1

[State 735000, cosmo]
type = Explod
trigger1 = AnimElem = 1
ID = 7022
anim = 7022
pos = 0,-10
postype = p1
sprpriority = -2
removetime = 78
bindtime = -1
ownpal = 1
supermove = -2
removeongethit = 1
scale = 1, 1

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

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 1500, 7
volumen = 256
channel = 8

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 9
value = 1000, 5
channel = 9

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000, 7
channel = 9

[State 735000, 1]
type = ChangeState
trigger1 = command != "charge"
trigger2 = command != "charge 1"
value =740000

[State 735000, 2]
type = PowerAdd
trigger1 = Time= [0,26]
trigger2 = Time= [27,52]
trigger3 = Time= [53,78]
value = 10

[State 735000, 2]
type = ChangeState
trigger1 = Power >= 3000
value =741000

[State 735000, 3]
type = ChangeState
trigger1 = AnimTime= 0
value =735000

; Charge (Fim)
[Statedef 740000]
type = S
movetype = I
physics = S
anim = 740000

[State 740000, 10]
type = stopsnd
trigger1 = time = 0
channel = 8

[State 740000, 11]
type = stopsnd
trigger1 = time = 0
channel = 9

[State 740000, b21]  
type = removeexplod
trigger1 = time = 0
ID = 7022

[State 740000, b21]  
type = removeexplod
trigger1 = time = 0
ID = 7023

[State 740000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1500, 4
volumen = 256

[State 740000, 1]
type = ChangeState
trigger1 = AnimTime= 0
value =0
ctrl = 1

; Charge Parte1
[Statedef 741000]
type = S
movetype = I
physics = S
anim = 740000

[State 740000, 10]
type = stopsnd
trigger1 = time = 0
channel = 8

[State 740000, 11]
type = stopsnd
trigger1 = time = 0
channel = 9

[State 741000, b21]  
type = removeexplod
trigger1 = time = 0
ID = 7022

[State 741000, b21]  
type = removeexplod
trigger1 = time = 0
ID = 7023

[State 741000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5120, 0
volumen = 256

[State 741000, 2]
type = ChangeState
trigger1 = AnimTime= 0
value =0
ctrl = 1


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


; Megablock y incrementar cosmo

[Statedef 2100]
type = S
physics = S
anim = 2100
juggle = 5
velset = 0
ctrl = 0

[State 2102]
type = PlaySnd
trigger1 = time = 0
value = 106,0
volume = 210

[State 2100 , 4]
type = ReversalDef
trigger1 = time = 0
reversal.attr = SCA, NA, SA, HA
p1stateno = 2101
getpower = 45
hitsound = S360,0
pausetime = 40,50
sparkxy = -100,20

[State 2100 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2102
ctrl = 0

[Statedef 2101]
type = S
movetype = A
physics = S
anim = 2101
pos = 0,5
poweradd = 300
juggle = 5
velset = 0
ctrl = 0

[State 2102]
type = PlaySnd
trigger1 = time = 0
value = 1500,5
volume = 210

[State 2101, light]
type = Explod
triggerall = NumExplod(7026) = 0
trigger1 = MoveContact = 1
ID = 7026
anim = 7026
pos = 10,-33
postype = p1
sprpriority = 4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = 0.7,0.7

[State 2101, light]
type = Explod
trigger1 = MoveContact = 1
triggerall = NumExplod(7027) = 0
ID = 7027
anim = 7027
pos = 10,-33
postype = p1
sprpriority = 3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = 0.7,0.7

[State 2101, 1]
type = MakeDust
trigger1 = time = 0
pos = -15,3
pos2 = -22,-3
spacing = 2

[State 2101 , 2]
type = VelAdd
trigger1 = time = 0
x = -13

[State 2101 , 2]
type = VelMul
trigger1 = AnimElem = 1
x = 2.5

[State 2101 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2102
ctrl = 0

[Statedef 2102]
type = S
physics = S
anim = 2102
juggle = 5
velset = 0
ctrl = 0

[State 2102]
type = PlaySnd
trigger1 = time = 0
value = 210,0

[State 2102]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


;Septimo Sentido


[Statedef 2000]
type = S
movetype = I
physics = S
anim = 2000
poweradd = 0
velset = 0
ctrl = 0

;Bg effect
[State 2199, super]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 135
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 2000, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000] 
type = AssertSpecial
trigger1 = Time = 100
flag = nomusic
persistent = 1

[State 2000]
type = SuperPause
trigger1 = Time = 10
time = 55
anim = S7028
pos = 10, -85
darken = 0

[State 2000]
type = EnvShake
trigger1 = Time = 5
time = 50

[State 2000]
type = PlaySnd
trigger1 = Time = 15
value = 1000,2

[State 2000,voce]
type = PlaySnd
trigger1 = time = 11
value = 1500,12
channel = 0
volume = 200

[State 2000]
type = PlaySnd
trigger1 = Time = 10
value = 320,0

[State 2000]
type = LifeAdd
trigger1 = time = 15
value = 100

[State 2000]
type = VarSet
trigger1 = time = 1
v = 8
value = 1

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

[State 2000, cosmo piso]
type = Explod
trigger1 = AnimElem = 3
ID = 131
anim = 7024
pos = 0,3
postype = p1
sprpriority = -3
removetime = 78
bindtime = -1
ownpal = 1
supermove = -2
removeongethit = 1
scale = 1,1

[State 2000, polverone]
type = Explod
trigger1 = AnimElem = 3
pos = -5,9
anim = 7029
ID = 131
sprpriority = 5
ignorehitpause = 1
ownpal = 1
persistent = 0
removeongethit = 1
supermove = 1


[State 2000, polverone]
type = Explod
trigger1 = AnimElem = 3
pos = 5,9
anim = 77029
ID = 131
sprpriority = 5
ignorehitpause = 1
ownpal = 1
persistent = 0
removeongethit = 1
supermove = 1


[State 735000, cosmo ichi]
type = Explod
trigger1 = AnimElem = 3
ID = 7023
anim = 78023
pos = 0,0
postype = p1
sprpriority = -1
removetime = 98
bindtime = -1
ownpal = 1
supermove = -2
removeongethit = 1
scale = 1,1
ignorehitpause = 1

[State 2000, cosnstelacion]
type = Explod
trigger1 = AnimElem = 3
pos = 0,-10
anim = 7022
ID = 131
sprpriority = -4
scale = 1, 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
removeongethit = 1
removetime = -1


[State 2000,voce]
type = PlaySnd
trigger1 = Time = 0
value = 1500,7
channel = 0
volume = 200

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001
ctrl = 0


[Statedef 2001]
type    = S
movetype = I
physics = S
anim = 2001
velset = 0,0
poweradd = 0
juggle = 0
ctrl = 0

[State 2001, removeEX]
type = RemoveExplod
trigger1 = time = 0
ID = 131

[State 2001]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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


;Garras violentas


[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 90
ctrl = 0
velset = 0
anim = 1000

[State 1000, 0]
type = VelSet
trigger1 = animelem = 3
trigger1 = animelem = 4
x = 4

[State 1000, 1]
type = VelSet
trigger1 = animelem = 5
x = 21

[State 1000, 2]
type = AfterImage
trigger1 = animelem = 3
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 1000, 3]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype = Hard
damage   = 100, 5
getpower = 8
givepower = 4
guardflag = M
hitflag = MAF
pausetime = 6,6
sparkno = -1
guard.sparkno = S7049
sparkxy = -10,-70
hitsound   = S270,3
guardsound = S310,0
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = 0
air.velocity = 0,0
p1stateno = 1010
p2stateno = 1020

[State 1000, 4]
type = PlaySnd
trigger1 = Time = 0
value = 1500, 0
volume = 220

[State 1000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 90
ctrl = 0
velset = 0
anim = 1000

