; KFM's constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

; これはKFMの定数と状態のファイルです。
; このファイルの中には注釈が散らされているので、CNSを習いたいお方は
; 読んでみたらいいです。

[Data]
;Amount of life to start with
;体力ゲージの初期値
life = 1000
;attack power (more is stronger)
Power = 3000
;攻撃ダメージ
attack = 100
;defensive power (more is stronger)
;体力パワー
defence = 100
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 60
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 0
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 25     ;Player width (back, ground)
ground.front = 25    ;Player width (front, ground)
air.back = 25        ;Player width (back, air)
air.front = 25       ;Player width (front, air)
height = 75          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 8.6, 0    ;Run forward (x, y)
run.back = -9.5,0 ;Hop backward (x, y)
jump.neu = 0,-9    ;Neutral jumping velocity (x, y)
jump.back = -2.8    ;Jump back Speed (x, y)
jump.fwd = 2.8       ;Jump forward Speed (x, y)
runjump.back = -7.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 6,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that KFM uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; var(1)  - Used in kfm.cmd for combo condition (updated every tick)
; var(2)  - Used in Kung Fu Throw (state 800) to remember if fwd was being
;           held (remembered from state 800 through state 810).


;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 5300+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10000,0))
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = ifelse(Var(3) = 1, 183,Ifelse(var(2) = 1,182,181))

;---------------------------------------------------------------------------
; Win pose 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 8
value = S6,3
volume = 100


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,50]
flag = roundnotover

;---------------------------------------
; Win pose - Sin Gorra - Bandera
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3 || animelem = 4 || animelem = 5
x = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,10
volume = 100

[State 0, PlaySnd]
type = PlaySnd
triggerall = time > 26
trigger1 = time%15 = 0
value = S184,1
volume = 100


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,250]
flag = roundnotover



;-------------------------------------------------------------------------------
; Win pose - Super 13 - Fuegos Artificiales
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S5,1
volume = 100


[State 3400:	EnvShake]
type			= EnvShake
trigger1 		= Time = 0
time			= 50
freq			= 120
ampl			= -2
phase			= 50

[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 200
trigger1	= Time% 28 = 0
helpertype	= Normal
name		= "FireWork 1"
id		= 184
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 184
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 200
trigger1	= Time% 30 = 4
helpertype	= Normal
name		= "FireWork 2"
id		= 185
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 185
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 200
trigger1	= Time% 35 = 7
helpertype	= Normal
name		= "FireWork 3"
id		= 186
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 186
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 200
trigger1	= Time% 40 = 10
helpertype	= Normal
name		= "FireWork 4"
id		= 187
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 187
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover



;--------------------------------------------------------------------
; Win pose - Super 13 - FireWork 1
[Statedef 184]
movetype = A
;velset = 0,0
anim = 2760
ctrl = 0
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 1+(random%4)
y = -1-(random%6)

[State 0, VelMul]
type = Velset
trigger1 = time = 10
x = 0
Y = 0

[State 2720, Explod]
type = Explod
trigger1 = time = 0
anim =  7003
ID = 7003
pos = 0,-30
postype = p1
vel = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = -1
scale = 0.15,0.15
Ontop = 1
removetime = -2
removeongethit = 1

[State 2760, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s183,0
volume = 100
channel = -1

[State 2720, Explod]
type = Explod
trigger1 = time = 10
anim =  184+(random%4)
ID = 184
pos = 0,0
postype = p1
vel = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = -2
removeongethit = 1

[State 2760, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = s183,2
volume = 100
channel = -1


[State 2760, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;--------------------------------------------------------------------
; Win pose - Super 13 - FireWork 2
[Statedef 185]
movetype = A
;velset = 0,0
anim = 2760
ctrl = 0
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -1-(random%4)
y = -1-(random%6)

[State 0, VelMul]
type = Velset
trigger1 = time = 10
x = 0
Y = 0

[State 2720, Explod]
type = Explod
trigger1 = time = 0
anim =  7003
ID = 7003
pos = 0,-30
postype = p1
vel = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = -1
scale = 0.15,0.15
Ontop = 1
removetime = -2
removeongethit = 1


[State 2720, Explod]
type = Explod
trigger1 = time = 10
anim =  184+(random%4)
ID = 185
pos = 0,0
postype = p1
vel = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = -2
removeongethit = 1

[State 2760, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = s183,2
volume = 100
channel = -1


[State 2760, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;--------------------------------------------------------------------
; Win pose - Super 13 - FireWork 3
[Statedef 186]
movetype = A
;velset = 0,0
anim = 2760
ctrl = 0
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 4+(random%3)
y = 1-(random%4)

[State 0, VelMul]
type = Velset
trigger1 = time = 25
x = 0
Y = 0

[State 2720, Explod]
type = Explod
trigger1 = time = 0
anim =  7003
ID = 7003
pos = 0,-30
postype = p1
vel = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = -1
scale = 0.15,0.15
Ontop = 1
removetime = -2
removeongethit = 1

[State 2760, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s183,0
volume = 100
channel = -1

[State 2720, Explod]
type = Explod
trigger1 = time = 10
anim =  184+(random%4)
ID = 186
pos = 0,0
postype = p1
vel = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = -2
removeongethit = 1

[State 2760, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = s183,2
volume = 100
channel = -1


[State 2760, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;--------------------------------------------------------------------
; Win pose - Super 13 - FireWork 3
[Statedef 187]
movetype = A
;velset = 0,0
anim = 2760
ctrl = 0
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -4-(random%3)
y = 1-(random%4)

[State 0, VelMul]
type = Velset
trigger1 = time = 10
x = 0
Y = 0

[State 2720, Explod]
type = Explod
trigger1 = time = 0
anim =  7003
ID = 7003
pos = 0,-30
postype = p1
vel = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = -1
scale = 0.15,0.15
Ontop = 1
removetime = -2
removeongethit = 1

[State 2720, Explod]
type = Explod
trigger1 = time = 10
anim =  184+(random%4)
ID = 187
pos = 0,0
postype = p1
vel = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = -2
removeongethit = 1

[State 2760, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = s183,2
volume = 100
channel = -1


[State 2760, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0




;========================================================================================
;Gorrita - para atras
[Statedef 189]
type    = A
physics = N
velset = 0,0
anim = 189
ctrl = 0
sprpriority = -1

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 10
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 0
fv = 10
value = 31

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0 && Pos Y <= -8
value = fvar(10)
;scale =  (winmugen only)


[State 1250:	VelSet]
type			= VelSet
trigger1		= time = 0
x			= -1
y			= -5

[State 1250:	VelAdd]
type			= VelAdd
trigger1		= time > 0
x			= 0
y			= 0.2

[State 0, VarSet]
type = VarSet
triggerall = time > 10
trigger1 = Pos Y > -8
fv = 10
value = 0

[State 1250:	VelSet]
type			= VelSet
trigger1		= Pos Y > -6
x			= 0
y			= 0




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


;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 190]
type = A
ctrl = 0
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2name = "[Necromancer's] Goku" || p2name = "Goku Legend" || p2name = "Goku Type-Z" || p2name = "Goku"
trigger1 = time = 0
value = 190


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2name != "[Necromancer's] Goku"
triggerall = p2name != "Goku Legend"
triggerall = p2name != "Goku Type-Z"
triggerall = p2name != "Goku"
trigger1 = time = 0
value = 191




[State 191:		AssertSpecial]
type			= AssertSpecial
trigger1		= 1
flag			= Intro
flag2			= NoBarDisplay
flag3			= NoMusic

[State 0, PosSet]
type = PosSet
trigger1 = Time = 0
y = -600


[State 191,		Helper]
type		= Helper
trigger1	= time = 30
helpertype	= Normal
name		= "Mira"
id		= 195
pos		= 300,-200
postype		= p1
facing		= 1
stateno		= 195
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 3149, Conteo N伹eros]
type = Explod
trigger1 = time = 30
anim = 2662
ID =  2662
pos = 0,-40
postype = p2 ;p2,front,back,left,right
facing = (facing)
vfacing = 1
bindtime = -1
removetime = 250
supermove = 1
pausemove =1
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = Time = 50
x = 0
y = 20


[State 0, VelSet]
type = Velmul
trigger1 = Time > 72
y = 0.85

[State 193, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S1,12
volume = 100


[State 193, PlaySnd]
type = PlaySnd
triggerall = p2name = "[Necromancer's] Goku" || p2name = "Goku Legend" || p2name = "Goku Type-Z" || p2name = "Goku"
trigger1 = time = 90
value = S6,1
volume = 100

[State 193, PlaySnd]
type = PlaySnd
triggerall = p2name != "[Necromancer's] Goku"
triggerall = p2name != "Goku Legend"
triggerall = p2name != "Goku Type-Z"
triggerall = p2name != "Goku"
trigger1 = time = 90
value = S6,2
volume = 100

[State 105: Arena]
type	= Explod
triggerall = numexplod(7100) = 0
trigger1 = Time = 90
anim	= 7100
ID      = 7100
pos 	= -15,30
postype	= p1
facing 	= 1
vfacing	= 1
vel 	= 0,0
accel 	= 0,0
scale   = 1,1
ontop	= 1

[State 105: Areia]
type	= Explod
triggerall = numexplod(7101) = 0
trigger1 = Time = 90
anim	= 7101
ID      = 7101
pos 	= 15,30
postype	= p1
facing 	= 1
vfacing	= 1
vel 	= 0,0
accel 	= 0,0
scale   = 1,1
ontop	= 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = time >= 0
value = 0
movecamera = 0,0

[State 192, ChangeAnim]
type = Changestate
trigger1 = time = 250
value = 192

;---------------------------------
[Statedef 192]
type = A
ctrl = 0
velset = 0,0.2

[State 191:		AssertSpecial]
type			= AssertSpecial
trigger1		= 1
flag			= Intro


[State 193, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S1,1
volume = 0


[State 191, 1]
type = ChangeState
trigger1 = pos y > 0
value = 0

;---------------------------------------------
;Mira - Enemy Apuntado
[Statedef 195]
type    = A
;velset = 0,0
anim = 2661
ctrl = 0
sprpriority = 3

[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 0 && Var(12) < 0
v = 12
value = 6


[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 13
value = -100

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 0 && Var(13) < 0
v = 13
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(13),Var(12),Var(12)


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,15
volume = 0
channel = -1



[State 2660]
type = posadd
trigger1 = 1
x = p2dist X-1
y = p2bodydist Y-1


[State 26601:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1



[State 2290, DestroySelf]
type = DestroySelf
trigger1 = Time = 250


;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 196]
type = S
ctrl = 0
anim = 4400
poweradd= 150
velset = 0,0

[State 195, 1]
type=PlaySnd
trigger1 = time = 1
value = s4,8

[State 195, 4]
type = ChangeState
trigger1 = time = 80
value = 0
ctrl = 1

;------------------------------------------------------------------------
;Flying Start
[Statedef 1110]
type = A
movetype = A
physics = A
juggle  = 7
velset = 0, -6
ctrl = 0
anim = IfElse(Var(3)= 1,12100,ifelse(Var(2) = 1, 111000,1100))

[State 100:	Sound]
type = PlaySnd
trigger1 = Time = 0
value = s1, 0



[State 1110, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1100
ctrl = 1

;--------------------------------------------------------------------------
;Flying
[Statedef 1100]
type = A
ctrl = 0
anim = IfElse(Var(3)= 1,12100,ifelse(Var(2) = 1, 11100,1100))
velset = 0,0

[State 1100, PowerAdd]
type = PowerAdd
trigger1 = time > 0
value = -2

[State 1100, papar2]
type = ChangeAnim
trigger1 = (command != "holdup" && command != "holddown")
trigger1 = Anim != 1100+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10009,0))
value = 1100+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10009,0))


[State 991, parar1]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = var(13) = 0
trigger2 = Pos Y < -450
x = 0
y = 0


[State 991,Var(1)]
type = VarSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(13) != 2
trigger2 = Var(13) = 2
trigger2 = Vel Y >= 0.3
v = 13
value = 1

[State 991,Var(2)]
type = VarSet
trigger1 = Var(13) = 1
trigger1 = Vel Y <= -0.3
v = 13
value = 2

[State 991,Up]
type = VelAdd
trigger1 = Var(13) = 1
y = -0.02

[State 991,Down]
type = VelAdd
trigger1 = Var(13) = 2
y = 0.05

[State 991,fuwaEnd]
type = VelSet
Triggerall = var(13) != 0
Trigger1 = command = "holdfwd"
Trigger2 = command = "holdback"
Trigger3 = command = "holdup"
Trigger4 = command = "holddown"
y = 0

[State 991,fuwaEndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 13
value = 0

[State 1100, UpBorder1]
type = PosSet
trigger1 = Pos Y < -450
y = -450

[State 1100, UpBorder2a]
type = PosAdd
trigger1 = P2BodyDist Y > 450
trigger1 = Vel Y < 0
y = 50

[State 1100, UpBorder2b]
type = VelSet
trigger1 = P2BodyDist Y > 450
trigger1 = Vel Y < 0
y = 0

[State 1100, Runeffect]
type = AfterImage
trigger1 = Command = "FF"
trigger1 = Vel X < 8.6
trigger2 = Command = "BB"
trigger2 = Vel X > -7
trigger3 = Command = "DD"
trigger3 = Vel Y < 8.6
trigger4 = Command = "UU"
trigger4 = Vel Y > -7
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 1100, RunFwd]
type = VelSet
trigger1 = Command = "FF"
trigger1 = Vel X < 6.6
x = 6.6

[State 1110, 1]
type = PlaySnd
trigger1 = Command = "FF"
value = 1, 2

[State 1100, RunBack]
type = VelSet
trigger1 = Command = "BB"
trigger1 = Vel X > -5.7
x = -5.7

[State 1110, 1]
type = PlaySnd
trigger1 = Command = "BB"
value = 1, 2

[State 1100, RunDown]
type = VelSet
trigger1 = Command = "DD"
trigger1 = Vel Y < 6.6
y = 6.6

[State 1110, 1]
type = PlaySnd
trigger1 = Command = "DD"
value = 1, 2

[State 1100, RunUp]
type = VelSet
trigger1 = Command = "UU"
trigger1 = Vel Y > -5.7
y = -5.7

[State 1110, 1]
type = PlaySnd
trigger1 = Command = "UU"
value = 1, 2


[State 3100, GoDownAnim]
type = ChangeAnim
trigger1 = (Anim != 1103+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10000,0)) && command = "holddown")
value = 1103+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10000,0))

[State 1100, GoDown1]
type = VelAdd
trigger1 = command = "holddown"
y = 0.3

[State 1100,GoDown2]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0
y = 0


[State 3100, GoDownAnim]
type = ChangeAnim
trigger1 = (Anim != 1104+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10000,0)) && command = "holdup")
value = 1104+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10000,0))


[State 1100, GoUp1]
type = VelAdd
trigger1 = command = "holdup"
y = -0.2

[State 1100,GoUp2]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0
y = 0


[State 3100, GoDownAnim]
type = ChangeAnim
trigger1 = (Anim != 1102+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10000,0)) && command = "holdback")
value = 1102+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10000,0))

[State 1100, GoBack1]
type = VelAdd
trigger1 = command = "holdback"
x = -0.15

[State 1100,GoBack2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = Vel X > 0
x = 0

[State 3100, GoDownAnim]
type = ChangeAnim
trigger1 = (Anim != 1101+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10000,0)) && command = "holdfwd")
value = 1101+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10000,0))

[State 1100, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.25

[State 1100,GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0
x = 0


[State 1100, MakeDust1]
type = MakeDust
triggerall = Pos Y >= -80 && Pos Y <= -70
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
pos = -5, 75
spacing = 3

[State 1100, MakeDust2]
type = MakeDust
triggerall = Pos Y >= -70 && Pos Y <= -60
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
pos = -5, 60
spacing = 3

[State 1100, MakeDust3]
type = MakeDust
triggerall = Pos Y >= -60 && Pos Y <= -50
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
pos = -5, 50
spacing = 3

[State 1100, MakeDust4]
type = MakeDust
triggerall = Pos Y >= -50 && Pos Y <= -40
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
pos = -5, 40
spacing = 3

[State 1100, MakeDust5]
type = MakeDust
triggerall = Pos Y >= -40
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
pos = -5, 30
spacing = 3


[State 1100,Turn]
type = Turn
trigger1 = P2Dist X < 0

[State 1100,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1100,End]
type = ChangeState
trigger1 = Time > 2
trigger1 = command = "fly"
value = 50
ctrl = 1

[State 1100,WinALose]
type = ChangeState
trigger1 = Win = 1
trigger2 = Lose = 1
value = 1202

;---------------------------------------------------------------------------
[Statedef 1202]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1202

[State 210, 3]
type = VelAdd
trigger1 = AnimElem = 1
trigger1 = AnimElem <= 2
x = -0.3

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1100

[State 210, 3]
type = ChangeState
trigger1 = time = 60
value = 1203

;---------------------------------------------------------------------------
[Statedef 1203]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = s2,8

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1203

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1100

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;==========================================================================
;--------------------------------------------------------------------------
;==========================================================================
; Super Jump Start
[Statedef 60]
type            = A
movetype        = I
physics         = N
anim            = 41+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10000,0))
velset          = 0,-10
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[state 60, CtrlSet]
type            = CtrlSet
trigger1        = Time >= 1
value           = 1

[state 60, VelSetFwd]
type            = VelSet
trigger1        = command = "holdfwd"
x               = 3

[state 60, VelSetBack]
type            = VelSet
trigger1        = command = "holdback"
x               = -3

[state 60, VelAdd]
type            = VelAdd
trigger1        = Time > 10
x               = 0
y               = .40
;---------------

[State 60, Explod atras]
type = Explod
trigger1 = time = 1
anim = 7100
ID =  7100
pos = -10,30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 1, 1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0

[State 60, Explod adelante]
type = Explod
trigger1 = time = 1
anim = 7101
ID =  7101
pos = 10,30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime =-2
supermove = 1
pausemove =1
scale = 1, 1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0


[State 60, PlaySnd]
type = PlaySnd
trigger1 =  time = 1
value = s1,4
volume = 50
channel = -1

[state 60, End]
type            = ChangeState
trigger1        = Pos Y >= 1
value           = 52

;---------------------------------------------------------------------------
;Charge ki
[Statedef 730]
type    = S
physics = S
ctrl = 0
velset = 0,0,0

[State 730, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 730+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10000,0))

[State 730, 0]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 730, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 2

[State 730, 3 voz]
type = PlaySnd
trigger1 = Time = 0
value = 1, 10
channel = 5

[State 730, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = 3, 1
volume = 20
channel = 1

[State 730, 3]
type = PlaySnd
triggerall = time > 25
trigger1 = (anim = 730+IfElse(Life < 500,10000,0)) && time % 20 = 0
value = 3, 2
volume = 20
channel = 2


[State 730:	EnvShake]
type = EnvShake
triggerall = time > 50
trigger1 = (AnimElem = 1, > 0) && ((GameTime%20) = 0)
time = 70
freq = 120
ampl = -2
phase = 90

[State 730, 3]
type = PlaySnd
triggerall = time > 50
trigger1 = (anim = 730+IfElse(Life < 500,10000,0)) && time % 50 = 0
value = 3, 3
volume = 20
channel = 3

[State 0, destello]
type = EnvColor
triggerall = time > 50
trigger1 = (anim = 730+IfElse(Life < 500,10000,0)) && time % 50 = 0
value	= 175,175,175
time	= 1
;under = 0



[State 60, Explod atras]
type = Explod
trigger1 = AnimElem = 2
anim = 7100
ID =  7100
pos = -5,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 30
supermove = 1
pausemove =1
scale = 0.2, 0.2
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0

[State 60, Explod adelante]
type = Explod
trigger1 = AnimElem = 2
anim = 7101
ID =  7101
pos = 5,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 30
supermove = 1
pausemove =1
scale = 0.2, 0.2
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0




[State 3000, Super Charge]
type = Explod
triggerall = time >= 10
trigger1 = time %20 = 0
anim = 731
ID = 731
pos = 0,20
vel = 0, -1
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, Super Charge]
type = Explod
triggerall = time >= 10
trigger1 = time %3 = 0
anim = 7003
ID = 7003
pos = -20+(random%40),0
vel = 0, -2-(random%3)
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.1,0.1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 3000, Super Charge]
type = Explod
trigger1 = time = 10
anim = 732
ID = 732
pos = 5,-50
vel = 0, 0
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.85,0.85
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, Super Charge]
type = Explod
triggerall = time >= 10
trigger1 = time %10 = 0
anim = 733
ID = 733
pos = 0,0
vel = 0, 0
sprpriority = -1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.75,0.75
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1


[State 2400:	BGPalFX]
type			= BGPalFX
trigger1		= (animelem = 2)
time			= 12
add			= 20,20,20
mul			= 150,256,200
sinadd		        = 200,200,200,4
invertall		= 1
color			= 256

[State 730, 0]
type = PalFX
trigger1 = AnimElem = 2
time = 3
add = 70,20,128

[State 730, 1]
type = PalFX
trigger1 = AnimElem = 3
time = 1
add = 30,0,64

[State 730, 2]
type = poweradd
trigger1 = Time >= 0
value = 6

[State 730, a]
type = StateTypeSet
trigger1 = Pos Y < 0
value = A

[State 730,fuwaVar(1)]
type = VarSet
triggerall = Pos Y < 0
trigger1 = Var(2) = 2
trigger1 = Vel Y >= 2.4
trigger2 = Time = 0
v = 2
value = 1

[State 730,fuwaVar(2)]
type = VarSet
trigger1 = Pos Y < 0
trigger1 = Var(2) = 1
trigger1 = Vel Y <= -2.4
v = 2
value = 2

[State 730,fuwaUp]
type = VelAdd
trigger1 = Pos Y < 0
trigger1 = Var(2) = 1
y = -0.3

[State 730,fuwaDown]
type = VelAdd
trigger1 = Pos Y < 0
trigger1 = Var(2) = 2
y = 0.3

[State 730,fuwaEndVar]
type = VarSet
triggerall = Pos Y < 0
trigger1 = command != "charge"
trigger2 = command != "charge 1"
v = 2
value = 0

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1100


[State 730, RemoveExplod]
type = RemoveExplod
trigger1 = power > 2999
trigger2 = command != "charge"
trigger3 = command != "charge 1"
id = 731

[State 0, StopSnd]
type = StopSnd
trigger1 = command != "charge"
trigger2 = command != "charge 1"
channel = 5



[State 730, 5]
type = ChangeState
trigger1 = power > 2999
trigger2 = command != "charge"
trigger3 = command != "charge 1"
value = 734
ctrl = 0

;-----------------
;Chage Ki - finish
[Statedef 734]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 734+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10000,0))                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2


[State 730, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------------
;zanzoken
[statedef 900]
type=S
movetype=I
physics=N
velset=0,0
sprpriority=0
ctrl=0
Poweradd = -400

[State 0, ]
type=ChangeAnim
trigger1=!time
value=anim
elem=animelemno(0)
[State 0]
type=null;ChangeAnim
trigger1=(time<5)
;value=ifelse(pos y >=0,22,29)

[State 0]
type=AssertSpecial
trigger1=(time=[5,35])
flag=invisible
flag2=noshadow
ignorehitpause=1

[State 0]
type=EnvShake
trigger1=time=5
time=8
freq=260
ampl=-8

;[State 0]
;type=AllPalFX
;trigger1=time=7
;time=6
;add=160,160,160
;ignorehitpause=1

[State 0]
type=PlaySnd
trigger1=(time=5)||(time=10)
value=3,6

[State 1090]
type=AfterImage
trigger1= time = 5
time=10
length=10
palcontrast=120,120,120
palmul=.35,.35,.35
timegap=1
framegap=1
trans=Add
ignorehitpause=1

[State 1090, Afterimage bck]
type=Helper
trigger1=(time=5)
helpertype=normal
name="Afterimage bck"
ID=993
pos=0,0
postype=p1
facing=1
stateno=993
keyctrl=0
ownpal=1
persistent=0

[State 1090, Afterimage forw]
type=Helper
trigger1=(time=5)
helpertype=normal
name="Afterimage forw"
ID=994
pos=0,0
postype=p1
facing=1
stateno=994
keyctrl=0
ownpal=1
persistent=0

[State 0]
type=ChangeAnim
trigger1=(time>=10)
value=(ifelse(vel y<0,902,ifelse(vel y>0,903,ifelse(vel x<0,901,ifelse(vel x>0,900,ifelse(pos y<0,902,904))))))+IfElse(Var(3)= 1,11000,ifelse(Var(2) = 1, 10000,0))

[State 0]
type=PlayerPush
trigger1=(time=[5,35])
value=0

[State 0]
type=NotHitBy
trigger1=(time=[5,35])
value=SCA,NT,AT
time=1
ignorehitpause=1

[State 0]
type = PosAdd
trigger1 = (time=10)
x = ifelse(command="holdfwd",(70),(ifelse(command="holdback",(-70),0)))
y = ifelse(command="holdup",(-50),(ifelse(command="holddown",50,0)))

[State 0]
type = Posset
trigger1 = (time=10) && command = "holddown"
trigger2 = pos y > 0
y = 0

[State 0]
type = VelSet
trigger1 = (time>=10)
x = ifelse(command="holdfwd",(3),(ifelse(command="holdback",(-3),(0))))
y = ifelse(command="holdup",(-3),(ifelse(command="holddown",(3),0)))

[State 0]
type=ScreenBound
trigger1=(command!="holdfwd")&&(command!="holdback")&&(command!="holddown")&&(command!="holdup")&&(time>=25)
movecamera=1,1
value=0

[State 0]
type=AfterImage
trigger1=(time=5)||(time>=10)&&(gametime%3=0)
time=ifelse(time=5,10,3)
length=ifelse(time=5,10,20)
palcontrast=120,120,120
palmul=ifelse(time=5,.55,.65),ifelse(time=5,.55,.65),ifelse(time=5,.55,.65)
timegap=1
framegap=1
trans=Add
ignorehitpause=1

[State 0]
type=Turn
trigger1=p2dist x<0

[State 0]
type=ChangeState
trigger1=(time>=35)
value=ifelse(pos y<0,ifelse(command="holdfwd" ||command="holdback" || command="holdup",1100,50),0)
ctrl=1
;---------------------------------------------------
;Zanzoken-1
[Statedef 993]
type=S
movetype=I
physics=N
velset=ifelse(parent,stateno=1056,-7,-1),0
sprpriority=0
ctrl=0

[State 0, blargh]
type=DisplayToClipboard
trigger1=1
text="What should i write here?"
ignorehitpause=1

[State 0, ]
type=ChangeAnim
trigger1=!time
value=parent,anim
elem=parent,animelemno(0)

[State 0]
type=NotHitBy
trigger1=1
value=SCA
time=1

[State 0]
type=AssertSpecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

[State 0]
type=AfterImage
trigger1=gametime%8=0
time=4
length=4
palcolor=256
palcontrast=120,120,120
palmul=.35,.35,.35
timegap=1
framegap=1
trans=add
ignorehitpause=1

[State 0]
type=DestroySelf
trigger1=time>12
ignorehitpause=1
;------------------------------------------------------------
;Zanzoken-2
[Statedef 994]
type=S
movetype=I
physics=N
velset=ifelse(parent,stateno=1056,7,1),0
sprpriority=0
ctrl=0

[State 0, blargh]
type=DisplayToClipboard
trigger1=1
text="What should i write here?"
ignorehitpause=1

[State 0, ]
type=ChangeAnim
trigger1=!time
value=parent,anim
elem=parent,animelemno(0)

[State 0]
type=NotHitBy
trigger1=1
value=SCA
time=1

[State 0]
type=AssertSpecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

[State 0]
type=AfterImage
trigger1=gametime%8=0
time=4
length=4
palcolor=256
palcontrast=120,120,120
palmul=.35,.35,.35
timegap=1
framegap=1
trans=add
ignorehitpause=1

[State 0]
type=DestroySelf
trigger1=time>12
ignorehitpause=1





;===================================================================================
;---------------- B疽icos ----------------------------------------------------------
;===================================================================================
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200+ifelse(Var(2) = 1, 10000,0)                     ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 0, ChangeState]
type = ChangeState
triggerall = Var(3)= 1
trigger1 = time = 0
value = 11200
ctrl = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1 || animelem = 2
x = 4
y = 0



[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 23, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = -1;s7002                   ;Spark anim no (Def: set above)
sparkxy = -30, -65               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s7005
;Y-offset for the spark rel. to p1
hitsound = s0, 5                  ;Sound to play on hit
guardsound = s0, 8                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 45, -65
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 45, -65
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 0



[State 200, 7]
type = ChangeState
triggerall = time >= 9
trigger1 = command = "x"
value = 201
ctrl = 1

;---------------------------------------------------------------------------
; Stand Light Punch - 2nd hit
[Statedef 201]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 201+ifelse(Var(2) = 1, 10000,0)                     ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 0, ChangeState]
type = ChangeState
triggerall = Var(3)= 1
trigger1 = time = 0
value = 11201
ctrl = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 23, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = -1;s7000                      ;Spark anim no (Def: set above)
sparkxy = -30, -65               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s7005
;Y-offset for the spark rel. to p1
hitsound = s0, 5                  ;Sound to play on hit
guardsound = s0, 8               ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 45, -65
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 45, -65
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 4

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing strong punch
; CNS difficulty: easy
; Note the width controller. It makes KFM's push box larger, so he doesn't
; stand so close to the opponent. Hit Ctrl-C and look at the red bar at his
; feet.
; The sprpriority for this state is at -1, instead of the usual 2 for
; attacks. This makes KFM appear behind the opponent initially.
; The SprPriority controller in [State 210, 4] brings KFM to the front when
; his arm has swung over.
; To stop KFM from pausing in his swing frame, there is a ChangeAnim in
; [State 210, 3] that detects if the hit has come in contact with the
; opponent during that frame, and switches to the next animation element
; (notice the elem=6 parameter). If you don't see what I mean, try commenting
; out that controller, then hit someone with this attack.
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210+IfElse(Var(2) = 1,10000,0)
sprpriority = -1

[State 0, ChangeState]
type = ChangeState
triggerall = Var(3)= 1
trigger1 = time = 0
value = 11210
ctrl = 0

[State 0, PowerAdd]
type = Posadd
trigger1 = animelem = 1 || animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
x = 7

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = -1;S7000
sparkxy = -30,-65
guard.sparkno = s7005
hitsound   = s0, 7
guardsound = s0, 8
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 45, -65
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 45, -65
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 5

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
triggerall = Var(3)= 1
trigger1 = time = 0
value = 11230
ctrl = 0

[State 230, MakeDust]
type = MakeDust
trigger1 = animelem = 2
pos = -1, 0
spacing	= 1

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 2
x = 5
y = 0

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 230, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 12,12
sparkno = -1;s7002
sparkxy = -40,-55
guard.sparkno = s7005
hitsound   = s0, 5
guardsound = s0, 8
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 65, -55
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 65, -55
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
triggerall = Var(3)= 1
trigger1 = time = 0
value = 11240
ctrl = 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1 || animelem = 2 || animelem = 3
x = 7
y = 0


[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3 || animelem = 4
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 10,12
sparkno = -1;s7000
sparkxy = -30,-70
guard.sparkno = s7005
hitsound   = s0, 7
guardsound = s0, 8
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -4.2,-3.2
recover = 0

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 45, -70
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 45, -70
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 6

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Command - Patada Abanico
[Statedef 310]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 20
ctrl = 0
anim = 310+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 241, MakeDust]
type = MakeDust
trigger1 = time > 0
pos = -1, 0
spacing	= 1

[State 300, 1]
type = VelSet
trigger1 = Time = 0
x = 5
y = 0


[State 310, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 4

[State 310, 2]
type = HitDef
trigger1 = Animelem = 2 || animelem = 3
attr = A, NA
damage = 16
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = -1;s7000
sparkxy = -30,-55
guard.sparkno = s7005
hitsound   = s0,5
guardsound = s0,8
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -5
air.velocity = -4,3

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 45, -55
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 45, -55
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 310, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 3



[State 310, 3]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;===========================================================================
;---------------------------------------------------------------------------
;Crouching light punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning
;     KFM will get hit instead of trading hits with his opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 0

[State 400, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 23
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = -1;s7002
sparkxy = -20,-35
guard.sparkno = s7005
hitsound   = s0, 5
guardsound = s0, 8
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 35, -35
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 35, -35
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching strong punch
; CNS difficulty: easy
; Description: This is a 2-hit move. It is done by having two HitDefs
;     triggered, one for each frame of animation that hits.
;     Notice how the first hit cannot be guarded by an opponent in the
;     air, because of the "M" in the guardflag, meaning it can only
;     be guarded "middle". The second hit has an "MA" guardflag, so
;     it can be guarded both on the ground and in the air.
; CNS レベル: 易
; 詳細: これは殴打が二発ある攻撃です。
; 殴打できるアニメーションの枚は一々HitDefを登録しています。
; 一発目の攻撃のHitDefにはguardflagが「M」（middle＝中段ガード）
; にセットされているので、相手は空中でガードできません。二発目
; の攻撃のguardflagは「MA」（middle+air＝中段＋空中ガード）で、
; 地上、空中でもガードすることができます。
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 0, VelSet]
type = posadd
trigger1 = AnimElem = 1  || AnimElem = 2
x = 4