[State 1001, 0]
type = VelSet
trigger1 = animelem = 3
trigger1 = animelem = 4
x = 4

[State 1001, 1]
type = VelSet
trigger1 = animelem = 5
x = 15

[State 1001, 2]
type = AfterImage
trigger1 = animelem = 3
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 1001, 3]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype = Hard
damage   = 70,5
getpower = 8
givepower = 4
guardflag = M
hitflag = MAF
pausetime = 5,5
sparkno = -1
guard.sparkno = S7049
sparkxy = -10,-70
hitsound   = S270,3
guardsound = S310,0
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = 0
air.velocity = 0,0
p1stateno = 1010
p2stateno = 1020

[State 1001, 4]
type = PlaySnd
trigger1 = Time = 0
value = 1500, 0
volume = 220

[State 1001, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1002]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 90
ctrl = 0
velset = 0
anim = 1000

[State 1002, 0]
type = VelSet
trigger1 = animelem = 3
trigger1 = animelem = 4
x = 4

[State 1002, 1]
type = VelSet
trigger1 = animelem = 5
x = 10

[State 1002, 2]
type = AfterImage
trigger1 = animelem = 3
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 1002, 3]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype = Hard
damage   = 40,5
getpower = 8
givepower = 4
guardflag = M
hitflag = MAF
pausetime = 5,5
sparkno = -1
guard.sparkno = S7049
sparkxy = -10,-70
hitsound   = S270,3
guardsound = S310,0
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = 0
air.velocity = 0,0
p1stateno = 1010
p2stateno = 1020

[State 1002, 4]
type = PlaySnd
trigger1 = Time = 0
value = 1500, 0
volume = 220

[State 1002, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0
anim = 1010

[State 1010, 0]
type = PlaySnd
trigger1 = animelem = 4
value = 1500, 10
volume = 256

[State 1002, 1]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 6
x = 2

[State 1010, 0]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
animtype = Hard
damage   = 50,5
guardflag = M
hitflag = MAF
getpower = 8
givepower = 4
pausetime = 8,12
sparkno = -1
guard.sparkno = S7049
sparkxy = -10,-70
hitsound   = S270,2
guardsound = S310,0
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = 0
air.velocity = 0,0
p2stateno = 5800
Palfx.Time = 90
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 1010, 7]
type           = Helper
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 10,-5
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1010, 8]
type           = Helper
Trigger1 = time = 0
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = 20,-10
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1010, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1020]
type    = s
movetype= H
physics = N
velset = 0, 0
sprpriority = -2

[State 5600, snd]
type = PlaySnd
trigger1 = time = 5
value = 5000, 10

[State 1020, 0]
type = ChangeAnim2
trigger1 = time = 0
value = 1020

[State 1020, 1]
type = posadd
trigger1 = Time = 0
x = P2BodyDist X - 85

[State 1020, 2]
type = posset
trigger1 = Time = 0
y = 0

[State 1020, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 5100
ctrl = 1

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

[Statedef 5800]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1560, 1]
type             = turn
trigger1         = time = 0
trigger1         = p2dist x <= 0

[State 330, 4]
type = Velset
trigger1 = time = 25
x = -26

[State 5600, snd]
type = PlaySnd
trigger1 = time = 0
value = 5000, 0

[State 5600, nothit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5600, push]
type = PlayerPush
trigger1 = 1
value = 0

[State 5600, anim]
type = ChangeAnim
trigger1 = 1
value = 5012

[State 5600, snd]
type = PlaySnd
trigger1 = time > 5
trigger1 = backedgedist <= 20
value = 5100, 0

[State 5600, shake]
type = EnvShake
trigger1 = time > 5
trigger1 = backedgedist <= 20
time = 10
ampl = 4

[State 5600, end]
type = ChangeState
trigger1 = time > 5
trigger1 = backedgedist <= 20
value = 5810

[Statedef 5810]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 5610, nothit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5610, anim]
type = ChangeAnim
trigger1 = time < 7
value = 5030

[State 5610, anim]
type = ChangeAnim
trigger1 = time = 7
value = 5050

[State 5610, vel]
type = VelSet
trigger1 = time = 7
persistent = 0
x =  0.75
y = -6

[State 5610, vel]
type = VelAdd
trigger1 = time >= 7
y = 0.45

[State 5610, shake]
type = EnvShake
triggerall = time > 7
trigger1 = Vel Y > 0
trigger1 = Pos Y > 15
time = 10
ampl = 3

[State 5610, anim]
type = ChangeAnim
triggerall = time > 7
trigger1 = Vel Y > 0
trigger1 = Pos Y > 15
value = 5050

[State 5610, end]
type = SelfState
triggerall = time > 7
trigger1 = Vel Y > 0
trigger1 = Pos Y > 15
value = 5100


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


;Rodilla de veneno


[Statedef 1100]
type    = S
physics = S
ctrl = 0
poweradd = 100
anim = 1100
sprpriority = 1

[State 1100,0]
type = Playsnd
trigger1 = Time = 2
value = 106, 0
volume = 210

[State 1100, 1]
type = ChangeState
trigger1 = time = 14
value = 1110

[Statedef 1110]
type    = A
physics = A
movetype= A
ctrl = 0
anim = 1110
sprpriority = 1

[State 1110,0]
type = Playsnd
trigger1 = Time = 2
value = 270, 3
volume = 200

[State 1110,0]
type = Playsnd
trigger1 = Time = 0
value = 1500, 3
volume = 200

[State 1110, 1]
type = AfterImage
trigger1 = time = 0
time = 25
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 138,63,169
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1110, 2]
type = VelSet
trigger1 = time = 0
x = 10
y = -15

[State 1110, 3]
type = VelAdd
trigger1 = time >= 0
y = 1

[State 1110, 4] 
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Hard
damage    = 0, 50
guardflag = MA
pausetime = 3,7
guard.sparkno = S7049
sparkxy = -10,-20
sparkno = -1
hitsound   = S270,2
guardsound = S320,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 30
ground.velocity = -5,5
envshake.time = 7
envshake.ampl = 4
air.velocity = -10,1
p2stateno = 1120

[State -3]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 5,-30
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1110, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 11
crtl = 1

[Statedef 1120]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0

[State 5600, snd]
type = PlaySnd
trigger1 = time = 5
value = 5000, 0

[State 1120, 0]
type = changeanim
trigger1 = time = 0
value = 5002

[State 1120, 1]
type = changeanim
trigger1 = time = 8
value = 5005

[State 3000, 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 1120, 2]
type = changeanim
trigger1 = time = 15
value = 5300

[State 1120, 3]
type = VarRandom
trigger1 = Time = 0
v = 11
range = 0,50

[State 1120, 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 ]
value = -1

[State 1120, 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 ]
value = -7

[State 1120, 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 ]
value = -1

[State 1120, 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 ]
value = -8

[State 1120, 8]
type = posset
trigger1 = Time = 0
y = 0

[State 1120, 9]
type = SelfState
trigger1 = time = 190
trigger1 = Pos Y >= 0
ctrl = 1
value = 0


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


;garras rodilla aerea


[Statedef 1200]
type = A
movetype = A
physics = A
anim = 1200
juggle = 2
ctrl = 0
poweradd = 100

[State 1200, 0]
type = AfterImage
trigger1 = time = 0
time = 40
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 138,63,169
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1200 , vel]
type = VelSet
trigger1 = AnimElem = 4
x = 18
y = 13

[State 1200 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,2
volume = 100

[State 1200 , 2]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 1
volume = 180