[State 410, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 3

;This is the first hit, triggered on the 3rd element of animation.
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2  || AnimElem = 3
attr = C, NA
damage    = 37
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = -1;s7000
sparkxy = -10,-55
guard.sparkno = s7005
hitsound   = s0, 6
guardsound = s0, 8
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,-4
air.velocity = -2,-5

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 25, -55
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 25, -55
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 4

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430+IfElse(Var(2) = 1,10000,0)
sprpriority = 2


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1 || animelem = 4
x = 5
y = 0

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 0

[State 430, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 8,15
sparkno = -1;s7002
sparkxy = -20,-35
guard.sparkno = s7005
hitsound   = s0, 5
guardsound = s0, 8
ground.type = Low
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 35, -35
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 35, -35
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
; CNS レベル: 易
; 詳細:
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1 || animelem = 4
x = 5
y = 0

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 2

[State 440, 3]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 72
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = -1;s7000
sparkxy = -30,-10
guard.sparkno = s7005
hitsound   = s0, 7
guardsound = s0, 8
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 45, -10
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 45, -10
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 440, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 5

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
;Jump Light Punch 1
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 0



[State 600, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = -1;s7002
sparkxy = -20,-15
guard.sparkno = s7005
hitsound   = s0,5
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 35, -15
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 35, -15
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 600, 3]
type = CtrlSet
trigger1 = Animtime = 0
value = 1

[State 0, ChangeState]
type = ChangeState
triggerall = time >= 8
trigger1 = command = "x"
value = 601
ctrl = 0

;--------------------------------------
;Jump Light Punch 2
; CNS difficulty: easy
[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 601+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 601, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 0



[State 601, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = -1;s7002
sparkxy = -20,-15
guard.sparkno = s7005
hitsound   = s0,5
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 35, -15
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 35, -15
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 601, 3]
type = CtrlSet
trigger1 = Animtime = 0
value = 1

;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 3

[State 610, 3]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = -1;s7000
sparkxy = -20,-5
guard.sparkno = s7005
hitsound   = s0,6
guardsound = s0,8
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -5,1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 35, -5
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 35, -5
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 6


[State 600, 3]
type = CtrlSet
trigger1 = Animtime = 0
value = 1

;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 1

[State 630, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = -1;s7000
sparkxy = -5,-5
guard.sparkno = s7005
hitsound   = s0,5
guardsound = s0,8
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 20, -5
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 20, -5
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 2


[State 600, 3]
type = CtrlSet
trigger1 = Animtime = 0
value = 1

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 2

[State 640, 3]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = -1;s7000
sparkxy = -20,-5
guard.sparkno = s7005
hitsound   = s0,7
guardsound = s0,8
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -4, -4

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 35, -5
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 35, -5
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 640, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4, 0

[State 640, 3]
type = CtrlSet
trigger1 = Animtime = 0
value = 1

;===========================================================================
;---------------------------------------------------------------------------
;Fly Light Punch
; CNS difficulty: easy
[Statedef 500]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
triggerall = Var(3) = 1
trigger1 = time = 0
value = 11500
ctrl = 1



[State 600, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 0



[State 600, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = -1;s7002
sparkxy = -20,-15
guard.sparkno = s7005
hitsound   = s0,5
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 35, -15
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 35, -15
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 4

[State 0, ChangeState]
type = ChangeState
triggerall = time >= 8
trigger1 = command = "x"
value = 501
ctrl = 0

[State 500, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 1

[State 500, GoFwd1]
type = VelAdd
trigger1 = command = "holdback"
x = -1

[State 500,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 500,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 500,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 500, 3]
type = Changestate
trigger1 = Animtime = 0
value = 1100

[State 500, 3]
type = Changestate
trigger1 = pos Y = 0
value = 0

;---------------------------------------------------------------------------
;Fly Light Punch
; CNS difficulty: easy
[Statedef 501]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 11
ctrl = 0
anim = 601+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
triggerall = Var(3) = 1
trigger1 = time = 0
value = 11501
ctrl = 1

[State 600, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 0



[State 600, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = -1;s7002
sparkxy = -20,-15
guard.sparkno = s7005
hitsound   = s0,5
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 35, -15
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 35, -15
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 4

[State 500, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 1

[State 500, GoFwd1]
type = VelAdd
trigger1 = command = "holdback"
x = -1

[State 500,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 500,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 500,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 500, 3]
type = Changestate
trigger1 = Animtime = 0
value = 1100

[State 500, 3]
type = Changestate
trigger1 = pos Y = 0
value = 0

;---------------------------------------------------------------------------
;Fly Strong Punch
; CNS difficulty: easy
[Statedef 510]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
triggerall = Var(3) = 1
trigger1 = time = 0
value = 11510
ctrl = 1

[State 610, 2]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 3

[State 610, 3]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = -1;s7000
sparkxy = -20,-5
guard.sparkno = s7005
hitsound   = s0,6
guardsound = s0,8
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -5,1


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 35, -5
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 35, -5
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 6


[State 510, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 1

[State 510, GoFwd1]
type = VelAdd
trigger1 = command = "holdback"
x = -1

[State 510,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 510,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger2 = pos Y > -1
y = 0

[State 510,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 510, 3]
type = Changestate
trigger1 = Animtime = 0
value = 1100

[State 510, 3]
type = Changestate
trigger1 = pos Y = 0
value = 0

;---------------------------------------------------------------------------
;Fly Light Kick
; CNS difficulty: easy
[Statedef 530]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
triggerall = Var(3) = 1
trigger1 = time = 0
value = 11530
ctrl = 1

[State 630, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 1

[State 630, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = -1;s7000
sparkxy = -5,-5
guard.sparkno = s7005
hitsound   = s0,5
guardsound = s0,8
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 20, -5
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 20, -5
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 2


[State 530, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 1

[State 530, GoFwd1]
type = VelAdd
trigger1 = command = "holdback"
x = -1

[State 530,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 530,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 530,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 530, 3]
type = Changestate
trigger1 = Animtime = 0
value = 1100

[State 530, 3]
type = Changestate
trigger1 = pos Y = 0
value = 0

;---------------------------------------------------------------------------
;Fly Strong Kick
; CNS difficulty: easy
[Statedef 540]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
triggerall = Var(3) = 1
trigger1 = time = 0
value = 11540
ctrl = 1

[State 640, 2]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 2

[State 640, 3]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = -1;s7000
sparkxy = -20,-5
guard.sparkno = s7005
hitsound   = s0,7
guardsound = s0,8
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3, 4

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 35, -5
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7008) < 1
trigger1 = Movehit = 1
anim = 7008
ID = 7008
postype = P1
pos = 35, -5
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 640, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4, 0

[State 540, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 1

[State 540, GoFwd1]
type = VelAdd
trigger1 = command = "holdback"
x = -1

[State 540,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 540,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 540,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 540, 3]
type = Changestate
trigger1 = Animtime = 0
value = 1100

[State 540, 3]
type = Changestate
trigger1 = pos Y = 0
value = 0


;===================================================================================
;---------------- Specials Ki-------------------------------------------------------
;===================================================================================
; Description: This is like a standard attack, but with some differences.
;   There are two HitDefs in this attack. One is triggered when the
;   opponent is near (using a p2bodydist trigger), and the other
;   when the opponent is farther away. The main differences between
;   the near and far versions of the HitDefs is that the near version
;   has a "fall" parameter set to 1, causing the opponent to be knocked
;   down. Other minor differences are the damage, and the velocity to
;   give the opponent.
;   The line "attr = S, SA" line means this is a Standing, Special Attack.
;   It is important you have the attr parameter set correctly for all
;   you HitDefs.
;===================================================================================

;Fireball
[Statedef 1000]
type = S
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1000+IfElse(Var(2) = 1,10000,0)
poweradd = -75

[State 1000, 1]
type=PlaySnd
trigger1 = AnimElem = 2
value= s3, 4
volume = 50

;[State 1000, PlaySnd]
;type = PlaySnd
;trigger1 = Time = 0
;value = 1,5
;volume = 100

[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 2) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 40,-70
postype		= p1
facing		= 1
stateno		= 1050+(random%6)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.2
size.yscale     = 1

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 2
anim =  1049
ID = 1049
pos = 35,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = 16
removeongethit = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 6

[State 1000, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  0
ctrl= 1


[State 1000, 0]
type = ChangeState
triggerall = power >= 50
triggerall = time  > 15
trigger1 = command = "c"
value = 1001

;----------------------------------------------
;Fireball   2
[Statedef 1001]
type = S
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1001+IfElse(Var(2) = 1,10000,0)
poweradd = -75

[State 1001, 1]
type=PlaySnd
trigger1 = AnimElem = 1
value= s3, 4
volume = 50

;[State 1000, PlaySnd]
;type = PlaySnd
;trigger1 = Time = 0
;value = 1,5
;volume = 100

[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 1) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 40,-70
postype		= p1
facing		= 1
stateno		= 1050+(random%6)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.2
size.yscale     = 1

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 1
anim =  1049
ID = 1049
pos = 35,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = 16
removeongethit = 1


[State 1001, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  0
ctrl= 1

[State 1000, 0]
type = ChangeState
triggerall = power >= 50
triggerall = time  > 15
trigger1 = command = "c"
value = 1002

;----------------------------------------------
;Fireball   3
[Statedef 1002]
type = S
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1001+IfElse(Var(2) = 1,10000,0)
poweradd = -75

[State 1001, 1]
type=PlaySnd
trigger1 = AnimElem = 1
value= s3, 4
volume = 50

;[State 1000, PlaySnd]
;type = PlaySnd
;trigger1 = Time = 0
;value = 1,5
;volume = 100

[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 1) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 35,-70
postype		= p1
facing		= 1
stateno		= 1050+(random%6)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.2
size.yscale     = 1

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 1
anim =  1049
ID = 1049
pos = 40,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = 16
removeongethit = 1


[State 1001, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  0
ctrl= 1

[State 1000, 0]
type = ChangeState
triggerall = power >= 50
triggerall = time  > 15
trigger1 = command = "c"
value = 1003

;----------------------------------------------
;Fireball   4
[Statedef 1003]
type = S
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1001+IfElse(Var(2) = 1,10000,0)
poweradd = -75

[State 1001, 1]
type=PlaySnd
trigger1 = AnimElem = 1
value= s3, 4
volume = 50

;[State 1000, PlaySnd]
;type = PlaySnd
;trigger1 = Time = 0
;value = 1,5
;volume = 100

[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 1) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 40,-70
postype		= p1
facing		= 1
stateno		= 1050+(random%6)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.2
size.yscale     = 1

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 1
anim =  1049
ID = 1049
pos = 40,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = 16
removeongethit = 1


[State 1001, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  0
ctrl= 1

[State 1000, 0]
type = ChangeState
triggerall = power >= 50
triggerall = time  > 15
trigger1 = command = "c"
value = 1004

;----------------------------------------------
;Fireball   5
[Statedef 1004]
type = S
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1001+IfElse(Var(2) = 1,10000,0)
poweradd = -75

[State 1001, 1]
type=PlaySnd
trigger1 = AnimElem = 1
value= s3, 4
volume = 50

;[State 1000, PlaySnd]
;type = PlaySnd
;trigger1 = Time = 0
;value = 1,5
;volume = 100

[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 1) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 40,-70
postype		= p1
facing		= 1
stateno		= 1050+(random%6)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.2
size.yscale     = 1

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 1
anim =  1049
ID = 1049
pos = 40,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = 16
removeongethit = 1


[State 1001, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  0
ctrl= 1

[State 1000, 0]
type = ChangeState
triggerall = power >= 50
triggerall = time  > 15
trigger1 = command = "c"
value = 1005

;----------------------------------------------
;Fireball   6
[Statedef 1005]
type = S
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1001+IfElse(Var(2) = 1,10000,0)
poweradd = -75

[State 1001, 1]
type=PlaySnd
trigger1 = AnimElem = 1
value= s3, 4
volume = 50

;[State 1000, PlaySnd]
;type = PlaySnd
;trigger1 = Time = 0
;value = 1,5
;volume = 100

[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 1) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 40,-70
postype		= p1
facing		= 1
stateno		= 1050+(random%6)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.2
size.yscale     = 1

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 1
anim =  1049
ID = 1049
pos = 40,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = 16
removeongethit = 1


[State 1001, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  0
ctrl= 1



;-----------------------------------------
;-----------------------------------------------
;Fire Ball Projectile
[Statedef 1050]
movetype	= A
anim		= 1050
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 1
ignorehitpause = 0

;[State 1001:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0


[State 1001:	VelSet]
type			= VelSet
trigger1		= (!Time)
x			= 7
y			= 0

[State 3201, Seek 1]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X < 0
trigger1 = Time >= 10
x = -1

[State 3201, Seek 2]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X > 0
trigger1 = Time >= 10
x = 1

[State 3201, Seek 3]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y < 50
trigger1 = Time >= 10
y = -1

[State 3201, Seek 4]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y > 50
trigger1 = Time >= 10
y = 1


[State 0: 	AfterImage]
type 		= AfterImage
trigger1 	= (!Time)
time 		= 50
framegap 	= 1
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .90, .90, .90
palcontrast 	= 100, 100, 100
trans 		= add

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 20,5
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -15,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,5
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 0, HitOverride]
type = HitOverride
trigger1= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1060
time = 1
forceair = 0
ignorehitpause = 1
;persistent =


[State 1001:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = time = 200

;-----------------------------------------------
;Fire Ball Projectile  1
[Statedef 1051]
movetype	= A
anim		= 1050
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 1
ignorehitpause = 0


;[State 1001:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0


[State 1001:	VelSet]
type			= VelSet
trigger1		= (!Time)
x			= 7
y			= -0.5

[State 3201, Seek 1]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X < 0
trigger1 = Time >= 10
x = -1

[State 3201, Seek 2]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X > 0
trigger1 = Time >= 10
x = 1

[State 3201, Seek 3]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y < 50
trigger1 = Time >= 10
y = -1

[State 3201, Seek 4]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y > 50
trigger1 = Time >= 10
y = 1


[State 0: 	AfterImage]
type 		= AfterImage
trigger1 	= (!Time)
time 		= 50
framegap 	= 1
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .90, .90, .90
palcontrast 	= 100, 100, 100
trans 		= add

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 20,5
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -15,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,5
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 0, HitOverride]
type = HitOverride
trigger1= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1060
time = 1
forceair = 0
ignorehitpause = 1
;persistent =

[State 1001:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = time = 200

;-----------------------------------------------
;Fire Ball Projectile 3
[Statedef 1052]
movetype	= A
anim		= 1050
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 1
ignorehitpause = 0

;[State 1001:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0


[State 1001:	VelSet]
type			= VelSet
trigger1		= (!Time)
x			= 7
y			= 0.5

[State 3201, Seek 1]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X < 0
trigger1 = Time >= 10
x = -1

[State 3201, Seek 2]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X > 0
trigger1 = Time >= 10
x = 1

[State 3201, Seek 3]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y < 50
trigger1 = Time >= 10
y = -1

[State 3201, Seek 4]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y > 50
trigger1 = Time >= 10
y = 1


[State 0: 	AfterImage]
type 		= AfterImage
trigger1 	= (!Time)
time 		= 50
framegap 	= 1
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .90, .90, .90
palcontrast 	= 100, 100, 100
trans 		= add

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 20,5
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -15,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,5
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 0, HitOverride]
type = HitOverride
trigger1= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1060
time = 1
forceair = 0
ignorehitpause = 1
;persistent =

[State 1001:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = time = 200

;-----------------------------------------------
;Fire Ball Projectile 4
[Statedef 1053]
movetype	= A
anim		= 1050
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 1
ignorehitpause = 0


;[State 1001:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0


[State 1001:	VelSet]
type			= VelSet
trigger1		= (!Time)
x			= 7
y			= -1

[State 3201, Seek 1]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X < 0
trigger1 = Time >= 10
x = -1

[State 3201, Seek 2]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X > 0
trigger1 = Time >= 10
x = 1

[State 3201, Seek 3]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y < 50
trigger1 = Time >= 10
y = -1

[State 3201, Seek 4]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y > 50
trigger1 = Time >= 10
y = 1


[State 0: 	AfterImage]
type 		= AfterImage
trigger1 	= (!Time)
time 		= 50
framegap 	= 1
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .90, .90, .90
palcontrast 	= 100, 100, 100
trans 		= add

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 20,5
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -15,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,5
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 0, HitOverride]
type = HitOverride
trigger1= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1060
time = 1
forceair = 0
ignorehitpause = 1
;persistent =

[State 1001:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = time = 200

;-----------------------------------------------
;Fire Ball Projectile 5
[Statedef 1054]
movetype	= A
anim		= 1050
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 1
ignorehitpause = 0


;[State 1001:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0


[State 1001:	VelSet]
type			= VelSet
trigger1		= (!Time)
x			= 7
y			= 1.2

[State 3201, Seek 1]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X < 0
trigger1 = Time >= 10
x = -1

[State 3201, Seek 2]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X > 0
trigger1 = Time >= 10
x = 1

[State 3201, Seek 3]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y < 50
trigger1 = Time >= 10
y = -1

[State 3201, Seek 4]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y > 50
trigger1 = Time >= 10
y = 1


[State 0: 	AfterImage]
type 		= AfterImage
trigger1 	= (!Time)
time 		= 50
framegap 	= 1
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .90, .90, .90
palcontrast 	= 100, 100, 100
trans 		= add

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 20,5
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -15,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,5
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 0, HitOverride]
type = HitOverride
trigger1= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1060
time = 1
forceair = 0
ignorehitpause = 1
;persistent =

[State 1001:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = time = 200

;-----------------------------------------------
;Fire Ball Projectile 6
[Statedef 1055]
movetype	= A
anim		= 1050
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 1
ignorehitpause = 0


;[State 1001:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0


[State 1001:	VelSet]
type			= VelSet
trigger1		= (!Time)
x			= 7
y			= 0.2


[State 3201, Seek 1]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X < 0
trigger1 = Time >= 10
x = -1

[State 3201, Seek 2]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X > 0
trigger1 = Time >= 10
x = 1

[State 3201, Seek 3]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y < 50
trigger1 = Time >= 50
y = -1

[State 3201, Seek 4]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y > 50
trigger1 = Time >= 10
y = 1



[State 0: 	AfterImage]
type 		= AfterImage
trigger1 	= (!Time)
time 		= 50
framegap 	= 1
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .90, .90, .90
palcontrast 	= 100, 100, 100
trans 		= add

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 20,5
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -15,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,5
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 2250, Explod]
type = Explod
trigger1 = ifelse(numhelper(2660) = 0,pos Y >= 2, time = 200)
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = 26
removeongethit = 1

[State 0, HitOverride]
type = HitOverride
trigger1= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1060
time = 1
forceair = 0
ignorehitpause = 1
;persistent =

[State 2250:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = ifelse(numhelper(2660) = 0,pos Y >= 3, time = 200)

;-----------------------------------------------
;Fire Ball Projectile 7
[Statedef 1056]
movetype	= A
anim		= 1050
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 1
ignorehitpause = 0


;[State 1001:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0

[State 1001:	VelSet]
type			= VelSet
trigger1		= (!Time)
x			= 7
y			= 4

[State 3201, Seek 1]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X < 0
trigger1 = Time >= 10
x = -1

[State 3201, Seek 2]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X > 0
trigger1 = Time >= 10
x = 1

[State 3201, Seek 3]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y < 10
trigger1 = Time >= 50
y = -1

[State 3201, Seek 4]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y > 10
trigger1 = Time >= 50
y = 1

[State 0: 	AfterImage]
type 		= AfterImage
trigger1 	= (!Time)
time 		= 50
framegap 	= 1
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .90, .90, .90
palcontrast 	= 100, 100, 100
trans 		= add

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 20,5
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -15,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,5
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 2250, Explod]
type = Explod
trigger1 = ifelse(numhelper(2660) = 0,pos Y >= 2, time = 200)
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = 26
removeongethit = 1

[State 0, HitOverride]
type = HitOverride
trigger1= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1060
time = 1
forceair = 0
ignorehitpause = 1
;persistent =

[State 2250:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = ifelse(numhelper(2660) = 0,pos Y >= 3, time = 200)


;-----------------------------------------------
;Fire Ball Projectile 8
[Statedef 1057]
movetype	= A
anim		= 1050
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 1
ignorehitpause = 0


;[State 1001:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0


[State 1001:	VelSet]
type			= VelSet
trigger1		= (!Time)
x			= 7
y			= 5

[State 3201, Seek 1]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X < 0
trigger1 = Time >= 10
x = -1

[State 3201, Seek 2]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X > 0
trigger1 = Time >= 10
x = 1

[State 3201, Seek 3]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y < 10
trigger1 = Time >= 50
y = -1

[State 3201, Seek 4]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y > 50
trigger1 = Time >= 10
y = 1


[State 0: 	AfterImage]
type 		= AfterImage
trigger1 	= (!Time)
time 		= 50
framegap 	= 1
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .90, .90, .90
palcontrast 	= 100, 100, 100
trans 		= add

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 20,5
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -15,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,5
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 2250, Explod]
type = Explod
trigger1 = ifelse(numhelper(2660) = 0,pos Y >= 2, time = 200)
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = 26
removeongethit = 1

[State 0, HitOverride]
type = HitOverride
trigger1= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1060
time = 1
forceair = 0
ignorehitpause = 1
;persistent =

[State 2250:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = ifelse(numhelper(2660) = 0,pos Y >= 3, time = 200)


;-----------------------------------------------
;Fire Ball Projectile 9
[Statedef 1058]
movetype	= A
anim		= 1050
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 1
ignorehitpause = 0


;[State 1001:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0


[State 1001:	VelSet]
type			= VelSet
trigger1		= (!Time)
x			= 7
y			= 6

[State 3201, Seek 1]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X < 0
trigger1 = Time >= 10
x = -1

[State 3201, Seek 2]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X > 0
trigger1 = Time >= 10
x = 1

[State 3201, Seek 3]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y < 50
trigger1 = Time >= 10
y = -1

[State 3201, Seek 4]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y > 50
trigger1 = Time >= 10
y = 1


[State 0: 	AfterImage]
type 		= AfterImage
trigger1 	= (!Time)
time 		= 50
framegap 	= 1
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .90, .90, .90
palcontrast 	= 100, 100, 100
trans 		= add

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 20,5
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -15,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,5
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 2250, Explod]
type = Explod
trigger1 = ifelse(numhelper(2660) = 0,pos Y >= 2, time = 200)
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = 26
removeongethit = 1

[State 0, HitOverride]
type = HitOverride
trigger1= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1060
time = 1
forceair = 0
ignorehitpause = 1
;persistent =

[State 2250:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = ifelse(numhelper(2660) = 0,pos Y >= 3, time = 200)


;-----------------------------------------------
;Fire Ball Projectile 10
[Statedef 1059]
movetype	= A
anim		= 1050
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 1
ignorehitpause = 0


;[State 1001:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0


[State 1001:	VelSet]
type			= VelSet
trigger1		= (!Time)
x			= 7
y			= 7

[State 3201, Seek 1]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X < 0
trigger1 = Time >= 10
x = -1

[State 3201, Seek 2]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist X > 0
trigger1 = Time >= 10
x = 1

[State 3201, Seek 3]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y < 10
trigger1 = Time >= 50
y = -1

[State 3201, Seek 4]
type = VelAdd
triggerall = numhelper(2660) = 1
trigger1 = P2Dist Y > 50
trigger1 = Time >= 10
y = 1


[State 0: 	AfterImage]
type 		= AfterImage
trigger1 	= (!Time)
time 		= 50
framegap 	= 1
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .90, .90, .90
palcontrast 	= 100, 100, 100
trans 		= add

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 20,5
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -15,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,5
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 2250, Explod]
type = Explod
trigger1 = ifelse(numhelper(2660) = 0,pos Y >= 2, time = 200)
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = 26
removeongethit = 1

[State 0, HitOverride]
type = HitOverride
trigger1= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1060
time = 1
forceair = 0
ignorehitpause = 1
;persistent =



[State 2250:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = ifelse(numhelper(2660) = 0,pos Y >= 3, time = 200)




;-----------------------------------------------
;Fire Ball - Projetile  exploci
[Statedef 1060]
type	= A
anim		= 1061
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 1060, Explod]
type = Explod
trigger1 = time = 0
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.7,0.7
Ontop = 1
removetime = -2
removeongethit = 1

[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = 0
y = 0

[State 3350:	DestroySelf]
type			= DestroySelf
trigger1 		= animtime = 0

;=======================================================================
;-----------------------------------------------------------------------

;Fireball Aire - Lanzamiento 1
[Statedef 1080]
type = A
movetype = A
physics = N
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1080+IfElse(Var(2) = 1,10000,0)
poweradd = -50

[State 2200, 1]
type=PlaySnd
trigger1 = AnimElem = 2
value= s3, 4
volume = 50

[State 2200, VelMul]
type = VelMul
trigger1 = !Time
x = .160
y = .160 ;.2


[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 2) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 20,-30
postype		= p1
facing		= 1
stateno		= 1056+(random%4)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.2
size.yscale     = 1

[State 2200, Explod]
type = Explod
trigger1 = Animelem = 2
anim =  1049
ID = 1049
pos = 20,-30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = 16
removeongethit = 1

[State 2200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 1

[State 2200, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  50
ctrl= 1


[State 540,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 540,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 540,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1



[State 2200, 0]
type = ChangeState
triggerall = power >= 50
triggerall = time  > 10
trigger1 = command = "c"
value = 1081

;----------------------------------------------
;Fireball Aire - Lanzamiento 2
[Statedef 1081]
type = A
movetype = A
physics = N
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1081+IfElse(Var(2) = 1,10000,0)
poweradd = -50

[State 2210, 1]
type=PlaySnd
trigger1 = AnimElem = 1
value= s3, 4
volume = 50

[State 2200, VelMul]
type = VelMul
trigger1 = !Time
x = .8
y = .8 ;.2


[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 1) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 20,-30
postype		= p1
facing		= 1
stateno		= 1056+(random%4)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.2
size.yscale     = 1

[State 2210, Explod]
type = Explod
trigger1 = Animelem = 1
anim =  1049
ID = 1049
pos = 20,-30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = 16
removeongethit = 1

[State 2210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 6

[State 2210, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  50
ctrl= 1



[State 540,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 540,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 540,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1


[State 2200, 0]
type = ChangeState
triggerall = power >= 50
triggerall = time  > 10
trigger1 = command = "c"
value = 1082



;----------------------------------------------
;Fireball Aire - Lanzamiento 2
[Statedef 1082]
type = A
movetype = A
physics = N
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1081+IfElse(Var(2) = 1,10000,0)
poweradd = -50

[State 2210, 1]
type=PlaySnd
trigger1 = AnimElem = 1
value= s3, 4
volume = 50

[State 2200, VelMul]
type = VelMul
trigger1 = !Time
x = .8
y = .8 ;.2


[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 1) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 20,-30
postype		= p1
facing		= 1
stateno		= 1056+(random%4)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.2
size.yscale     = 1

[State 2210, Explod]
type = Explod
trigger1 = Animelem = 1
anim =  1049
ID = 1049
pos = 20,-30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = 16
removeongethit = 1

[State 2210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 6

[State 540,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 540,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 540,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1


[State 2210, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  50
ctrl= 1


;===================================================================================
;---------------- Specials Moves ---------------------------------------------------
;===================================================================================
;---------------- Androide 13 Normal -----------------------------------------------
;===================================================================================
;Patada Explosiva Devil
[Statedef 2000]
type = S
movetype = A
physics =S
juggle  = 0
poweradd = 80
ctrl = 0
anim = 2000+IfElse(Var(2) = 1,10000,0)
sprpriority = 2


[State 2000:	VelAdd]
type = Velset
trigger1 = time = 0
x = 15
y = 0

[State 2000, VelAdd]
type = VelAdd
trigger1 = time >= 0
x = 0.2


[State 2000,0]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 2000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1, 11

[State 2000, 2]
type = HitDef
trigger1 =  animelem = 2
attr = A, NA
damage    = 40, 5
guardflag = HA
priority = 3
pausetime = 12,12
sparkno = S7000
sparkxy = -30,-30
guard.sparkno = s7005
hitsound   = s0,11
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -3,-4
air.velocity = -3,-6
guard.velocity = -4
airguard.velocity = -7
fall = 1

[State 2000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 0

[State 2000, Explod]
type = Explod
triggerall = time < 21
trigger1 = time%8 = 0
anim =  7010
ID = 7010
pos = 60+(random%10),-35+(random%20)
postype = p1
vel = 0,-1
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1

[State 2000: Arena]
type	= Explod
trigger1 = animelem = 2
anim	= 7100
pos 	= -10,4
postype	= p1
facing 	= 1
vfacing	= 1
vel 	= 0,0
accel 	= 0,0
scale   = 1,1
ontop	= 1


[State 2000:	ChangeState]
type			= ChangeState
triggerall		= time >=14
trigger1		= command = "a" ||command = "b"
value			= 2001

[State 2000:	ChangeState]
type			= ChangeState
triggerall		= time >=14
trigger1		= command = "x" ||command = "y"
value			= 2002


[State 2000, 3]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;=========================================================================
;Patada Explosiva Devil - 2nd Hit patada
[Statedef 2001]
type = S
movetype = A
physics =S
juggle  = 0
poweradd = 80
ctrl = 0
anim = 2001+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 2001, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 15
y = 0

[State 2001:	VelSet]
type			= VelSet
trigger1		= time = 0
x			= 5
y			= 0


[State 2001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 2

[State 2001, 2]
type = HitDef
trigger1 =  animelem = 1
attr = A, NA
damage  = 40, 5
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = S7002
sparkxy = -20,-40
guard.sparkno = S7005
hitsound   = s0,16
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1, -2
air.velocity = -1,-2
guard.velocity = -7
airguard.velocity =-7.-2.5
Fall = 1


[State 2001, 2]
type = HitDef
trigger1 =  animelem = 2
attr = A, NA
damage    = 40, 5
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
guard.sparkno = -1
hitsound   = s0,14
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1, -7
air.velocity = -1,-7
guard.velocity = -7
airguard.velocity =-7.-2.5
Fall = 1
Palfx.time       = 50
Palfx.add       = 40,-70,-200
Palfx.sinadd   = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1

[State 2001, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 1

[State 2001: Arena]
type	= Explod
triggerall = numexplod(7011) < 2
triggeraLL = time > 7
trigger1 = movecontact = 1
anim	= 7011
pos 	= 10,-90+(random%20)
postype	= p1
facing 	= 1
vfacing	= 1
vel 	= 0,-1
accel 	= 0,0
scale   = 0.4,0.4
ontop	= 1

[State 700:		Helper]
type		= Helper
triggerall      = numhelper(2191) = 0
trigger1	= movehit = 1
helpertype	= Normal
name		= "Auxiliar de fuego en el oponente"
id		= 2191
pos		= 0,-30
postype		= p1
facing		= 1
stateno		= 2191
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2001, 3]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;=========================================================================
;Patada Explosiva Devil - 2nd Hit Pi
[Statedef 2002]
type = S
movetype = A
physics =S
juggle  = 0
poweradd = 80
ctrl = 0
anim = 2002+IfElse(Var(2) = 1,10000,0)
sprpriority = 2

[State 2002, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 15
y = 0

[State 2002:	VelSet]
type			= VelSet
trigger1		= time = 0
x			= 15
y			= 0

[State 2002, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 2


[State 2002, 2]
type = HitDef
trigger1 =  animelem = 2
attr = A, NA
damage    = 40, 5
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = -1
sparkxy = 0,0
guard.sparkno = -1
hitsound   = s0,14
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -2, 4
air.velocity = -2,4
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1
fall.xvelocity = -3
fall.yvelocity = -10
fall.recover = 0
fall.damage = 0
air.fall = 0
down.velocity = -16,-24
down.hit
Palfx.time       = 50
Palfx.add       = 40,-70,-200
Palfx.sinadd   = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1

[State 2002, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 1

[State 2051: Arena]
type	= Explod
triggerall = numexplod(7011) < 2
trigger1 = movecontact = 1
anim	= 7011
pos 	= 50,-70+(random%20)
postype	= p1
facing 	= 1
vfacing	= 1
vel 	= 0,-1
accel 	= 0,0
scale   = 0.4,0.4
ontop	= 1

[State 2002:		Helper]
type		= Helper
triggerall      = numhelper(2191) = 0
trigger1	= movehit = 1
helpertype	= Normal
name		= "Auxiliar de fuego en el oponente"
id		= 2191
pos		= 0,-30
postype		= p1
facing		= 1
stateno		= 2191
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1



[State 2002, 3]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1




;-------------------------------------------------------------------------
;=========================================================================
;Patada Explosiva Fuerte
[Statedef 2050]
type = S
movetype = A
physics =S
juggle  = 0
poweradd = 80
ctrl = 0
anim = 2050+IfElse(Var(2) = 1,10000,0)
sprpriority = 2