[State 1200 , 3]
type = HitDef
trigger1 = AnimElem = 4
priority = 3, Hit
attr = A, NA
damage = 80, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
guard.sparkno = S7049
sparkxy = 0,-25
sparkno = -1
hitsound = S260,0
guardsound = S310,0
pausetime = 18,18
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -2   
guard.velocity = -6
air.type = High
air.velocity = -2.4,-3.5
airguard.velocity = -3 
Fall = 1
Palfx.Time = 80
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 1200 , efecto]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1       = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 40,31
postype        = p1
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1200 , 4]
type = ChangeState
trigger1 = MoveContact = 1
value = 1220

[State 1200 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1210
ctrl = 0

[Statedef 1210]
type = A
movetype = A
physics = A
anim = 1210
velset = -1, -5
juggle = 2
ctrl = 0

[State 1210 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 1220]
type = A
movetype = A
physics = A
anim = 1220
velset = -1, -5
juggle = 2
ctrl = 0

[State 1220 , 2]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
volume = 220

[State 1220 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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



;agarre Garras violentas


[StateDef 1600]
type = A
movetype = A
physics = N
anim = 1600
poweradd = 100
ctrl = 0
velset = 0,0

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = animelem= 5
value = 40,0
volume = 130

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = animelem= 3
value = 1500,9
volume = 130

[State 1600, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 4
y = -4

[State 1600, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 9
y = -4

[State 1600, VelAdd]
type = VelAdd
trigger1 = time > 25
y = 0.5


[State 1600, ChangeState]
type = ChangeState
triggerall =  time > 25
trigger1 = p2bodydist X < 30 
value =  1601
ctrl = 0

[State 1600, ChangeState]
type = ChangeState
triggerall =  time > 25
trigger1 = pos y  > -6
value =  1602
ctrl = 0

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

[StateDef 1650]
type = A
movetype = A
physics = N
anim = 1600
poweradd = 100
ctrl = 0
velset = 0,0

[State 1650, PlaySnd]
type = PlaySnd
trigger1 = animelem= 5
value = 40,0
volume = 130

[State 1650, PlaySnd]
type = PlaySnd
trigger1 = animelem= 3
value = 1500,9
volume = 130

[State 1650, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 4
y = -3

[State 1650, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 8
y = -2

[State 1650, VelAdd]
type = VelAdd
trigger1 = time > 25
y = 0.5


[State 1650, ChangeState]
type = ChangeState
triggerall =  time > 25
trigger1 = p2bodydist X < 30 
value =  1601
ctrl = 0

[State 1650, ChangeState]
type = ChangeState
triggerall =  time > 25
trigger1 = pos y  > -6
value =  1602
ctrl = 0

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

[StateDef 1660]
type = A
movetype = A
physics = N
anim = 1600
poweradd = 100
ctrl = 0
velset = 0,0

[State 1660, PlaySnd]
type = PlaySnd
trigger1 = animelem= 5
value = 40,0
volume = 130

[State 1660, PlaySnd]
type = PlaySnd
trigger1 = animelem= 3
value = 1500,9
volume = 130

[State 1660, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 2
y = -3

[State 1660, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 7
y = -1

[State 1660, VelAdd]
type = VelAdd
trigger1 = time > 25
y = 0.5


[State 1660, ChangeState]
type = ChangeState
triggerall =  time > 25
trigger1 = p2bodydist X < 30 
value =  1601
ctrl = 0

[State 1660, ChangeState]
type = ChangeState
triggerall =  time > 25
trigger1 = pos y  > -6
value =  1602
ctrl = 0

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


[StateDef 1601]
type = A
movetype = A
physics = N
anim = 1601
ctrl = 0

[State 1601, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 220,0

[State 1601, VelAdd]
type = VelAdd
trigger1 = time > 1
y = 0.5

[State 1601, hit]
type = HitDef
trigger1 = Time = 0
attr = S, NA
guardflag = MA
priority = 1, Miss    
sparkno = -1         
damage = 0,9 
p1sprpriority = 1     
p1facing = 1
p2facing = 1          
p1stateno = 1610   
p2stateno = 1620  
guard.dist = 0        
fall = 1              
hitsound = S1,9
id = 800
guardflag = MA
guardsound = S310,0
sparkxy = -10,-60
guard.sparkno = S7049

[State 1601, ChangeState]
type = ChangeState
trigger1 = pos y  > -6
value =  1602
ctrl = 0

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


[StateDef 1602]
type = S
movetype = A
physics = N
anim = 1602
ctrl = 0

[State 1602, PlaySnd]
type = PlaySnd
trigger1 = animelem= 1
value = 52,0
volume = 200

[State 1602, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

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

[State 1602, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =  11
ctrl = 1


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


[Statedef 1610]
type    = A
movetype= A
physics = N
anim = 1610
sprpriority = -1

[State 1610, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 270,2

[State 1610, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = 800,1

[State 1601, efecto]
type           = Helper
Trigger1       = time = 0
helpertype     = normal
name           = "hit"
stateno        = 14660
pos            = 40,18
postype        = p1
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1610, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 2
anim = -1
sound = -1
move = 0
darken = 0
poweradd = 0
unhittable = 1
pausebg = 1

[State 1610, VelAdd]
type = VelAdd
trigger1 = time > 1
y = 0.5

[State 1610, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 0
value = -40
kill = 0

[State 1610, TargetBind]
type = TargetBind
trigger1 = time = 0
time = -1
pos = 50,-30


[State 1610, TargetState]
type = TargetState
trigger1 = pos y  > -6
value = 1625

[State 1610, ChangeState]
type = ChangeState
trigger1 = pos y  > -6
value =  1615
ctrl = 0

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


[Statedef 1615]
type    = C
movetype= A
physics = C
anim = 1615
velset = 0,0
sprpriority = 1
juggle = 0

[State 1615, PlaySnd]
type = PlaySnd
trigger1 = animelem= 1
value = 5100,0

[State 1615, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
trigger5 = animelem = 11
trigger6 = animelem = 13
trigger7 = animelem = 15
trigger8 = animelem = 17
value = 270,1

[State 1615, HitDef]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
trigger5 = animelem = 11
trigger6 = animelem = 13
trigger7 = animelem = 15
trigger8 = animelem = 17
attr = S, NA
guardflag = MA        
getpower = 0,0
animtype = light          
air.animtype = light
damage = 10
hitsound = S270,2
guardsound = S320,0
pausetime = 2,2
sparkno = -1
sparkxy = -40,0
ground.type = High    
ground.slide = 0
ground.hit = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
kill =0
p2stateno = 1626

[State 1615, HitDef]
type = HitDef
trigger1 = animelem = 19
attr = S, NA
guardflag = MA
damage = 40
guardflag = L
pausetime = 0,17
hitsound = S270,3
guardsound = S320,0
sparkno = -1
sparkxy = -40,0
animtype = Medium
ground.type = High 
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,0
guard.velocity = -3
fall = 1
kill =1
p2stateno = 1627
Palfx.Time = 80
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 1615, efecto]
type           = Helper
trigger1 = animelem = 2
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
trigger5 = animelem = 11
trigger6 = animelem = 13
trigger7 = animelem = 15
trigger8 = animelem = 17
helpertype     = normal
name           = "hit"
stateno        = 14660
pos            = -26,57
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 1

[State 1615, efecto]
type           = Helper
trigger1 = animelem = 19
helpertype     = normal
name           = "hit"
stateno        = 14560
pos            = -26,57
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 1

[State 1615, PosSet]
type = PosSet
trigger1 =  time = 0
y = 0

[State 1615, TargetBind]
type = TargetBind
trigger1 = animelem = 1
pos = 0,0

[State 1615, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =  1630
ctrl = 0

[Statedef 1630]
type    = A
physics = A
ctrl = 0
anim = 105

[State 1630, 1]
type = VelSet
trigger1 = Time = 0
x = -4.5
y = -5

[State 1630, RUN_FWD]
type = AfterImage
trigger1 = time = 1
time = 20
FrameGap = 3
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1630, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 1630, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106
ctrl = 1

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


[Statedef 1620]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 1620, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1620, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1620

[State 1620, SelfState]
type = SelfState
trigger1 = enemynear, name = "Wolverine" && enemynear, stateno != 1610
value =  5100


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


[Statedef 1625]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 1625, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1625

[State 1625, PosSet]
type = PosSet
trigger1 =  time = 0
y = 0

[State 1625, PosAdd]
type = PosAdd
triggerall = prevstateno != 1626
trigger1 = time = 0
x = -10

[State 1625, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1625, SelfState]
type = SelfState
trigger1 = time > 105
value = 5100


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


[Statedef 1626]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 1626, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1626


[State 1626, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 20
trigger3 = time = 40
trigger4 = time = 60
trigger5 = time = 80
trigger6 = time = 80
value = 5000, 10


[State 1626, PosSet]
type = PosSet
trigger1 =  time = 0
y = 0

[State 1626, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1626, SelfState]
type = SelfState
trigger1 = time > 105
value = 5100


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


[Statedef 1627]
type    = A
movetype= H
physics = N
velset = -2,0
sprpriority = 0

[State 1627, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1627

[State 1627, SelfState]
type = SelfState
trigger1 = life = 0
value = 5100

[State 1627, SelfState]
type = SelfState
trigger1 = time > 8
value = 5100


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



;proyectil garras en el suelo



[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 100
velset = 0,0
anim = 1300
ctrl = 0

[State 1300 , 0]
type = PlaySnd
trigger1 = time = 0
value = 1500,1
volume = 190

[State 1300, 1]
type = PlaySnd
trigger1 = time = 5
value = 270, 3

[State 1300, 2]
type = PlaySnd
trigger1 = time = 5
value = 1000, 37

[state 1300, 3]
type = explod
trigger1 = time = 8
id = 1305
anim = 7031
pos = 0, 0
postype = p1
bindtime = -1
removetime = 23
sprpriority = 2
supermovetime = 23

[State 1300, 4]
type = helper
trigger1 = Time = 22
id = 1310
postype = P1
pos = 50,0
stateno = 1310
helpertype = normal

[state 1300, 5]
type = explod
trigger1 = Time = 22
id = 1320
anim = 7032
pos = 50, 0
postype = p1
bindtime = -1
removetime = 26
sprpriority = 2
supermovetime = 26

[State 1300, 6]
type = helper
trigger1 = Time = 28
id = 1311
postype = P1
pos = 80,0
stateno = 1310
helpertype = normal

[state 1300, 7]
type = explod
trigger1 = Time = 28
id = 1320
anim = 7032
pos = 80, 0
postype = p1
bindtime = -1
removetime = 26
sprpriority = 2
supermovetime = 26

[State 1300, 8]
type = helper
trigger1 = Time = 34
id = 1311
postype = P1
pos = 110,0
stateno = 1310
helpertype = normal

[state 1300, 9]
type = explod
trigger1 = Time = 34
id = 1320
anim = 7032
pos = 110, 0
postype = p1
bindtime = -1
removetime = 26
sprpriority = 2
supermovetime = 26

[State 1300, 10]
type = helper
trigger1 = Time = 40
id = 1311
postype = P1
pos = 140,0
stateno = 1310
helpertype = normal

[state 1300, 11]
type = explod
trigger1 = Time = 40
id = 1321
anim = 7032
pos = 140, 0
postype = p1
bindtime = -1
removetime = 26
sprpriority = 2
supermovetime = 26

[State 1300, 12]
type = helper
trigger1 = Time = 46
id = 1312
postype = P1
pos = 170,0
stateno = 1320
helpertype = normal

[state 1300, 13]
type = explod
trigger1 = Time = 46
id = 1322
anim = 7032
pos = 170, 0
postype = p1
bindtime = -1
removetime = 26
sprpriority = 2
supermovetime = 26

[State 1300, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 100
velset = 0,0
anim = 1300
ctrl = 0

[State 1301 , 0]
type = PlaySnd
trigger1 = time = 0
value = 1500,1
volume = 190

[State 1301, 1]
type = PlaySnd
trigger1 = time = 5
value = 270, 3

[State 1301, 2]
type = PlaySnd
trigger1 = time = 5
value = 1000, 37

[state 1301, 3]
type = explod
trigger1 = time = 8
id = 1305
anim = 7031
pos = 0, 0
postype = p1
bindtime = -1
removetime = 23
sprpriority = 2
supermovetime = 23

[State 1301, 4]
type = helper
trigger1 = Time = 22
id = 1310
postype = P1
pos = 50,0
stateno = 1310
helpertype = normal

[state 1301, 5]
type = explod
trigger1 = Time = 22
id = 1320
anim = 7032
pos = 50, 0
postype = p1
bindtime = -1
removetime = 26
sprpriority = 2
supermovetime = 26

[State 1301, 6]
type = helper
trigger1 = Time = 29
id = 1311
postype = P1
pos = 80,0
stateno = 1310
helpertype = normal

[state 1301, 7]
type = explod
trigger1 = Time = 29
id = 1321
anim = 7032
pos = 80, 0
postype = p1
bindtime = -1
removetime = 26
sprpriority = 2
supermovetime = 26

[State 1301, 8]
type = helper
trigger1 = Time = 36
id = 1311
postype = P1
pos = 110,0
stateno = 1310
helpertype = normal

[state 1301, 9]
type = explod
trigger1 = Time = 36
id = 1321
anim = 7032
pos = 110, 0
postype = p1
bindtime = -1
removetime = 26
sprpriority = 2
supermovetime = 26

[State 1301, 10]
type = helper
trigger1 = Time = 43
id = 1312
postype = P1
pos = 140,0
stateno = 1321
helpertype = normal

[state 1301, 11]
type = explod
trigger1 = Time = 43
id = 1322
anim = 7032
pos = 140, 0
postype = p1
bindtime = -1
removetime = 26
sprpriority = 2
supermovetime = 26

[State 1301, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1302]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 100
velset = 0,0
anim = 1300
ctrl = 0

[State 1302 , 0]
type = PlaySnd
trigger1 = time = 0
value = 1500,1
volume = 190

[State 1302, 1]
type = PlaySnd
trigger1 = time = 5
value = 270, 3

[State 1302, 2]
type = PlaySnd
trigger1 = time = 5
value = 1000, 37

[state 1302, 3]
type = explod
trigger1 = time = 8
id = 1305
anim = 7031
pos = 0, 0
postype = p1
bindtime = -1
removetime = 23
sprpriority = 2
supermovetime = 23

[State 1302, 4]
type = helper
trigger1 = Time = 22
id = 1310
postype = P1
pos = 50,0
stateno = 1310
helpertype = normal

[state 1302, 5]
type = explod
trigger1 = Time = 22
id = 1320
anim = 7032
pos = 50, 0
postype = p1
bindtime = -1
removetime = 26
sprpriority = 2
supermovetime = 26

[State 1302, 6]
type = helper
trigger1 = Time = 30
id = 1311
postype = P1
pos = 80,0
stateno = 1310
helpertype = normal

[state 1302, 7]
type = explod
trigger1 = Time = 30
id = 1321
anim = 7032
pos = 80, 0
postype = p1
bindtime = -1
removetime = 26
sprpriority = 2
supermovetime = 26

[State 1302, 8]
type = helper
trigger1 = Time = 38
id = 1312
postype = P1
pos = 110,0
stateno = 1322
helpertype = normal

[state 1302, 9]
type = explod
trigger1 = Time = 38
id = 1322
anim = 7032
pos = 110, 0
postype = p1
bindtime = -1
removetime = 26
sprpriority = 2
supermovetime = 26

[State 1302, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1310]
type = A
movetype = A
physics = S
sprpriority = 2
anim = 1310