[State 2050:	VelAdd]
type = Velset
trigger1 = time < 8
x = 4
y = -3

[State 2050:	VelAdd]
type = Velset
trigger1 = time = 8
x = 18
y = 0.2

[State 2050, VelAdd]
type = VelAdd
trigger1 = time >= 0
x = 0.3
y = 0.15


[State 2050,0]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 2050, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1, 11

[State 2050, 2]
type = HitDef
trigger1 =  animelem = 2
attr = A, NA
damage    = 40, 5
guardflag = HA
priority = 3
pausetime = 12,10
sparkno = S7000
sparkxy = -30,-30
guard.sparkno = s7005
hitsound   = s0,11
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -3, -6
air.velocity = -3,-5
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1

[State 2050, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 0

[State 2050, Explod]
type = Explod
triggerall = time = [7,22]
trigger1 = time%3 = 0
anim =  7010
ID = 7010
pos = 60+(random%10),-35+(random%20)
postype = p1
vel = 0,-1
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1

[State 2050: Arena]
type	= Explod
trigger1 = animelem = 2
anim	= 7100
pos 	= -10,4
postype	= p1
facing 	= 1
vfacing	= 1
vel 	= 0,0
accel 	= 0,0
scale   = 1,1
ontop	= 1


[State 2000:	ChangeState]
type			= ChangeState
triggerall		= time >=10
trigger1		= command = "a" ||command = "b"
value			= 2051

[State 2000:	ChangeState]
type			= ChangeState
triggerall		= time >=10
trigger1		= command = "x" ||command = "y"
value			= 2052


[State 2050, PosAdd]
type = Posset
trigger1 = animtime = 0
y = 0

[State 2050, 3]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;=========================================================================
;Patada Explosiva fuerte - 2nd Hit
[Statedef 2051]
type = A
movetype = A
physics =A
juggle  = 0
poweradd = 80
ctrl = 0
anim = 2051+IfElse(Var(2) = 1,10000,0)
sprpriority = 2


[State 2051, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 20
y = 0


[State 2051, VelSet]
type = VelSet
trigger1 = time = 0
x = 2
y = -4

[State 2051:	VelSet]
type			= Veladd
trigger1		= time >= 0
x			= 0.4




[State 2051, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 2


[State 2051, 2]
type = HitDef
trigger1 =  animelem = 3
attr = A, NA
damage    = 40, 5
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = -1
sparkxy = 0,0
guard.sparkno = -1
hitsound   = s0,14
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -2, 4
air.velocity = -2,4
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1
fall.xvelocity = -3
fall.yvelocity = -10
fall.recover = 0
fall.damage = 0
air.fall = 0
down.velocity = -16,-24
down.hit
Palfx.time       = 50
Palfx.add       = 40,-70,-200
Palfx.sinadd   = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1

[State 2051, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 1

[State 2051: Arena]
type	= Explod
triggerall = numexplod(7011) < 2
trigger1 = movecontact = 1
anim	= 7011
pos 	= 50,-70+(random%20)
postype	= p1
facing 	= 1
vfacing	= 1
vel 	= 0,-1
accel 	= 0,0
scale   = 0.4,0.4
ontop	= 1

[State 700:		Helper]
type		= Helper
triggerall      = numhelper(2191) = 0
trigger1	= movehit = 1
helpertype	= Normal
name		= "Auxiliar de fuego en el oponente"
id		= 2191
pos		= 0,-30
postype		= p1
facing		= 1
stateno		= 2191
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 2051, VelSet]
type = VelSet
trigger1 = pos y > -1
y = 0

[State 2051, PosAdd]
type = Posset
trigger1 = animtime = 0
y = 0

[State 2051, 3]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;=========================================================================
;Patada Explosiva fuerte - 2nd Hit pi
[Statedef 2052]
type = S
movetype = A
physics =S
juggle  = 0
poweradd = 80
ctrl = 0
anim = 2052+IfElse(Var(2) = 1,10000,0)
sprpriority = 2


[State 2052, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 10


[State 2052, PosAdd]
type = Posset
trigger1 = time = 0
y = 0

[State 2051, VelSet]
type = VelSet
trigger1 = pos y > -1
y = 0

[State 2051, VelSet]
type = VelSet
trigger1 = time = 0
x = 15
y = 0

[State 2051, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 2


[State 2051, 2]
type = HitDef
trigger1 =  animelem = 2
attr = A, NA
damage    = 40, 5
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = -1
sparkxy = 0,0
guard.sparkno = -1
hitsound   = s0,14
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -8, -3
air.velocity = -8,-4
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1
Palfx.time       = 50
Palfx.add       = 40,-70,-200
Palfx.sinadd   = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1

[State 2051, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 1

[State 2051: Arena]
type	= Explod
triggerall = numexplod(7011) < 2
trigger1 = movecontact = 1
anim	= 7011
pos 	= 50,-70+(random%20)
postype	= p1
facing 	= 1
vfacing	= 1
vel 	= 0,-1
accel 	= 0,0
scale   = 0.4,0.4
ontop	= 1

[State 700:		Helper]
type		= Helper
triggerall      = numhelper(2191) = 0
trigger1	= movehit = 1
helpertype	= Normal
name		= "Auxiliar de fuego en el oponente"
id		= 2191
pos		= 0,-30
postype		= p1
facing		= 1
stateno		= 2191
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 2051, 3]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;------------------------------------------------------------------------
;=========================================================================
;-----------------------------------------------------------------------------
;Patada Sonica Devil
[Statedef 2100]
type = A
movetype = A
physics = N
anim = 2100+IfElse(Var(2) = 1,10050,0)
velset = 0,0
ctrl = 0

[State 2100, 1]
type = ChangeAnim
trigger1 = (Anim = 2100) && AnimTime = 0
value = 2101

[State 2100, 1]
type = ChangeAnim
trigger1 = (Anim = 12150) && AnimTime = 0
value = 2101+IfElse(Var(2) = 1,10050,0)

[State 2100, 2]
type = VelSet
trigger1 = Time = 11
X = 1
Y = -8

[State 2100, 3]
type = VelAdd
trigger1 = Time >= 11
Y = 0.3

[State 2100,0]
type = AfterImage
trigger1 = Time = 7
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 2100, 1]
type = PlaySnd
trigger1 = time = 0
value = 1, 11

[State 2100, 2]
type = HitDef
triggerall = hitcount < 2
trigger1 =  animelem = 3
attr = A, NA
damage    = 35, 5
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = S7000+(random%3)
sparkxy = -25,-40
guard.sparkno = s7005
hitsound   = s0,10
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -3, -7
air.velocity = -5,-9
guard.velocity = -7
airguard.velocity =-7.-2.5
Fall = 1

[State 2100: Arena]
type	= Explod
trigger1 = time = 14
anim	= 7009
pos 	= 40,-70
postype	= p1
facing 	= 1
vfacing	= 1
vel 	= 0,0
accel 	= 0,0
scale   = 0.7,0.7
ontop	= 1
removetime = -2

[State 2100, 1]
type = PlaySnd
trigger1 = time = 6
value = 4, 7



[State 2100, 3]
type = Changestate
trigger1 = animtime = 0
value = 50
ctrl = 1


;-----------------------------------------------------------------------------
;Patada Sonica Fuerte
[Statedef 2150]
type = A
movetype = A
physics = N
anim = 2100+IfElse(Var(2) = 1,10050,0)
velset = 0,0
ctrl = 0

[State 2150, 1]
type = ChangeAnim
trigger1 = (Anim = 2100) && AnimTime = 0
value = 2101

[State 2150, 1]
type = ChangeAnim
trigger1 = (Anim = 12150) && AnimTime = 0
value = 2101+IfElse(Var(2) = 1,10050,0)

[State 2150, 2]
type = VelSet
trigger1 = Time = 11
X = 1
Y = -12

[State 2150, 3]
type = VelAdd
trigger1 = Time >= 0 &&  time < 11
X = 0.5

[State 2150, 3]
type = VelAdd
trigger1 = Time >= 11
Y = 0.5

[State 2150,0]
type = AfterImage
trigger1 = Time = 7
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 2150, 1]
type = PlaySnd
trigger1 = time = 0
value = 1, 12

[State 2150, 2]
type = HitDef
triggerall = hitcount < 2
trigger1 =  animelem = 2 || animelem = 3
attr = A, NA
damage    = 35, 5
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = -1
sparkxy = -25,-40
guard.sparkno = s7005
hitsound   = s0,14+(random%1)
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -2, -10
air.velocity = -2,-7
guard.velocity = -7
airguard.velocity =-7.-2.5
Fall = 1
Palfx.time       = 50
Palfx.add       = 40,-70,-200
Palfx.sinadd   = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1

[State 2150: Arena]
type	= Explod
triggerall = numexplod(7011) < 2
trigger1 = movecontact = 1
anim	= 7011
pos 	= 70,-70+(random%20)
postype	= p1
facing 	= 1
vfacing	= 1
vel 	= 0,-1
accel 	= 0,0
scale   = 0.4,0.4
ontop	= 1

[State 2150, 1]
type = PlaySnd
trigger1 = time = 6
value = 4, 7

[State 700:		Helper]
type		= Helper
trigger1	= time = 0
helpertype	= Normal
name		= "Auxiliar de fuego"
id		= 2190
pos		= 30,-15
postype		= p1
facing		= 1
stateno		= 2190
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 700:		Helper]
type		= Helper
triggerall      = numhelper(2191) = 0
trigger1	= movehit = 1
helpertype	= Normal
name		= "Auxiliar de fuego en el oponente"
id		= 2191
pos		= 0,-30
postype		= p1
facing		= 1
stateno		= 2191
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2150, 3]
type = Changestate
trigger1 = animtime = 0
value = 50
ctrl = 1


;---------------------------------------
;Patada Sonica Fuerte - Auxiliar de fuego
[Statedef 2190]
type    = A
physics = N
velset = 0,0
anim = 2190
ctrl = 0
sprpriority = 3

[State 2150, 2]
type = VelSet
trigger1 = Time = 0
X = 8
Y = -10

[State 2150, 3]
type = VelAdd
trigger1 = Time >= 0
X = -0.7
Y = 0.3

[State 2200, Explod]
type = Explod
trigger1 = time%3 = 0
anim =  7010
ID = 7010
pos = 0+(random%10),-10+(random%20)
postype = p1
vel = 0.5,-0.5
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1



[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 2150
trigger2 = time = 25


;---------------------------------------
;Patada Sonica Fuerte - Auxiliar de fuego en el oponente
[Statedef 2191]
type    = A
physics = N
velset = 0,0
anim = 2190
ctrl = 0
sprpriority = 3

[State 1420]
type = posadd
trigger1 = 1
x = p2bodydist X-1
y = p2bodydist Y-30

[State 2200, Explod]
type = Explod
trigger1 = time%7 = 0
anim =  7010
ID = 7010
pos = 50+(random%50),-45+(random%40)
postype = p1
vel = 0,-0.5
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 50

;-------------------------------------------------------------------------
;=========================================================================
;Taco Explosivo Devil
[Statedef 2200]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd = 80
ctrl = 0
anim = 2200+IfElse(Var(2) = 1,10000,0)
sprpriority = 1


[State 1320:	VelSet]
type = VelSet
trigger1 = time = 0
x = 2
y = -4

[State 1320, VelAdd]
type = VelAdd
trigger1 = time > 0
y = 0.4

[State 1320,0]
type = AfterImage
trigger1 = Time = 7
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 1320, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1, 10

[State 1320, 2]
type = HitDef
triggerall = hitcount < 1
trigger1 =  animelem = 4 || animelem = 5
attr = A, NA
damage    = 35, 5
guardflag = HA
priority = 3
pausetime = 15,15
sparkno = s7000+(random%3)
sparkxy = -30, 0
guard.sparkno = s7005
hitsound   = s3,13
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -3, 12
air.velocity = -3,12
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1
fall.xvelocity = -4
fall.yvelocity = -7
fall.recover = 0
fall.damage = 0
air.fall = 0
down.velocity = -16,-24
down.hit

[State 2100: Arena]
type	= Explod
trigger1 = time = 20
anim	= 7009
pos 	= 40,-30
postype	= p1
facing 	= 1
vfacing	= -1
vel 	= 0,0
accel 	= 0,0
scale   = 0.7,0.7
ontop	= 1
removetime = -2

[State 1320, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 6


[State 1320, 3]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50
ctrl = 1

;-----------------------------------------------------------------------------
;Taco Explosivo Fuerte
[Statedef 2250]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd = 80
ctrl = 0
anim = 2200+IfElse(Var(2) = 1,10000,0)
sprpriority = 1


[State 1320:	VelSet]
type = VelSet
trigger1 = time = 0
x = 8
y = -6

[State 1320, VelAdd]
type = VelAdd
trigger1 = time > 0
y = 0.6

[State 1320,0]
type = AfterImage
trigger1 = Time = 7
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 1320, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1, 11

[State 1320, 2]
type = HitDef
triggerall = hitcount < 2
trigger1 =  animelem = 4 || animelem = 5
attr = A, NA
damage    = 35, 5
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = s7000+(random%3)
sparkxy = -30, 0
guard.sparkno = s7005
hitsound   = s0,14+(random%2)
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,-3
air.velocity = -4,-3
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1
Palfx.time       = 50
Palfx.add       = 40,-70,-200
Palfx.sinadd   = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1

[State 1320, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 6

[State 700:		Helper]
type		= Helper
trigger1	= time = 0
helpertype	= Normal
name		= "Auxiliar de fuego"
id		= 2290
pos		= 15,-85
postype		= p1
facing		= 1
stateno		= 2290
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 700:		Helper]
type		= Helper
triggerall      = numhelper(2191) = 0
trigger1	= movehit = 1
helpertype	= Normal
name		= "Auxiliar de fuego en el oponente"
id		= 2191
pos		= 0,-30
postype		= p1
facing		= 1
stateno		= 2191
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 1320, 3]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50
ctrl = 1

;---------------------------------------
;Patada Sonica Fuerte - Auxiliar de fuego hacia abajo
[Statedef 2290]
type    = A
physics = N
velset = 0,0
anim = 2190
ctrl = 0
sprpriority = 3

[State 2290, 2]
type = VelSet
trigger1 = Time = 0
X = 11
Y = -4

[State 2290, 3]
type = VelAdd
trigger1 = Time >= 0
X = -0.21
Y = 0.5

[State 2290, Explod]
type = Explod
trigger1 = time%3 = 0
anim =  7010
ID = 7010
pos = 0+(random%10),-10+(random%10)
postype = p1
vel = 0.5,-0.5
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1



[State 2290, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 2250
trigger2 = time = 35

;-------------------------------------------------------------------------
;=========================================================================
;Salto Agarre - salto inicial
[Statedef 2300]
type = A
movetype = A
physics = N
juggle  = 1
ctrl = 0
anim = 2300+IfElse(Var(2) = 1,10000,0)
hitdefpersist = 1 ;Keep the HitDef from previous state active

[State 2300,0]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 2300, 3]
type = VelSet
trigger1 = Time = 6
x = 2
y = -7.5

[State 2300, 4]
type = Veladd
trigger1 = Time > 6
x = 0.1
y = 0.3

[State 2300, Ground Fx]
type = Explod
trigger1 = time = 6
anim = 7104
ID =  7104
pos = 0, 10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.5, 0.5
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S1,4
volume = 50

[State 2300, HitDef]
type = HitDef
trigger1 = anim = 2300
trigger2 = anim = 12300
attr = A, ST
guardflag =
;hitflag = HAF
animtype = hard
pausetime = 1,1
sparkno = S7001
sparkxy = -15, -70
;guardflag = H
;animtype = medium
guard.dist = 0
priority = 5,dodge
hitsound = S0,9
p1stateno = 2310
p2stateno = 2320
p2facing = -1


[State 2300, 3]
type = ChangeState
trigger1 = (animtime!) ;Vel Y > 0 && Pos Y >= -10
value = 2301

;--------------------
;Salto Catch Corto - Falla
[Statedef 2301, Caida]
type    = A
movetype= A
physics = A
anim = 2301+IfElse(Var(2) = 1,10000,0)
poweradd = 0

[State 2301 Velset]
type = Veladd
trigger1 = time > 0
Y = -0.2

[State 2301, 4]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

;-----------------------------------------
;Salto Agarr devil - Catch Sube
[Statedef 2310]
type    = A
movetype= A
physics = A
juggle  = 0
;velset = 0,0
ctrl = 0
anim = 2310+IfElse(Var(2) = 1,10000,0)
poweradd = 0
sprpriority = -1