[State 1310, 0]
type = HitDef
trigger1 = Time = 0
attr = S, SP
damage    = 30,5
animtype  = Light
hitflag = MAFD
guardflag = LA
priority  = 6
pausetime = 0,0
sparkno = -1
guard.sparkno = S7049
sparkxy = -10,-35
hitsound   = S270,2
guardsound = S310,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 10
ground.velocity = -7
air.velocity = -3,-4
numhits = 3
air.fall = 1
Palfx.Time = 30
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 1310, 1]
type           = Helper
triggerall     = Numhelper(102) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = -10,25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1310,3]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = P2movetype = H

[Statedef 1320]
type = A
movetype = A
physics = S
sprpriority = 2
anim = 1310

[State 1320, 0]
type = HitDef
trigger1 = Time = 0
attr = S, SP
damage    = 60,5
animtype  = Hard
hitflag = MAFD
guardflag = LA
priority  = 6
pausetime = 0,11
sparkno = -1
guard.sparkno = S7049
sparkxy = -10,-35
hitsound   = S270,2
guardsound = S310,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -4
air.velocity = -3,-4
numhits = 3
air.fall = 1
fall = 1
Palfx.Time = 80
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 1310, 1]
type           = Helper
triggerall     = Numhelper(102) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = -10,25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1320,3]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = P2movetype = H

[Statedef 1321]
type = A
movetype = A
physics = S
sprpriority = 2
anim = 1310

[State 1321, 0]
type = HitDef
trigger1 = Time = 0
attr = S, SP
damage    = 45,5
animtype  = Hard
hitflag = MAFD
guardflag = LA
priority  = 6
pausetime = 0,11
sparkno = -1
guard.sparkno = S7049
sparkxy = -10,-35
hitsound   = S270,2
guardsound = S310,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -4
air.velocity = -3,-4
numhits = 3
air.fall = 1
fall = 1
Palfx.Time = 80
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 1310, 1]
type           = Helper
triggerall     = Numhelper(102) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = -10,25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1321,3]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = P2movetype = H

[Statedef 1322]
type = A
movetype = A
physics = S
sprpriority = 2
anim = 1310

[State 1322, 0]
type = HitDef
trigger1 = Time = 0
attr = S, SP
damage    = 30,5
animtype  = Hard
hitflag = MAFD
guardflag = LA
priority  = 6
pausetime = 0,11
sparkno = -1
guard.sparkno = S7049
sparkxy = -10,-35
hitsound   = S270,2
guardsound = S310,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -4
air.velocity = -3,-4
numhits = 3
air.fall = 1
fall = 1
Palfx.Time = 80
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 1310, 1]
type           = Helper
triggerall     = Numhelper(102) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = -10,25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1322,3]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = P2movetype = H


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

;garras ascendente

[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1400
poweradd = 100
juggle = 5
velset = 0
ctrl = 0

[State 1400, 0]
type = AfterImage
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
time = 20
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 138,63,169
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1000,7

[State 1400, 2]
type = PlaySnd
trigger1 = Time = 2
value = 1500,2
volume = 200

[State 1400, 3]
type = VelAdd
trigger1 = AnimElem = 6
x = 14

[State 1400, 4]
type = VelAdd
trigger1 = AnimElem = 7
x = 4

[State 1400, 5]
type = HitDef
trigger1 = AnimElem = 7
priority = 4
attr = S, SA
damage = 50,5
getpower = 5
givepower = 0
animtype = Heavy
guardflag = MA
sparkno = -1
guard.sparkno = s7049
sparkxy = -10,-45
pausetime = 4,9
hitsound   = S270,2
guardsound = S320,0
guard.slidetime = 40
guard.hittime = 40
guard.velocity = -8
ground.type = low
ground.slidetime = 20
ground.hittime = 5
ground.velocity = -3
air.velocity = -2,-1
fall = 1
Palfx.Time = 80
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 1400, 6]
type = HitDef
trigger1 = AnimElem = 8
priority = 4
attr = S, SA
damage = 50,5
getpower = 5
givepower = 0
animtype = Heavy
guardflag = MA
sparkno = -1
guard.sparkno = s7049
sparkxy = -10,-90
pausetime = 4,9
hitsound   = S270,2
guardsound = S320,0
guard.slidetime = 40
guard.hittime = 40
guard.velocity = -8
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1,-10
air.velocity = -1,-10
fall = 1
Palfx.Time = 80
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[state 1400, 10]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = -10,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[state 1400, 11]
type = explod
trigger1 = time = 40
id = 1405
anim = 7033
pos = 0, 0
postype = p1
bindtime = -1
removetime = 20
sprpriority = 2
supermovetime = 20

[State 1400, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1401]
type = S
movetype = A
physics = S
anim = 1400
poweradd = 100
juggle = 5
velset = 0
ctrl = 0

[State 1401, 0]
type = AfterImage
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
time = 20
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 138,63,169
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1401, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1000,7

[State 1401, 2]
type = PlaySnd
trigger1 = Time = 2
value = 1500,2
volume = 200

[State 1401, 3]
type = VelAdd
trigger1 = AnimElem = 6
x = 18

[State 1401, 4]
type = VelAdd
trigger1 = AnimElem = 7
x = 8

[State 1401, 5]
type = HitDef
trigger1 = AnimElem = 7
priority = 4
attr = S, SA
damage = 60,6
getpower = 5
givepower = 0
animtype = Heavy
guardflag = MA
sparkno = -1
guard.sparkno = s7049
sparkxy = -10,-45
pausetime = 4,9
hitsound   = S270,2
guardsound = S320,0
guard.slidetime = 40
guard.hittime = 40
guard.velocity = -8
ground.type = low
ground.slidetime = 20
ground.hittime = 5
ground.velocity = -3
air.velocity = -2,-1
fall = 1
Palfx.Time = 80
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 1401, 6]
type = HitDef
trigger1 = AnimElem = 8
priority = 4
attr = S, SA
damage = 65,7
getpower = 5
givepower = 0
animtype = Heavy
guardflag = MA
sparkno = -1
guard.sparkno = S7049
sparkxy = -10,-90
pausetime = 4,9
hitsound   = S270,2
guardsound = S320,0
guard.slidetime = 40
guard.hittime = 40
guard.velocity = -8
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1,-10
air.velocity = -1,-10
fall = 1
Palfx.Time = 80
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[state 1401, 10]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = -10,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[state 1401, 11]
type = explod
trigger1 = time = 40
id = 1405
anim = 7033
pos = 0, 0
postype = p1
bindtime = -1
removetime = 20
sprpriority = 2
supermovetime = 20

[State 1401, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1402]
type = S
movetype = A
physics = S
anim = 1400
poweradd = 100
juggle = 5
velset = 0
ctrl = 0

[State 1402, 0]
type = AfterImage
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
time = 20
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 138,63,169
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1402, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1000,7

[State 1402, 2]
type = PlaySnd
trigger1 = Time = 2
value = 1500,2
volume = 200

[State 1402, 3]
type = VelAdd
trigger1 = AnimElem = 6
x = 22

[State 1402, 4]
type = VelAdd
trigger1 = AnimElem = 7
x = 11

[State 1402, 5]
type = HitDef
trigger1 = AnimElem = 7
priority = 4
attr = S, SA
damage = 75,8
getpower = 5
givepower = 0
animtype = Heavy
guardflag = MA
sparkno = -1
guard.sparkno = s7049
sparkxy = -10,-45
pausetime = 4,9
hitsound   = S270,2
guardsound = S320,0
guard.slidetime = 40
guard.hittime = 40
guard.velocity = -8
ground.type = low
ground.slidetime = 20
ground.hittime = 5
ground.velocity = -3
air.velocity = -2,-1
fall = 1
Palfx.Time = 80
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[State 1402, 6]
type = HitDef
trigger1 = AnimElem = 8
priority = 4
attr = S, SA
damage = 75,8
getpower = 5
givepower = 0
animtype = Heavy
guardflag = MA
sparkno = -1
guard.sparkno = s7049
sparkxy = -10,-90
pausetime = 4,9
hitsound   = S270,2
guardsound = S320,0
guard.slidetime = 40
guard.hittime = 40
guard.velocity = -8
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1,-10
air.velocity = -1,-10
fall = 1
Palfx.Time = 80
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9

[state 1402, 10]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = -10,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0


[state 1402, 11]
type = explod
trigger1 = time = 40
id = 1405
anim = 7033
pos = 0, 0
postype = p1
bindtime = -1
removetime = 20
sprpriority = 2
supermovetime = 20

[State 1402, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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


;garras giratoia


[Statedef 1500]
type    = S
movetype= A
physics = S
poweradd= 105
juggle  = 6
ctrl = 0
velset = 0,0
anim = 1500
sprpriority = 7

[State 1500]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1500]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
x = 15

[State 1500]
type = PosAdd
trigger1 = AnimElemTime(5) = 0 || AnimElemTime(6) = 0
x = 7

[State 1500, 0]
type = AfterImage
trigger1 = AnimElem = 4
time = 30
FrameGap = 4
length = 10
PalBright   =   0,  0,  0
PalContrast = 138,63,169
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1500]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA,SA,HA,NP,SP,HP
time = 3

[State 1500]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 1500, 3
channel = 0

[State 1500]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 1000, 27

[State 1500]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
StateType = A
physics = N

[State 1500]
type = VelSet
trigger1 = AnimElemTime(6) = 0
y = -8

[State 1500]
type = Veladd
trigger1 = AnimElemTime(6) >= 0
y = .5

[State 1500]
Type = Explod
Trigger1 = AnimElem = 4
Anim = 7034
ID = 1500
Postype = P1
Pos = 35, 5
ownpal = 1
SprPriority = 5
removeongethit = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
scale = 1, 1.1
removetime = -1

[State 1500, removeEX]
type = RemoveExplod
trigger1 = AnimElem = 8
ID = 1500

[State 1500]
type = statetypeset
trigger1 = AnimElemTime(9) = 0
movetype = I

[State 1500]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 50,5
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 11,13
sparkno = s77003
guard.sparkno = s7049
sparkxy = -10, -75
hitsound   = s270,2
guardsound = S320,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-11
guard.velocity = -9
air.velocity = -2.5,-9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
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
fall = 1
fall.recover = 0
yaccel = .45
persistent = 0
getpower = 83,35
givepower = 35,35
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1500]
type = HitDef
trigger1 = AnimElem = 6 && !movecontact
attr = A, SA
animtype = Heavy
air.animtype = Back
damage = 50,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,13
sparkno = s77003
guard.sparkno = s7049
sparkxy = -10, -95
hitsound   = s270,2
guardsound = S320,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-11
guard.velocity = -9
air.velocity = -2.5,-9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
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
fall = 1
fall.recover = 0
yaccel = .45
persistent = 0
getpower = 83,35
givepower = 35,35
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1500]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 0,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0


[State 1500]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(6) >= 0
value = 1560


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

;final Gancho de garras fuerte

[Statedef 1550]
type    = S
physics = S
ctrl = 0
velset = 0, 0
anim = 1550

[State 1550, Snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 52, 0
volume = 256

[State 1550]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1550]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

;final Gancho de garras Medio y devil

[Statedef 1560]
type    = S
physics = S
ctrl = 0
velset = 0, 0
anim = 1560

[State 1560, Snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 52, 0
volume = 256

[State 1560]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1560]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Gancho de garras Medio

[Statedef 1520]
type    = S
movetype= A
physics = S
poweradd= 100
juggle  = 6
ctrl = 0
velset = 0,0
anim = 1520
sprpriority = 7

[State 1520]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1520]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
x = 17

[State 1520]
type = PosAdd
trigger1 = AnimElemTime(5) = 0 || AnimElemTime(6) = 0
x = 9

[State 1520, 0]
type = AfterImage
trigger1 = AnimElem = 4
time = 40
FrameGap = 4
length = 10
PalBright   =   0,  0,  0
PalContrast = 138,63,169
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1520]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA,SA,HA,NP,SP,HP
time = 3

[State 1520]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 1500, 9
volume = 256
channel = 0

[State 1500]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 1000, 27

[State 1520]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
StateType = A
physics = N

[State 1520]
type = VelSet
trigger1 = AnimElemTime(6) = 0
y = -10

[State 1520]
type = Veladd
trigger1 = AnimElemTime(6) >= 0
y = .7

[State 1520]
Type = Explod
Trigger1 = AnimElem = 4
Anim = 7034
ID = 1520
Postype = P1
Pos = 35, 5
ownpal = 1
SprPriority = 5
removeongethit = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
scale = 1, 1.1
removetime = -1

[State 1520, removeEX]
type = RemoveExplod
trigger1 = AnimElem = 8
ID = 1520

[State 1520]
type = statetypeset
trigger1 = AnimElemTime(9) = 0
movetype = I

[State 1520]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 50,5
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 11,13
sparkno = s77003
guard.sparkno = s7049
sparkxy = -10, -65
hitsound   = s270,2
guardsound = S320,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-11
guard.velocity = -9
air.velocity = -2.5,-9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
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
fall = 1
fall.recover = 0
yaccel = .45
persistent = 0
getpower = 83,35
givepower = 35,35
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1520]
type = HitDef
trigger1 = AnimElem = 6 
attr = A, SA
animtype = Heavy
air.animtype = Back
damage = 30,3
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,13
sparkno = s77003
guard.sparkno = s7049
sparkxy = -10, -85
hitsound   = s270,2
guardsound = S320,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-9
guard.velocity = -9
air.velocity = -2.5,-9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
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
fall = 1
fall.recover = 0
yaccel = .45
persistent = 0
getpower = 83,35
givepower = 35,35
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1520]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 0,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1520]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(6) >= 0
value = 1560

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

;Gancho de garras fuerte

[Statedef 1540]
type    = S
movetype= A
physics = S
poweradd= 100
juggle  = 6
ctrl = 0
velset = 0,0
anim = 1540
sprpriority = 7

[State 1540]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1540]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
x = 19

[State 1540]
type = PosAdd
trigger1 = AnimElemTime(5) = 0 || AnimElemTime(6) = 0
x = 11

[State 1540]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA,SA,HA,NP,SP,HP
time = 3

[State 1540, 0]
type = AfterImage
trigger1 = AnimElem = 4
time = 50
FrameGap = 4
length = 10
PalBright   =   0,  0,  0
PalContrast = 138,63,169
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1540]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 1500, 9
volume = 256
channel = 0

[State 1540]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 1000, 27

[State 1540]
type = PlaySnd
triggerall = Movehit = 1 
trigger1 = AnimElemTime(6) = 0
value = 1000, 27

[State 1540]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
StateType = A
physics = N

[State 1540]
type = VelSet
trigger1 = AnimElemTime(6) = 0
y = -14

[State 1540]
type = Veladd
trigger1 = AnimElemTime(6) >= 0
y = .9

[State 1540]
Type = Explod
Trigger1 = AnimElem = 4
Anim = 77034
ID = 1540
Postype = P1
Pos = 35, 5
ownpal = 1
SprPriority = 5
removeongethit = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
scale = 1, 1.1
removetime = -1