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 15
id = -1
pos = -5,-80


[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
time = 5
id = -1
pos = -40,-40


[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
time = 1
id = -1
pos = 20,-30


[State 1602, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,2
volume = 0


[State 0, VelSet]
type = VelSet
trigger1 = Time = 21
x = -1
y = -5

[State 0, Changestate]
type = Changestate
trigger1 =AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
;Salto Catch Corto - P2
[Statedef 2320]
type    = A
movetype= H
physics = N
juggle  = 0
;velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 2320, sprpriority]
type = SprPriority
trigger1 = AnimElem = 1,>0
value = 1

[State 2320, change]
type = ChangeAnim2
trigger1 = time = 0
value = 2320
;elem = 1

[State 0, Turn]
type = Turn
trigger1 = time = 20

[State 2320, VelSet]
type = VelSet
trigger1 = animelem = 3
x = -16
y = 18

[State 2320, vel]
type = veladd
trigger1 = time >= 20
x = -0.2
y = 0.5

[State 2320, damage]
type = LifeAdd
trigger1 = time = 20; Vel Y > 0
;trigger1 = Pos Y >= 0
value = -50

[State 0, EnvShake]
type = EnvShake
trigger1 = pos y > -1
time = 5
freq = 160
ampl = -2
phase = 90

[State 2320, end]
type = SelfState
trigger1 = time = 40
value = 5050 ;5120

;-------------------------------------------------------------------------
;=========================================================================
;Salto Agarre Fuerte - salto inicial
[Statedef 2350]
type = A
movetype = A
physics = N
juggle  = 1
ctrl = 0
anim = 2300+IfElse(Var(2) = 1,10000,0)
hitdefpersist = 1 ;Keep the HitDef from previous state active

[State 2300,0]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1


[State 2300, 3]
type = VelSet
trigger1 = Time = 6
x = 1.2
y = -9

[State 2300, 4]
type = Veladd
trigger1 = Time > 6
x = 0.1
y = 0.3

[State 2300, Ground Fx]
type = Explod
trigger1 = time = 6
anim = 7104
ID =  7104
pos = 0, 10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.5, 0.5
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0

[State 1602, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S1,4
volume = 50

[State 2300, HitDef]
type = HitDef
trigger1 = anim = 2300
trigger2 = anim = 12300
attr = A, ST
guardflag =
;hitflag = HAF
animtype = hard
pausetime = 1,1
sparkno = S7001
sparkxy = -15, -70
;guardflag = H
;animtype = medium
guard.dist = 0
priority = 5,dodge
hitsound = S0,9
p1stateno = 2360
p2stateno = 2370
p2facing = -1


[State 2300, 3]
type = ChangeState
trigger1 = (animtime!) ;Vel Y > 0 && Pos Y >= -10
value = 2301


;-----------------------------------------
;Salto Agarr Fuerte - Catch Sube
[Statedef 2360]
type    = A
movetype= A
physics = A
juggle  = 0
;velset = 0,0
ctrl = 0
anim = 2360+IfElse(Var(2) = 1,10000,0)
poweradd = 0
sprpriority = -1


[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
x = 2
y = -10


[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 5
id = -1
pos = 0,-10


[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
time = 5
id = -1
pos = 0,-10


[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
time = 5
id = -1
pos = -20, 50

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
time = 5
id = -1
pos = 40, 60

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
time = 5
id = -1
pos = 20, 0




[State 1602, PlaySnd]
type = PlaySnd
trigger1 = time%10 = 0
value = S0,2
volume = 0


[State 0, Changestate]
type = Changestate
trigger1 = pos Y > -10
value = 2361

;-------------------------------------------------------------
;Salto Agarre Fuerte -  Choque contra el piso
[Statedef 2361]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 2361+IfElse(Var(2) = 1,10000,0)
Velset = 0,0

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 2
id = -1
pos = 0,-10



[State 1703, quake]
type = EnvShake
trigger1 = time = 0
time = 15
ampl = 6
freq = 140

[State 1703, Spark]
type = Explod
trigger1 = time = 0
anim = 733
ID =  733
pos = 0, 10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 1, 1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0


[State 1703, Spark]
type = Explod
trigger1 = time = 0
anim = 7001
ID =  7001
pos = -15, 10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.7, 0.7
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0

[State 1703, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,13
volume = 0

[State 0, Changestate]
type = Changestate
trigger1 = animtime = 0
value = 2362

;-------------------------------------------------------------
;Salto Agarre Fuerte -  revote en el piso
[Statedef 2362]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 2362+IfElse(Var(2) = 1,10000,0)
Velset = 0,0

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

[State 1751, vel]
type = velset
trigger1 = time = 0 ;
x = -2
y = -5

;[State 1751, vel]
;type = veladd
;trigger1 = time > 0
;y = 0.3

[State 0, Changestate]
type = Changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Salto Agarre Fuerte - P2
[Statedef 2370]
type    = A
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0



;[State 1420]
;type = posadd
;trigger1 = 1
;x = p2dist X-1
;y = p2bodydist Y+10

[State 2370, sprpriority]
type = SprPriority
trigger1 = AnimElem = 1,>0
value = -1

[State 2370, change]
type = ChangeAnim2
trigger1 = time = 0
value = 2370

[State 2370, end]
type = ChangeState
trigger1 = P2stateno = 2361
value = 2371
ctrl = 0


;--------------------------
;Salto Catch Largo - P2 - revote para arriba
[Statedef 2371]
type = A
movetype = H
physics = N
;velset = 0,0

[State 2370, change]
type = ChangeAnim2
trigger1 = time = 0
value = 2370

;[State 0, PosSet]
;type = Posadd
;trigger1 = time = 0
;y = -40

[State 1751, vel]
type = velset
trigger1 = time > 0 ;
x = -2
y = -3

[State 1751, vel]
type = velmul
trigger1 = time > 25
x = -0.5
y = -0.5

[State 1751, damage]
type = LifeAdd
trigger1 = time = 0 ;Vel Y > 0
;trigger1 = Pos Y >= 0
value = -90


;[State 0]
;type = Turn
;trigger1 = time = 0
;ignorehitpause = 1
;persistent = 0


[State 1751, end]
type = SelfState
trigger1 = time = 20 ;Vel Y > 0
;trigger1 = Pos Y >= 0
value = 5050






;===================================================================================
;===================================================================================
;---------------- Specials Ki ---------------------------------------------------
;===================================================================================
;===================================================================================
;---------------- Androide 13 Normal -----------------------------------------------
;===================================================================================
;Mina
[Statedef 2500]
type 		= S
movetype	= A
physics		= S
anim		= 2500+IfElse(Var(2) = 1,10000,0)
velset		= 0,0
ctrl		= 0
poweradd	= -300
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 2500, Charge]
type = Explod
trigger1 = Time = 0
anim = 2570
ID = 2570
pos = -25,-65
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.7,0.7
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,8
volume = 0
channel = -1


[State 2500:		Helper]
type		= Helper
trigger1	= animelem = 2
helpertype	= Normal
name		= "Mina lanzada"
id		= 2570
pos		= 0,-65
postype		= p1
facing		= 1
stateno		= 2570
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.2
size.yscale     = 1.2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3,12
volume = 0
channel = -1

[State 2500, 3]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1


;--------------------------------------------------------------------
;Mina al piso - Projetile
[Statedef 2570]
type    = A
physics = N
;velset = 0,0
anim = 3150
ctrl = 0
sprpriority = 3

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1

[State 2290, 2]
type = VelSet
trigger1 = Time = 0
X = 5
Y = -1

[State 2290, 3]
type = VelAdd
triggerall = Vel X >= 0
trigger1 = Time >= 0
X = -0.1

[State 2290, 3]
type = VelAdd
trigger1 = Time >= 0
Y = 0.4


[State 2500:		Helper]
type		= Helper
trigger1	= pos y >= 0
helpertype	= Normal
name		= "Mina"
id		= 2580
pos		= 0,0
postype		= p1
facing		= 1
stateno		= 2580
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.2
size.yscale     = 0.2

[State 2290, Explod]
type = Explod
trigger1 = pos y >= 0
anim =  1060
ID = 1060
pos = 0,-15
postype = p1
vel = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 0.7,0.7
Ontop = 1
removetime = -2
removeongethit = 1

[State 0, ChangeState]
type = Destroyself
trigger1 = pos y >= 0

;---------------------------------------------
;Mina al piso - Projetile
[Statedef 2580]
movetype = A
velset = 0,0
anim = 2580
ctrl = 0
sprpriority = 3

[State 0, PosAdd]
type = Posset
trigger1 = time = 0
y = 5


[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1



[State 1001:	Hitdef]
type            = Hitdef
triggerall = hitcount < 2
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 90,40
pausetime	= 1,10
sparkno = -1
sparkxy = 0, 0
guard.sparkno = -1
hitsound   = s0,17
guardsound = s0,17
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1+(random%3),-10
air.velocity = -1+(random%3),-10
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1
envshake.time   = 10
envshake.freq   = 180
envshake.ampl   = -4
envshake.phase  = 90
Palfx.time       = 50
Palfx.add       = 40,-70,-200
Palfx.sinadd   = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1

[State 2290, Explod]
type = Explod
triggerall = numexplod(7012) < 1
trigger1 = movecontact = 1
anim =  7012
ID = 7012
pos = 0,0
postype = p1
vel = 0,-0.5
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 0.35,0.35
Ontop = 1
removetime = -2
removeongethit = 1

[State 700:		Helper]
type		= Helper
triggerall      = numhelper(2191) = 0
trigger1	= movehit = 1
helpertype	= Normal
name		= "Auxiliar de fuego en el oponente"
id		= 2191
pos		= 0,-30
postype		= p1
facing		= 1
stateno		= 2191
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 700
value = 2581
ctrl = 0


[State 2290, DestroySelf]
type = DestroySelf
trigger1 = movecontact = 1

;---------------------------------------------
;Mina al piso - Projetile - terminaci
[Statedef 2581]
type    = A
physics = N
velset = 0,0
anim = 1060
ctrl = 0
sprpriority = 3


[State 2290, Explod]
type = Explod
trigger1 = time = 0
anim =  1060
ID = 1060
pos = 0,-15
postype = p1
vel = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = -2
removeongethit = 1

[State 2581:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1

[State 2581, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;------------------------------------------------------------------------------
;==============================================================================
;Bomba al P2
[Statedef 2550]
type 		= S
movetype= A
physics		= S
anim		= 2550+IfElse(Var(2) = 1,10000,0)
velset		= 0,0
ctrl		= 0
poweradd	= -500
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 2
y = 0



[State 2500, Charge]
type = Explod
trigger1 = Time = 0
anim = 2570
ID = 2570
pos = -25,-65
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.7,0.7
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,8
volume = 0
channel = -1

[State 1001:	Hitdef]
type            = Hitdef
trigger1 = Animelem = 3
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Hard
priority = 7, Hit
damage	= 0,0
pausetime = 10,10
sparkno = S1060
sparkxy = 32, -60
guard.sparkno = -1
hitsound   = s3,5
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -6
air.velocity = -6,-3
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 0


[State 2500:		Helper]
type		= Helper
trigger1	= Movehit = 1
helpertype	= Normal
name		= "Bomba en el P2"
id		= 2590
pos		= 0,-65
postype		= p1
facing		= 1
stateno		= 2590
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2500, Charge]
type = Explod
trigger1 = animelem = 3
anim = 7003
ID = 7003
pos = 32,-60
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.7,0.7
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Movehit = 1
value = S4,8
volume = 0
channel = -1

[State 2500, 3]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Bomba al P2 - Detonaci
[Statedef 2551]
type 		= S
physics		= S
anim		= 2551+IfElse(Var(2) = 1,10000,0)
velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 2500:		Helper]
type		= Helper
trigger1	= Animelem = 5
helpertype	= Normal
name		= "Auxiliar de Detonaci"
id		= 2595
pos		= -1000,-1000
postype		= p1
facing		= 1
stateno		= 2595
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S4,7
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S0,9
volume = 0
channel = -1

[State 2500, 3]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------
;Bomba en el P2 - Pegada al oponente
[Statedef 2590]
type    = A
physics = N
velset = 0,0
anim = 2595
ctrl = 0
sprpriority = 3

[State 2500, Charge]
type = Explod
trigger1 = Time = 0
anim = 2570
ID = 2590
pos = 0,0
sprpriority = 2
removetime = -1
bindtime = -1
ownpal = 1
scale = 0.7,0.7
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Numhelper(2595) = 1
id = 2590

[State 1420]
type = posadd
trigger1 = 1
x = p2dist X-1
y = p2bodydist Y-40


[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1



[State 0, ChangeState]
type = ChangeState
trigger1 = Numhelper(2595) = 1
value = 2591
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 700
value = 2592
ctrl = 0

;---------------------------------------------
;Bomba en el P2 - Explosi
[Statedef 2591]
movetype = A
velset = 0,0
anim = 2591
ctrl = 0
sprpriority = 3

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
flag			= unguardable
flag2			= NoShadow
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 2590


[State 1001:	Hitdef]
type            = Hitdef
triggerall = hitcount < 2
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 90,40
pausetime	= 1,10
sparkno = -1
sparkxy = 0, 0
guard.sparkno = -1
hitsound   = s0,17
guardsound = s0,17
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1+(random%3),-10
air.velocity = -1+(random%3),-10
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1
envshake.time   = 10
envshake.freq   = 180
envshake.ampl   = -4
envshake.phase  = 90
Palfx.time       = 50
Palfx.add       = 40,-70,-200
Palfx.sinadd   = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1

[State 2290, Explod]
type = Explod
triggerall = numexplod(7012) < 1
trigger1 = movecontact = 1
anim =  7012
ID = 7012
pos = 0,0
postype = p1
vel = 0,-0.5
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 0.35,0.35
Ontop = 1
removetime = -2
removeongethit = 1

[State 700:		Helper]
type		= Helper
triggerall      = numhelper(2191) = 0
trigger1	= movehit = 1
helpertype	= Normal
name		= "Auxiliar de fuego en el oponente"
id		= 2191
pos		= 0,-30
postype		= p1
facing		= 1
stateno		= 2191
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 2290, DestroySelf]
type = DestroySelf
trigger1 = movecontact = 1

;---------------------------------------------
;Mina al piso - Projetile - terminaci
[Statedef 2592]
type    = A
physics = N
velset = 0,0
anim = 7003
ctrl = 0
sprpriority = 3

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 2590

[State 2581:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1

[State 2581, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;----------------------------------------------
;Bomba en el P2 - Auxiliar de Detonaci
[Statedef 2595]
type    = A
physics = N
;velset = 0,0
anim = 2595
ctrl = 0
sprpriority = 3

[State 2290, DestroySelf]
type = DestroySelf
trigger1 = time = 1




;------------------------------------------------------------------------
;========================================================================
;==========================================================================
;--------------------------------------------------------------------------
;Apuntar
[Statedef 2600]
type 		= S
movetype	= A
physics		= S
anim		= 2600+IfElse(Var(2) = 1,10000,0)
velset		= 0,0
ctrl		= 0
poweradd	= -600
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 2500, Charge]
type = Explod
trigger1 = Time = 0
anim = 2570
ID = 2570
pos = 0,-65
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.7,0.7
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,8
volume = 0
channel = -1


[State 2500:		Helper]
type		= Helper
trigger1	= animelem = 3
helpertype	= Normal
name		= "Mira"
id		= 2650
pos		= 0,-65
postype		= p1
facing		= 1
stateno		= 2650
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3,16
volume = 0
channel = 5

[State 0, StopSnd]
type = StopSnd
trigger1 = numhelper(2660) = 1
channel = 5

[State 2500, 3]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1


;--------------------------------------------------------------------
;Mira - Projetile
[Statedef 2650]
movetype = A
;velset = 0,0
anim = 2650
ctrl = 0
sprpriority = 3

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 10
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 0
fv = 10
value = 40

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(10)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1

[State 2290, 2]
type = VelSet
trigger1 = Time = 0
X = 4

[State 3109, GoUp1]
type = Velset
trigger1 = Parent, command = "holdup"
y = -2.5

[State 3109, GoDown1]
type = Velset
trigger1 = Parent, command = "holddown"
y = 2.4

[State 1465, 2]
type = HitDef
trigger1 =  1
attr = SCA, AA
damage  = 0, 0
pausetime = 0,0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
hitsound   = -1
guardsound = -1
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0


[State 2500:		Helper]
type		= Helper
trigger1	= movecontact = 1
helpertype	= Normal
name		= "Enemy"
id		= 2660
pos		= 0,0
postype		= p2
facing		= 1
stateno		= 2660
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 0, ChangeState]
type = Destroyself
trigger1	= movecontact = 1
trigger2        = time = 200