[State 1540, removeEX]
type = RemoveExplod
trigger1 = AnimElem = 8
ID = 1540

[State 1540]
type = statetypeset
trigger1 = AnimElemTime(9) = 0
movetype = I

[State 1540]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 50,5
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 11,13
sparkno = s77003
guard.sparkno = s7049
sparkxy = -10, -65
hitsound   = s270,2
guardsound = S320,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-11
guard.velocity = -9
air.velocity = -2.5,-9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
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
fall = 1
fall.recover = 0
yaccel = .45
persistent = 0
getpower = 83,35
givepower = 35,35
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1540]
type = HitDef
trigger1 = AnimElem = 6 
attr = A, SA
animtype = Heavy
air.animtype = Back
damage = 40,4
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,13
sparkno = s77003
guard.sparkno = s7049
sparkxy = -10, -80
hitsound   = s270,2
guardsound = S320,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-9
guard.velocity = -9
air.velocity = -2.5,-9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
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
fall = 1
fall.recover = 0
yaccel = .45
persistent = 0
getpower = 83,35
givepower = 35,35
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1540]
type = HitDef
trigger1 = AnimElem = 5 
attr = A, SA
animtype = Heavy
air.animtype = Back
damage = 30,3
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,13
sparkno = s77003
guard.sparkno = s7049
sparkxy = -10, -95
hitsound   = s270,2
guardsound = S320,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-9
guard.velocity = -9
air.velocity = -2.5,-9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
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
fall = 1
fall.recover = 0
yaccel = .45
persistent = 0
getpower = 83,35
givepower = 35,35
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1540]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 0,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1540]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(6) >= 0
value = 1550


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


;Combo garras


[Statedef 1700]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd = 100
ctrl = 0
velset = 0,0
anim = 1700
facep2 = 1

[State 1700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 106,0
volume = 255
channel = 0

[State 1700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 1000,27
volume = 255

[State 1700, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

[State 1700, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 2

[State 1700, VelMul]
type = VelMul
trigger1 = animelemtime(1) > 0
x = 1

[State 1700, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 0

[State 1700, Explod]
type = Explod
trigger1 = animelem = 9
anim = 7035
ID = 1301
pos = 10,0
postype = p1
bindtime = 14
removetime = 14
scale = 1.02,1.06
sprpriority = 4
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1700, HitDef]
type = HitDef
trigger1 = animelem = 9
attr = S, SA
animtype = Hard
air.animtype = Back
damage = 40, 5
priority = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 7,25
sparkno = -1
sparkxy = -10, -75
guard.sparkno = S7049
hitsound = S270,2
guardsound = S310,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 22
ground.velocity = -6
guard.velocity = -6
guard.slidetime = 11
guard.hittime = 22
air.velocity = -4.5,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recovertime = 35
air.fall = 1
air.recovertime = 45
yaccel = .45
persistent = 0
getpower = 93
givepower = 31, 31
Palfx.Time = 40
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9
EnvShake.Time = 10
EnvShake.Ampl = 5
EnvShake.Freq = 40

[State 1700]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 0,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1700, ChangeState2]
type = ChangeState
triggerall = animtime = 0
trigger1 = p2stateno = [5000,5099] 
value = 1710
ctrl = 0

[State 1700, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1710]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1710
facep2 = 0

[State 1710, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 1500,0
volume = 255
channel = 0

[State 1710, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 1000,27
volume = 255

[State 1710, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State 1710, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 4

[State 1710, VelMul]
type = VelMul
trigger1 = animelemtime(1) > 0
x = 1

[State 1710, VelSet]
type = VelSet
trigger1 = animelem = 10
x = 0

[State 1710, Explod]
type = Explod
trigger1 = animelem = 8
anim = 7036
ID = 1301
pos = 10,0
postype = p1
bindtime = 11
removetime = 11
scale = 1.02,1.06
sprpriority = 4
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1710, HitDef]
type = HitDef
trigger1 = animelem = 8
attr = S, SA
animtype = Hard
air.animtype = Back
damage = 40, 5
priority = 5, Hit
hitflag = MAF
guardflag = H
pausetime = 7,25
sparkno = S17005
sparkxy = -10, -80
guard.sparkno = S7049
hitsound = S270,2
guardsound = S310,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 22
ground.velocity = -6
guard.velocity = -6
guard.slidetime = 11
guard.hittime = 22
air.velocity = -4.5,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recovertime = 35
air.fall = 1
air.recovertime = 45
yaccel = .45
persistent = 0
getpower = 93
givepower = 31, 31
Palfx.Time = 40
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9
EnvShake.Time = 10
EnvShake.Ampl = 5
EnvShake.Freq = 40

[State 1710]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 0,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1710, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1720
ctrl = 0

[Statedef 1720]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1720
facep2 = 0

[State 1720, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1500,8
volume = 255
channel = 0

[State 1720, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 270,1
volume = 255

[State 1720, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State 1720, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 2

[State 1720, VelMul]
type = VelMul
trigger1 = animelemtime(1) > 0
x = 1

[State 1720, VelSet]
type = VelSet
trigger1 = animelem = 10
x = 0

[State 1720, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7037
ID = 1301
pos = -22,-16
postype = p1
bindtime = 12
removetime = 12
scale = 0.90,1.06
sprpriority = 2
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1720, HitDef]
type = HitDef
trigger1 = animelem = 8
attr = S, SA
animtype = Hard
air.animtype = Back
damage = 50, 5
priority = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 15,10
sparkno = S17005
sparkxy = -10, -70
guard.sparkno = S8007
hitsound = S270,2
guardsound = S310,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 22
ground.velocity = -2,-11
guard.velocity = -11
guard.slidetime = 11
guard.hittime = 22
air.velocity = -2,-11
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recovertime = 65
air.fall = 1
air.recovertime = 75
yaccel = .5
persistent = 0
getpower = 93
givepower = 31, 31
p2stateno = 5800
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 1720]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 0,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1720, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;V2

[Statedef 1731]
type    = S
movetype = I
physics = N
juggle = 7
anim = 100
velset = 8,0
ctrl = 0
poweradd = 0

[State 1731, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 1731, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1731, 1]
type = AfterImage
trigger1 = time = 1
time = 25
FrameGap = 3
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1731, RUN_FWD]
type = Explod
trigger1 = AnimElem = 1
pos = 45,0
anim = 7006
ID = 15031
postype = p1
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
bindtime = -1

[State 1731, Spark]
type = Explod
trigger1 = AnimElem = 1
anim = 7043
ID = 15031
pos = -30,-35
postype = p1
ownpal = 1
bindtime = -1
removetime = -1
scale = 0.6,.85
sprpriority = -1
removeongethit = 1

[State 1731, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = s52,0
volumen = 200

[State 1731, Effect]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s10,1
channel = 19
volumen = 200

[State 1731, Effect]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s10,2
channel = 20
volumen = 200

[State 1731, 2]
type = ChangeState
triggerall = time >= 9
trigger1 = P2BodyDist X <= 85
value = 1730
ctrl = 0


[Statedef 1730]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd = 80
ctrl = 0
velset = 0,0
anim = 1700
facep2 = 1

[State 1730, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 106,0
volume = 255
channel = 0

[State 1730, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 1000,27
volume = 255

[State 1730, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

[State 1730, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 2

[State 1730, VelMul]
type = VelMul
trigger1 = animelemtime(1) > 0
x = 1

[State 1730, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 0

[State 1730, Explod]
type = Explod
trigger1 = animelem = 9
anim = 7035
ID = 1301
pos = 10,0
postype = p1
bindtime = 14
removetime = 14
scale = 1.02,1.06
sprpriority = 4
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1730, HitDef]
type = HitDef
trigger1 = animelem = 9
attr = S, SA
animtype = Hard
air.animtype = Back
damage = 50, 5
priority = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 7,25
sparkno = -1
sparkxy = -10, -75
guard.sparkno = S7049
hitsound = S270,2
guardsound = S310,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 22
ground.velocity = -6
guard.velocity = -6
guard.slidetime = 11
guard.hittime = 22
air.velocity = -4.5,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recovertime = 35
air.fall = 1
air.recovertime = 45
yaccel = .45
persistent = 0
getpower = 93
givepower = 31, 31
Palfx.Time = 40
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9
EnvShake.Time = 10
EnvShake.Ampl = 5
EnvShake.Freq = 40