;---------------------------------------------
;Mira - Enemy Apuntado
[Statedef 2660]
type    = A
physics = N
velset = 0,0
anim = 2661
ctrl = 0
sprpriority = 3

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 40
movetime = 40
anim = -1
sound = -1
darken = 0
unhittable = 1


[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 0 && Var(12) < 0
v = 12
value = 6


[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 13
value = -100

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 0 && Var(13) < 0
v = 13
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(13),Var(12),Var(12)

[State 3000, C疥ara lenta]
type = Pause
trigger1 = time = [20, 40]
time = 1
movetime = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,15
volume = 0
channel = -1



[State 2660]
type = posadd
trigger1 = 1
x = p2dist X-1
y = p2bodydist Y-1


[State 26601:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1

[State 2660, mira enemy explod]
type = Explod
trigger1 = time = 0
anim = 2660
ID =  2660
pos = 0,-40
postype = p2 ;p2,front,back,left,right
facing = (facing)
vfacing = 1
bindtime = -1
removetime = 1000
supermove = 1
pausemove =1
scale = 1, 1
sprpriority = 1
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1


[State 2290, DestroySelf]
type = DestroySelf
trigger1 = Time = 1000


;========================================================================
;------------------------------------------------------------------------
;Napalm Strike Aire
[Statedef 2700]
type            = A
physics         = N
anim		= 2700+IfElse(Var(2) = 1,10000,0)
;velset		= 0,0
ctrl		= 0
poweradd	= -600
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,11
volume = 0
channel = -1



[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 5

[State 0, VelSet]
type = VelSet
trigger1 = time >= 5;, 39]
x = 8


[State 0, VelSet]
type = Veladd
trigger1 = time >= 0 && time < 19
x = 0.4
y = -0.3


[State 0, VelSet]
type = Velmul
trigger1 = time > 19
x = 0.25
y = 0.25

[State 2700, PalFX - Explosion CHargue]
type			= PalFX
trigger1		= time = 5
time			= 20
add			= 10,10,10
mul			= 100,100,100
sinadd		        = -100,-100,-100,30
invertall		= 0

[State 2700, PlayerPush]
type = PlayerPush
trigger1 = time = [5, 19]
value = 0
ignorehitpause = 1


[State 2700:		Helper]
type		= Helper
triggerall      = time >= 5 && time < 20
trigger1	= Time% 3 = 0
helpertype	= Normal
name		= "Napalm"
id		= 2720
pos		= 0+(random%20),0-(random%40)
postype		= p1
facing		= 1
stateno		= 2720
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2500:		Helper]
type		= Helper
trigger1	= animelem = 8
helpertype	= Normal
name		= "Auxiliar inhibidor de infinitos"
id		= 2799
pos		= -1000,-1000
postype		= p1
facing		= 1
stateno		= 2799
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S4,7
volume = 0
channel = 5

[State 2700,GoDown2]
type = VelSet
Trigger1 = pos Y > -1
y = 0

[State 2700, 3]
type = Changestate
trigger1 = Animtime = 0
value = 50
ctrl = 1


;--------------------------------------------------------------------
;Napalm Strike Aire - Napalm
[Statedef 2720]
movetype = A
;velset = 0,0
anim = 2720
ctrl = 0
sprpriority = 3



[State 2720:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1


[State 2720, Explod]
type = Explod
trigger1 = time = 0
anim =  7003
ID = 7003
pos = 0,-30
postype = p1
vel = 0.5,0.2
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 0.15,0.15
Ontop = 1
removetime = 15
removeongethit = 1


[State 2720:	Hitdef]
type            = Hitdef
triggerall = hitcount < 2
trigger1        = animelem = 2
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,10
sparkno = -1
sparkxy = 0, 0
guard.sparkno = -1
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1+(random%3),-10
air.velocity = -1+(random%3),-10
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1
envshake.time   = 10
envshake.freq   = 180
envshake.ampl   = -4
envshake.phase  = 90
Palfx.time       = 50
Palfx.add       = 40,-70,-200
Palfx.sinadd   = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1

[State 2720, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s0,17
volume = 100
channel = -1

[State 2720, Explod]
type = Explod
trigger1 = animelem = 2
anim =  7013
ID = 7013
pos = 0,0
postype = p1
vel = 0,-0.5
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1

[State 2720:		Helper]
type		= Helper
triggerall      = numhelper(2191) = 0
trigger1	= movehit = 1
helpertype	= Normal
name		= "Auxiliar de fuego en el oponente"
id		= 2191
pos		= 0,-30
postype		= p1
facing		= 1
stateno		= 2191
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 2720, DestroySelf]
type = DestroySelf
trigger1 = movecontact = 1
trigger2 = animtime = 0



;------------------------------------------------------------------------
;Napalm Strike Suelo
[Statedef 2750]
type 		= S
movetype	= A
physics		= S
anim		= 2750+IfElse(Var(2) = 1,10000,0)
;velset		= 0,0
ctrl		= 0
poweradd	= -600
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,11
volume = 0
channel = -1



[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 5
y = -2

[State 0, VelSet]
type = VelSet
trigger1 = time = [5, 19]
x = 8
y = 0

[State 0, VelSet]
type = Veladd
trigger1 = time >= 0 && time < 19
x = 0.4
y = 0.25

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 9
y = 0

[State 0, VelSet]
type = Veladd
triggerall = vel x > 0
trigger1 = animelem = 9
x = -0.05


[State 2750, PalFX - Explosion CHargue]
type			= PalFX
trigger1		= time = 3
time			= 30
add			= 10,10,10
mul			= 100,100,100
sinadd		        = -100,-100,-100,62
invertall		= 0

[State 2750, PlayerPush]
type = PlayerPush
trigger1 = time = [5, 19]
value = 0
ignorehitpause = 1



[State 2750:		Helper]
type		= Helper
triggerall      = time >= 5 && time < 20
trigger1	= Time% 5 = 0
helpertype	= Normal
name		= "Napalm"
id		= 2760
pos		= 0,0
postype		= p1
facing		= 1
stateno		= 2760
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2500:		Helper]
type		= Helper
trigger1	= animelem = 8
helpertype	= Normal
name		= "Auxiliar inhibidor de infinitos"
id		= 2799
pos		= -1000,-1000
postype		= p1
facing		= 1
stateno		= 2799
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2750, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S4,8
volume = 0
channel = 5

[State 2750, 3]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1


;--------------------------------------------------------------------
;Napalm Strike Suelo - Napalm
[Statedef 2760]
movetype = A
;velset = 0,0
anim = 2760
ctrl = 0
sprpriority = 3


[State 2720, Explod]
type = Explod
trigger1 = time = 0
anim =  7003
ID = 7003
pos = 0,-30
postype = p1
vel = 0.5,0.4
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 0.15,0.15
Ontop = 1
removetime = -2
removeongethit = 1

[State 2760:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1



[State 2760:	Hitdef]
type            = Hitdef
triggerall = hitcount < 2
trigger1        = animelem = 2
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,10
sparkno = -1
sparkxy = 0, 0
guard.sparkno = -1
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1+(random%3),-10
air.velocity = -1+(random%3),-10
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1
envshake.time   = 10
envshake.freq   = 180
envshake.ampl   = -4
envshake.phase  = 90
Palfx.time       = 50
Palfx.add       = 40,-70,-200
Palfx.sinadd   = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1

[State 2760, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s0,17
volume = 100
channel = -1

[State 2720, Explod]
type = Explod
trigger1 = animelem = 2
anim =  7012
ID = 7012
pos = 0,0
postype = p1
vel = 0,-0.5
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 0.35,0.35
Ontop = 1
removetime = -2
removeongethit = 1

[State 2760:		Helper]
type		= Helper
triggerall      = numhelper(2191) = 0
trigger1	= movehit = 1
helpertype	= Normal
name		= "Auxiliar de fuego en el oponente"
id		= 2191
pos		= 0,-30
postype		= p1
facing		= 1
stateno		= 2191
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 2760, DestroySelf]
type = DestroySelf
trigger1 = movecontact = 1
trigger2 = animtime = 0


;----------------------------------------------
;Napalm Strike -  Auxiliar inhibidor de infinitos
[Statedef 2799]
type    = A
physics = N
;velset = 0,0
anim = 2799
ctrl = 0


[State 2290, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0



;===================================================================================
;---------------- Supers ---------------------------------------------------
;===================================================================================
; Transformaci a Super 13
[Statedef 3000]
type 		= S
movetype	= A
physics		= S
anim		= 3000+IfElse(Var(2) = 1,10000,0)
velset		= 0,0
ctrl		= 0
poweradd	= -1000
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3000, C疥ara lenta]
type = Pause
trigger1 = time = [20, 35]
time = 1
movetime = 0

[State 3000:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50

[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 5,-65
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,11
volume = 50
channel = 1

[State 3000, Super desfensa]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 6,9
sparkno = S7005
sparkxy = 10
hitsound = S0,8
sprpriority = -1
numhits = 0



[State 3000, Chip 1 Izquierda]
type = Explod
trigger1 = Time = 20
anim = 3020
ID = 3020
pos = -200,-80
vel = 7.5,0
accel = 0,0
sprpriority = 2
removetime = -1
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999

[State 3000, Chip 1 derecha]
type = Explod
trigger1 = Time = 20
anim = 3020
ID = 3020
pos = 200,-80
vel = -7.5,0
accel = 0,0
sprpriority = 2
removetime = -1
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = -1
supermovetime 	= 999

[State 3000, Chip 2 Izquierda]
type = Explod
trigger1 = Time = 20
anim = 3021
ID = 3021
pos = -200,10
vel = 7.5,-5
accel = 0,0.15
sprpriority = 2
removetime = -1
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999

[State 3000, Chip 2 derecha]
type = Explod
trigger1 = Time = 20
anim = 3021
ID = 3021
pos = 200,10
vel = -7.5,-5
accel = 0,0.15
sprpriority = 2
removetime = -1
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999





[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 2
id = 3020

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 2
id = 3021




[State 1002:		Helper]
type		= Helper
trigger1	= Animelem = 1
helpertype	= Normal
name		= "Auxiliar para la transformaci"
id		= 3050
pos		= -200,500
postype		= p1
facing		= 1
stateno		= 3050
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 3000, Super Charge]
type = Explod
triggerall = time >= 20
trigger1 = time %20 = 0
anim = 731
ID = 731
pos = 0,20
vel = 0, -1.5
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, Super Charge]
type = Explod
triggerall = time >= 20
trigger1 = time %3 = 0
anim = 7003
ID = 7003
pos = -20+(random%40),0
vel = 0, -2-(random%3)
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.1,0.1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 3000, Super Charge]
type = Explod
trigger1 = animelem = 10
anim = 732
ID = 732
pos = 5,-50
vel = 0, 0
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.85,0.85
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 2400:	BGPalFX]
type			= BGPalFX
trigger1		= (AnimElem = 10)
time			= 12
add			= 20,20,20
mul			= 150,256,200
sinadd		        = 200,200,200,4
invertall		= 1
color			= 256


[State 2400:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 10)
time			= 12
freq			= 120
ampl			= -7
phase			= 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 28
value = S3,14
volume = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 28
value = S3,19
volume = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S3,18
volume = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 124
value = S5,2
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 124
value = S3,13
volume = 100

[State 3000]
type = changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------
;Transformaci en Super 13 - Auxiliar para la transformaci
[Statedef 3050]
type    = A
physics = N
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 3

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 1



;--------------------------------------------------------------------------
;===================================================================================
; Lanza Granadas - Lanzamiento
[Statedef 3100]
type    = A
physics = N
juggle  = 0
poweradd = -1000
ctrl = 0
anim = 3100+IfElse(Var(2) = 1,10000,0)
sprpriority = 1
;velset = 0, 0

[State 3100, VelMul]
type = VelMul
trigger1 = !Time
x = .075
y = .075 ;.2

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3000, C疥ara lenta]
type = Pause
trigger1 = time = [20, 35]
time = 1
movetime = 0

[State 3000:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50

[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = -25,-60
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,11
volume = 50
channel = 1

[State 1002:		Helper]
type		= Helper
trigger1	= animelem = 2
helpertype	= Normal
name		= "Granada - 1"
id		= 3150
pos		= 10,-20
postype		= p1
facing		= 1
stateno		= 3150
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 2
size.yscale     = 1

[State 1002:		Helper]
type		= Helper
trigger1	= animelem = 3
helpertype	= Normal
name		= "Granada - 2"
id		= 3150
pos		= 20,-40
postype		= p1
facing		= 1
stateno		= 3150
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 2
size.yscale     = 1

[State 1002:		Helper]
type		= Helper
trigger1	= animelem = 4
helpertype	= Normal
name		= "Granada - 3"
id		= 3150
pos		= 25,-55
postype		= p1
facing		= 1
stateno		= 3150
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 2
size.yscale     = 1

[State 1002:		Helper]
type		= Helper
trigger1	= animelem = 5
helpertype	= Normal
name		= "Granada - 4"
id		= 3150
pos		= 30,-70
postype		= p1
facing		= 1
stateno		= 3150
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 2
size.yscale     = 1

[State 500,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 500,GoDown2]
type = VelSet
Trigger1 = pos Y > -1
y = 0

[State 1320, 3]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = animtime = 0
value = 50
ctrl = 1

;----------------------------------------------------------------
;Lanza Granadas - Granada
[Statedef 3150]
type    = A
anim		= 3150
velset		= 1+(random%4),-0.05
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 1001:	Veladd]
type		= Veladd
trigger1	= (Time > 0)
y		= 0.3

[State 1001:	Velmul]
type		= Velmul
trigger1 = (frontedgebodydist < 10) && (vel x > 0)
trigger2 = (backedgebodydist < 10) && (vel x < 0)
x = -1

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1

[State 3000, PlaySnd - lanzamiento]
type = PlaySnd
trigger1 = time = 0
value = S3,9
volume = 50
channel = 1

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim =  2570
ID = 2570
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5,0.5
Ontop = 0
removetime = -1


[State 1000, Explod]
type = Explod
trigger1 = time%3 = 0
anim =  8100
ID = 8100
pos = 0+(random%5),0+(random%5)
Vel = 0,0
accel = 0,-0.1
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.7,0.7
Ontop = 0
removetime = -2


[State 0, ChangeState]
type = ChangeState
triggerall = time > 5
trigger1 = pos y >= 0
value = 3151
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Numhelper(2595) = 1
value = 3160
ctrl = 0


;-------------------------------------------------------------
;Lanza Granadas - Granada - Revote
[Statedef 3151]
type    = A
anim		= 3150
;velset		= 2,-4.5
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 1001:	Velset]
type		= Velset
trigger1	= (Time = 0)
y		= -4.5-(random%5)

[State 1001:	Veladd]
type		= Veladd
trigger1	= (Time > 0)
y		= 0.2

[State 1001:	Velmul]
type		= Velmul
trigger1 = (frontedgebodydist < 10) && (vel x > 0)
trigger2 = (backedgebodydist < 10) && (vel x < 0)
x = -1

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim =  2570
ID = 2570
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
scale = 0.7,0.7
Ontop = 0
removetime = -1

[State 1000, Explod]
type = Explod
trigger1 = time%6 = 0
anim =  8100
ID = 8100
pos = 0+(random%5),0+(random%5)
Vel = 0,0
accel = 0,-0.1
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 0
removetime = -2

[State 0, ChangeState]
type = ChangeState
triggerall = time > 5
trigger1 = pos y >= 0
value = 3152
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Numhelper(2595) = 1
value = 3160
ctrl = 0

;-------------------------------------------------------------
;Lanza Granadas - Granada - Revote 2
[Statedef 3152]
type    = A
anim		= 3150
;velset		= 2,-4.5
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 1001:	Velset]
type		= Velset
trigger1	= (Time = 0)
y		= -3.5-(random%3)

[State 1001:	Veladd]
type		= Veladd
trigger1	= (Time > 0)
y		= 0.1

[State 1001:	Velmul]
type		= Velmul
trigger1 = (frontedgebodydist < 10) && (vel x > 0)
trigger2 = (backedgebodydist < 10) && (vel x < 0)
x = -1

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim =  2570
ID = 2570
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
scale = 0.7,0.7
Ontop = 0
removetime = -1

[State 1000, Explod]
type = Explod
trigger1 = time%10 = 0
anim =  8100
ID = 8100
pos = 0+(random%20),0+(random%20)
Vel = 0,0
accel = 0,-0.1
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 0
removetime = -2

[State 0, ChangeState]
type = ChangeState
triggerall = time > 5
trigger1 = pos y >= 0
value = 3153
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Numhelper(2595) = 1
value = 3160
ctrl = 0