[State 1730]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 0,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1730, ChangeState2]
type = ChangeState
triggerall = animtime = 0
trigger1 = p2stateno = [5000,5099] 
value = 1740
ctrl = 0

[State 1730, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1740]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1710
facep2 = 0

[State 1740, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 1500,0
volume = 255
channel = 0

[State 1740, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 1000,27
volume = 255

[State 1740, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State 1740, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 4

[State 1740, VelMul]
type = VelMul
trigger1 = animelemtime(1) > 0
x = 1

[State 1740, VelSet]
type = VelSet
trigger1 = animelem = 10
x = 0

[State 1740, Explod]
type = Explod
trigger1 = animelem = 8
anim = 7036
ID = 1301
pos = 10,0
postype = p1
bindtime = 11
removetime = 11
scale = 1.02,1.06
sprpriority = 4
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1740, HitDef]
type = HitDef
trigger1 = animelem = 8
attr = S, SA
animtype = Hard
air.animtype = Back
damage = 50, 5
priority = 5, Hit
hitflag = MAF
guardflag = H
pausetime = 7,25
sparkno = S17005
sparkxy = -20, -60
guard.sparkno = S8007
hitsound = S270,2
guardsound = S310,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 22
ground.velocity = -6
guard.velocity = -6
guard.slidetime = 11
guard.hittime = 22
air.velocity = -4.5,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recovertime = 35
air.fall = 1
air.recovertime = 45
yaccel = .45
persistent = 0
getpower = 93
givepower = 31, 31
Palfx.Time = 40
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9
EnvShake.Time = 10
EnvShake.Ampl = 5
EnvShake.Freq = 40

[State 1740]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 0,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1740, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1750
ctrl = 0

[Statedef 1750]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1730
facep2 = 0

[State 1750, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1500,9
volume = 255
channel = 0

[State 1750, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 270,1
volume = 255

[State 1750, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State 1750, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 2

[State 1750, VelMul]
type = VelMul
trigger1 = animelemtime(1) > 0
x = 1

[State 1750, VelSet]
type = VelSet
trigger1 = animelem = 10
x = 0

[State 1750, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7038
ID = 1301
pos = -40,10
postype = p1
bindtime = 13
removetime = 13
scale = 1.02,1.06
sprpriority = 4
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1750, HitDef]
type = HitDef
trigger1 = animelem = 8
attr = S, SA
animtype = Hard
air.animtype = Back
damage = 50, 5
priority = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 15,10
sparkno = S17005
sparkxy = -10, -70
guard.sparkno = S8007
hitsound = S270,2
guardsound = S310,0
ground.type = hight
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 22
ground.velocity = -5,-10
guard.velocity = -11
guard.slidetime = 11
guard.hittime = 22
air.velocity = -5,-10
airguard.velocity = -7,0
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.hittime = 9	
fall = 1
fall.recovertime = 65
air.fall = 1
air.recovertime = 75
yaccel = .5
persistent = 0
getpower = 93
givepower = 31, 31
p2stateno = 1025
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 1750]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 0,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1750, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;V.3



[Statedef 1760]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd = 100
ctrl = 0
velset = 0,0
anim = 1700
facep2 = 1

[State 1760, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 106,0
volume = 255
channel = 0

[State 1760, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 1000,27
volume = 255

[State 1760, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

[State 1760, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 2

[State 1760, VelMul]
type = VelMul
trigger1 = animelemtime(1) > 0
x = 1

[State 1760, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 0

[State 1760, Explod]
type = Explod
trigger1 = animelem = 9
anim = 7035
ID = 1301
pos = 10,0
postype = p1
bindtime = 14
removetime = 14
scale = 1.02,1.06
sprpriority = 4
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1760, HitDef]
type = HitDef
trigger1 = animelem = 9
attr = S, SA
animtype = Hard
air.animtype = Back
damage = 35, 5
priority = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 7,25
sparkno = -1
sparkxy = -10, -75
guard.sparkno = S7049
hitsound = S270,2
guardsound = S310,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 22
ground.velocity = -6
guard.velocity = -6
guard.slidetime = 11
guard.hittime = 22
air.velocity = -4.5,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recovertime = 35
air.fall = 1
air.recovertime = 45
yaccel = .45
persistent = 0
getpower = 93
givepower = 31, 31
Palfx.Time = 40
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9
EnvShake.Time = 10
EnvShake.Ampl = 5
EnvShake.Freq = 40

[State 1760]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 0,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1760, ChangeState2]
type = ChangeState
triggerall = animtime = 0
trigger1 = p2stateno = [5000,5099] 
value = 1770
ctrl = 0

[State 1760, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1770]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1710
facep2 = 0

[State 1770, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 1500,0
volume = 255
channel = 0

[State 1770, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 1000,27
volume = 255

[State 1770, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State 1770, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 4

[State 1770, VelMul]
type = VelMul
trigger1 = animelemtime(1) > 0
x = 1

[State 1770, VelSet]
type = VelSet
trigger1 = animelem = 10
x = 0

[State 1770, Explod]
type = Explod
trigger1 = animelem = 8
anim = 7036
ID = 1301
pos = 10,0
postype = p1
bindtime = 11
removetime = 11
scale = 1.02,1.06
sprpriority = 4
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1770, HitDef]
type = HitDef
trigger1 = animelem = 8
attr = S, SA
animtype = Hard
air.animtype = Back
damage = 35, 5
priority = 5, Hit
hitflag = MAF
guardflag = H
pausetime = 7,25
sparkno = S17005
sparkxy = -20, -60
guard.sparkno = S8007
hitsound = S270,2
guardsound = S310,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 22
ground.velocity = -6
guard.velocity = -6
guard.slidetime = 11
guard.hittime = 22
air.velocity = -4.5,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recovertime = 35
air.fall = 1
air.recovertime = 45
yaccel = .45
persistent = 0
getpower = 93
givepower = 31, 31
Palfx.Time = 40
Palfx.Mul =  255,255,255
Palfx.Add = 138,63,169
Palfx.SinAdd = 30,10,10,9
EnvShake.Time = 10
EnvShake.Ampl = 5
EnvShake.Freq = 40

[State 1770]
type           = Helper
triggerall     = Numhelper(101) = 0
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 0,-25
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 1
size.yscale    = 1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 1770, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1780
ctrl = 0

[Statedef 1780]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1740
facep2 = 0

[State 1780, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1500,2
volume = 255
channel = 0

[State 1780, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 250,0
volume = 255

[State 1780, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State 1780, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 4

[State 1780, VelMul]
type = VelMul
trigger1 = animelemtime(1) > 0
x = 1

[State 1780, VelSet]
type = VelSet
trigger1 = animelem = 10
x = 0

[State 1780, HitDef]
type = HitDef
trigger1 = animelem = 8
attr = S, SA
animtype = Hard
air.animtype = Back
damage = 50, 5
priority = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 15,10
sparkno = S17005
sparkxy = -10, -70
guard.sparkno = S8007
hitsound = S260,0
guardsound = S310,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 22
ground.velocity = -2,-11
guard.velocity = -11
guard.slidetime = 11
guard.hittime = 22
air.velocity = -2,-11
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recovertime = 65
air.fall = 1
air.recovertime = 75
yaccel = .5
persistent = 0
getpower = 93
givepower = 31, 31
p2stateno = 5800
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 1780, Hit]
type = Explod
triggerall = NumExplod(7003) = 0
Trigger1 = Movehit = 1
anim = 7003
id = 7003
pos = 50,-70
postype = P1
scale = 0.80,0.80
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

[State 1780, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

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




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