;-------------------------------------------------------------
;Lanza Granadas - Granada - Revote 3
[Statedef 3153]
type    = A
anim		= 3150
;velset		= 2,-4.5
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 1001:	Velset]
type		= Velset
trigger1	= (Time = 0)
y		= -2.5-(random%3)

[State 1001:	Veladd]
type		= Veladd
trigger1	= (Time > 0)
y		= 0.1

[State 1001:	Velmul]
type		= Velmul
trigger1 = (frontedgebodydist < 10) && (vel x > 0)
trigger2 = (backedgebodydist < 10) && (vel x < 0)
x = -1

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 5
fv = 1
value = -35

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(1)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim =  2570
ID = 2570
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
scale = 0.7,0.7
Ontop = 0
removetime = -1

[State 1000, Explod]
type = Explod
trigger1 = time%10 = 0
anim =  8100
ID = 8100
pos = 0+(random%20),0+(random%20)
Vel = 0,0
accel = 0,-0.1
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 0
removetime = -2

[State 0, ChangeState]
type = ChangeState
trigger1 = Numhelper(2595) = 1
trigger2 = time = 50
value = 3160
ctrl = 0


;-------------------------------------------------------------
;Lanza Granadas -  Granada Explosi
[Statedef 3160]
movetype	= A
anim		= 2591
velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 2570

[State 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
flag			= unguardable
flag2			= NoShadow
ignorehitpause = 1


[State 1001:	Hitdef]
type            = Hitdef
triggerall = hitcount < 2
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 90,40
pausetime	= 1,10
sparkno = -1
sparkxy = 0, 0
guard.sparkno = -1
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1+(random%3),-10
air.velocity = -1+(random%3),-10
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1
envshake.time   = 10
envshake.freq   = 180
envshake.ampl   = -4
envshake.phase  = 90
Palfx.time       = 50
Palfx.add       = 40,-70,-200
Palfx.sinadd   = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1

[State 2290, Explod]
type = Explod
trigger1 = time = 0
anim =  7012
ID = 7012
pos = 0,0
postype = p1
vel = 0,-0.5
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 0.35,0.35
Ontop = 1
removetime = -2
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,17
volume = 0
channel = -1

[State 700:		Helper]
type		= Helper
triggerall      = numhelper(2191) = 0
trigger1	= movehit = 1
helpertype	= Normal
name		= "Auxiliar de fuego en el oponente"
id		= 2191
pos		= 0,-30
postype		= p1
facing		= 1
stateno		= 2191
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 1001:	DestroySelf]
type	= DestroySelf
trigger1 = animtime = 0
trigger2 = movecontact = 1


;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
; RR Shot - charge
[Statedef 3200]
type 		= S
movetype	= A
physics		= S
anim		= 3200+IfElse(Var(2) = 1,10000,0)
velset		= 0,0
ctrl		= 0
poweradd	= -1000
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 3200, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


[State 3200, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3200, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3200, C疥ara lenta]
type = Pause
trigger1 = time = [20, 35]
time = 1
movetime = 0

[State 3000:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50

[State 3200, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = -20,-62
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3200, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,11
volume = 50
channel = 1

[State 3200, Shot Charge]
type = Explod
trigger1 = animelem = 2
anim = 3220
ID = 3220
pos = 50,-74
vel = 0,0
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.5,0.5
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3200, PlaySnd - Shot Charge]
type = PlaySnd
trigger1 = Time = 30
value = S3,7
volume = 50
channel = 2

[State 3200, Shot fire]
type = Explod
trigger1 = time = 51
anim = 3230
ID = 3230
pos = 45,-74
vel = 0,0
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.3,0.3
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3200, PlaySnd - Shot fire]
type = PlaySnd
trigger1 = Time = 51
value = S3,17
volume = 50
channel = 3

[State 1002:		Helper]
type		= Helper
trigger1	= time = 51
helpertype	= Normal
name		= "RR Shot"
id		= 3250
pos		= 20,-74
postype		= p1
facing		= 1
stateno		= 3250
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2400:	EnvShake]
type			= EnvShake
trigger1 		= (time = 51)
time			= 12
freq			= 120
ampl			= -7
phase			= 90


[State 3000]
type = changestate
trigger1 = time = 100
value = 3201
ctrl = 0

;------------------------------------------------
; Super RR Ball - Lanzamiento
[Statedef 3201]
type 		= S
movetype	= A
physics		= S
anim		= 3201+IfElse(Var(2) = 1,10000,0)
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 3000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
; RR Shot - charge Aire
[Statedef 3210]
type 		= A
movetype	= A
physics		= N
anim		= 3210+IfElse(Var(2) = 1,10000,0)
;velset		= 0,0
ctrl		= 0
poweradd	= -1000
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1


[State 2200, VelMul]
type = VelMul
trigger1 = !Time
x = .160
y = .160 ;.2

[State 0, VelMul]
type = VelMul
trigger1 =  time >= 30
x = 0.1
y = 0.1


[State 3210, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


[State 3210, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3210, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

[State 3210, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3210, C疥ara lenta]
type = Pause
trigger1 = time = [20, 35]
time = 1
movetime = 0

[State 3210:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50

[State 3210, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = -3,-75
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3210, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,11
volume = 50
channel = 1

[State 3210, Shot Charge]
type = Explod
trigger1 = animelem = 2
anim = 3220
ID = 3220
pos = 30,-50
vel = 0,0
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.5,0.5
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3210, PlaySnd - Shot Charge]
type = PlaySnd
trigger1 = Time = 30
value = S3,7
volume = 50
channel = 2

[State 3210, PlaySnd - Shot fire]
type = PlaySnd
trigger1 = Time = 51
value = S3,17
volume = 50
channel = 3


[State 3210:		Helper]
type		= Helper
trigger1	= time = 51
helpertype	= Normal
name		= "FX Shot"
id		= 3261
pos		= 30,-50
postype		= p1
facing		= 1
stateno		= 3261
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.3
size.yscale     = 0.3


[State 3210:		Helper]
type		= Helper
trigger1	= time = 51
helpertype	= Normal
name		= "RR Shot DIagonal"
id		= 3260
pos		= 10,-60
postype		= p1
facing		= 1
stateno		= 3260
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.4
size.yscale     = 0.4

[State 3210:	EnvShake]
type			= EnvShake
trigger1 		= (time = 51)
time			= 12
freq			= 120
ampl			= -7
phase			= 90

[State 540,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 540,Land]
type = VelSet
trigger1 = Pos Y >= 0
y = 0


[State 3210]
type = changestate
trigger1 = time = 130
value = 50
ctrl = 0



;-----------------------------------------------------------------------------------
;RR Shot - Projetile
[Statedef 3250]
movetype	= A
anim		= 3251
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 3250, FX 01]
type = Explod
trigger1 = Time%3 = 0
anim = 7003
ID = 7003
pos = -20+(random%20),-20+(random%40)
vel = 1,0
accel = 0,0
sprpriority = 1
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.15,0.15
removeongethit = -1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3250, FX 01]
type = Explod
trigger1 = Time = 0
anim = 3250
ID = 3250
pos = 0,0
vel = 0,0
accel = 0,0
sprpriority = 1
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.4,0.4
removeongethit = -1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 0


[State 3350:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[STate 3350: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 3350:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 20
y = 0
ignorehitpause  = 0

[State 0, VelAdd]
type = VelAdd
triggerall = vel x > 0
trigger1 = time > 0
x = -0.9
y = 0
ignorehitpause  = 0


[State 3350:	Hitdef]
type            = Hitdef
triggerall      = hitcount < 1
trigger1        = 1
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 200,5
pausetime	= 10,6
sparkno		= s1060
sparkxy		= -15+(random%30),-5+(random%30)
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,13
guardsound	= s3,13
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -8,-7
guard.velocity	= -4
air.velocity	= -8,-6
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 3250: Auxiliar de c疥ara lenta]
type		= Helper
triggerall      = numhelper(3290) = 0
trigger1	= movehit = 1
helpertype	= Normal
name		= "Auxiliar de c疥ara lenta"
id		= 3290
pos		= 0,-300
postype		= p1
facing		= 1
stateno		= 3290
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1



[State 3350:	DestroySelf]
type			= DestroySelf
trigger1 		= animtime = 0


;-----------------------------------------------------------------------------------
;RR Shot - Projetile  Diagonal
[Statedef 3260]
movetype	= A
anim		= 3260
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  -45

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 3250, FX 01]
type = Explod
trigger1 = Time%3 = 0
anim = 7003
ID = 7003
pos = -20+(random%20),-20+(random%40)
vel = 1,1
accel = 0,0
sprpriority = 1
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.15,0.15
removeongethit = -1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1



[State 3350:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[STate 3350: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 3350:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 20
y = 20
ignorehitpause  = 0

[State 0, VelAdd]
type = VelAdd
triggerall = vel x > 0
trigger1 = time > 0
x = -0.9
y = -0.9
ignorehitpause  = 0


[State 3350:	Hitdef]
type            = Hitdef
triggerall      = hitcount < 1
trigger1        = 1
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 200,5
pausetime	= 10,6
sparkno		= s1060
sparkxy		= -15+(random%30),-5+(random%30)
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,13
guardsound	= s3,13
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -8,-7
guard.velocity	= -4
air.velocity	= -8,-6
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 3250: Auxiliar de c疥ara lenta]
type		= Helper
triggerall      = numhelper(3290) = 0
trigger1	= movehit = 1
helpertype	= Normal
name		= "Auxiliar de c疥ara lenta"
id		= 3290
pos		= 0,-300
postype		= p1
facing		= 1
stateno		= 3290
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1



[State 3350:	DestroySelf]
type			= DestroySelf
trigger1 		= animtime = 0

;-------------------------------------------------------------------------------
;Shot - Fx
[Statedef 3261]
movetype	= A
anim		= 3230
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 5

[State 2350:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  -45

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add


[State 0, BindToParent]
type = BindToParent
trigger1 = Time >= 0
pos = 30,-50


[State 2350:	DestroySelf]
type			= DestroySelf
trigger1 		= animtime = 0;(Parent, NumProjID(1002) = 0)
trigger2


;-------------------------------------------------------------------------
;Auxiliar de c疥ara lenta
[Statedef 3290]
type    = A
physics = N
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 3

[State 3290, C疥ara lenta]
type = Pause
trigger1 = time = [0, 15]
time = 1
movetime = 0

[State 3290, DestroySelf]
type = DestroySelf
trigger1 = time = 16


;================================================================================
;--------------------------------------------------------------------------------
;================================================================================
; Super RR Ball - Start
[Statedef 3300]
type 		= S
movetype	= A
physics		= S
anim		= 3300+IfElse(Var(2) = 1,10000,0)
;velset		= 0,0
ctrl		= 0
poweradd	= -2000
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 0, PosSet]
type = PosSet
triggerall = prevstateno = 11320
trigger1 = time = 0
y = 0

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3000, C疥ara lenta]
type = Pause
trigger1 = time = [20, 35]
time = 1
movetime = 0

[State 3000:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50

[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 5,-65
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,11
volume = 50
channel = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 28
value = S3,14
volume = 50


[State 1002:		Helper]
type		= Helper
trigger1	= time = 30
helpertype	= Normal
name		= "Super RR Ball"
id		= 3350
pos		= 15,-55
postype		= p1
facing		= 1
stateno		= 3350
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 540,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 540,Land]
type = VelSet
trigger1 = Pos Y >= 0
y = 0

[State 3000]
type = changestate
trigger1 = time = 100
value = 3301
ctrl = 0

;------------------------------------------------
; Super RR Ball - Lanzamiento
[Statedef 3301]
type 		= S
movetype	= A
physics		= S
anim		= 3301+IfElse(Var(2) = 1,10000,0)
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 1002:		Helper]
type		= Helper
trigger1	= time = 0
helpertype	= Normal
name		= "Auxiliar de movimiento"
id		= 3355
pos		= 200,-60
postype		= p1
facing		= 1
stateno		= 3355
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 540,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0

[State 540,Land]
type = VelSet
trigger1 = Pos Y >= 0
y = 0

[State 3000]
type = changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1


;-----------------------------------------------------------------------------------
;Super RR Ball - Projetile
[Statedef 3350]
movetype	= A
anim		= 3350
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 3350, FX 01]
type = Explod
trigger1 = Time = 0
anim = 3351
ID = 3351
pos = 0,0
sprpriority = 1
supermove = 1
removetime = -1
bindtime = -1
ownpal = 1
scale = .01,.01
removeongethit = -1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3350, FX 01]
type = Explod
trigger1 = Time = 0
anim = 3351
ID = 3351
pos = 0,0
sprpriority = 1
supermove = 1
removetime = -1
bindtime = -1
ownpal = 1
scale = .01,.01
removeongethit = -1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3350, FX 01]
type = Explod
trigger1 = Time = 0
anim = 3351
ID = 3351
pos = 0,0
sprpriority = 1
supermove = 1
removetime = -1
bindtime = -1
ownpal = 1
scale = .01,.01
removeongethit = -1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1



[State 3350, VarSet FX1]
type = Varset
trigger1 = time = 0
fv = 20
value = 0.1

[State 3350, VarAdd FX1]
type = Varadd
trigger1 = time > 0 & fvar(20) <= 0.6 ;time = 80
fv = 20
value = 0.01

[State 3550, Cambio de escala FX1]
type = ModifyExplod
trigger1 = time = [0, 100];[81,125]
ID = 3351
scale = fvar(20), fvar(20)


[State 3350:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 3201, Seek 1]
type = VelAdd
triggerall = numhelper(3355) = 1
trigger1 = P2Dist X < 0
trigger1 = Time >= 10
x = -.1

[State 3201, Seek 2]
type = VelAdd
triggerall = numhelper(3355) = 1
trigger1 = P2Dist X > 0
trigger1 = Time >= 10
x = .1

[State 3201, Seek 3]
type = VelAdd
triggerall = numhelper(3355) = 1
trigger1 = P2Dist Y < 50
trigger1 = Time >= 10
y = -.1

[State 3201, Seek 4]
type = VelAdd
triggerall = numhelper(3355) = 1
trigger1 = P2Dist Y > 50
trigger1 = Time >= 10
y = .1



[State 0, VelSet]
type = VelSet
trigger1 =  time = [175,200]
trigger2 =  time = [375,400]
trigger3 =  time = [575,600]
x = 0
y = 0


[State 3350:	Hitdef]
type            = Hitdef
triggerall      = hitcount < 7
trigger1        = 1
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 100,5
pausetime	= 10,6
sparkno		= s1060
sparkxy		= -15+(random%30),-5+(random%30)
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,13
guardsound	= s3,13
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -3,-4
guard.velocity	= -4
air.velocity	= -3,-4
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45    ;fv = 10
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit = 1
trigger2 = moveguarded = 1
v = 45
value = 1
ignorehitpause = 0


[State 0, HitOverride]
type = HitOverride
trigger1 = parent,stateno != 3400
trigger1 = parent,stateno != 3401
Trigger1 = numhelper(3355) = 0
trigger1 = var(2) = 1 || var(4) = 1
trigger2 = parent,stateno != 3300
trigger2 = parent,stateno != 3301
Trigger2 = numhelper(3355) = 0
trigger2 = var(3) = 1
trigger3 = var(45) = 7
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 3360
time = 1
forceair = 0
ignorehitpause = 1
;persistent =




[State 0, ChangeState]
type = ChangeState
trigger1 = parent,stateno != 3400
trigger1 = parent,stateno != 3401
Trigger1 = numhelper(3355) = 0
trigger1 = parent,var(3) = 1
trigger2 = parent,stateno != 3300
trigger2 = parent,stateno != 3301
Trigger2 = numhelper(3355) = 0
trigger2 = parent,var(4) = 1 || parent,var(2) = 1
trigger3 = var(45) = 7
trigger4 = time = 700
value = 3360
ctrl = 0
;-----------------------------------------------
;Super RR Ball - Projetile  exploci
[Statedef 3360]
type	= A
anim		= 3360
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = 0
y = 0


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3351

[State 3350, FX 01]
type = Explod
trigger1 = Time = 0
anim = 3361
ID = 3361
pos = 0,0
sprpriority = 2
supermove = -1
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.5,0.5
removeongethit = -1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 3350:	DestroySelf]
type			= DestroySelf
trigger1 		= animtime = 0


;---------------------------------------
;Super RR Ball - Auxiliar de movimiento
[Statedef 3355]
type    = A
physics = N
velset = 0,0
anim = 3355
ctrl = 0
sprpriority = 3

[State 0, DestroySelf]
type = DestroySelf
trigger1 = numhelper(3350) = 0
trigger2 = time = 700





;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------



