;===================================================================================
;---------------- B疽icos Super 13 ----------------------------------------------------------
;===================================================================================
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 11200]
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 = 11200                    ;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, PosSet]
type = PosSet
triggerall = prevstateno = 11320
trigger1 = time = 0
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 = 10, 10                 ;Time attacker pauses, time opponent shakes
sparkno = -1;s7002                   ;Spark anim no (Def: set above)
sparkxy = -45, -65               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s7005
;Y-offset for the spark rel. to p1
hitsound = s0, 6                  ;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
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90

[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, 7]
type = ChangeState
triggerall = time >= 7
trigger1 = command = "x"
value = 11201
ctrl = 1

;---------------------------------------------------------------------------
; Stand Light Punch - 2nd hit
[Statedef 11201]
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 = 11201                     ;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, PosSet]
type = PosSet
triggerall = prevstateno = 11320
trigger1 = time = 0
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 = 10, 10                 ;Time attacker pauses, time opponent shakes
sparkno = -1;s7000                      ;Spark anim no (Def: set above)
sparkxy = -45, -65               ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s7005
;Y-offset for the spark rel. to p1
hitsound = s0, 6                  ;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
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90

[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 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 11210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 11300
sprpriority = -1

[State 0, PosSet]
type = PosSet
triggerall = prevstateno = 11320
trigger1 = time = 0
y = 0

[State 0, PowerAdd]
type = Posadd
trigger1 = animelem = 2 || animelem = 3
x = 10

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

[State 210, 2]
type = HitDef
trigger1 = Animelem = 2 || AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = -1;S7000
sparkxy = -20,-55
guard.sparkno = s7005
hitsound   = s0, 10
guardsound = s0, 8
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 35, -45
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, -45
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 = 5,3

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


;---------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 11230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 11230
sprpriority = 2

[State 0, PosSet]
type = PosSet
triggerall = prevstateno = 11320
trigger1 = time = 0
y = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1 || animelem = 3
x = 4
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 = -30,-55
guard.sparkno = s7005
hitsound   = s0, 11
guardsound = s0, 8
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 45, -40
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, -40
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 11240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 11240
sprpriority = 2

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

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

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 2
x = 7
y = 0

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 12,14
sparkno = -1;s7000
sparkxy = -25,-70
guard.sparkno = s7005
hitsound   = s0, 12
guardsound = s0, 8
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -4.2,-3.2
recover = 0
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 65, -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 = 65, -65
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 = 5, 6

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


;---------------------------------------------------------------------------
;Stand command Rodillazo
[Statedef 11320]
type    = A
movetype= A
physics = A
anim		= 11320
;velset		= 0,0
ctrl		= 0
poweradd	= 50
juggle		= 3
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority		= 2


[State 11320, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 2.5
y = -5


[State 200:	PlaySnd]
type		= PlaySnd
trigger1	= (AnimElem = 2)
value		= S2,7


[State 11320, PosSet]
type = PosSet
trigger1 = pos y > 0
y = 0

[State 11320:	HitDef]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 12,12
sparkno = -1;s7002
sparkxy = -30,-55
guard.sparkno = s7005
hitsound   = s0, 11
guardsound = s0, 8
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90

[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 11320:		ChangeState]
type			= ChangeState
triggerall              = time > 2
trigger1		= (animtime!)
value			= 50


;===========================================================================
;---------------------------------------------------------------------------
;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 11400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 11400
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,-30
guard.sparkno = s7005
hitsound   = s0, 6
guardsound = s0, 8
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 50, -40
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 = 50, -40
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 11410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 11410
sprpriority = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1  || AnimElem = 2  || AnimElem = 3
x = 4
y = 0

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 4

;This is the first hit, triggered on the 3rd element of animation.
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = C, NA
damage    = 37
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = -1;s7000
sparkxy = -10,-45
guard.sparkno = s7005
hitsound   = s0, 11
guardsound = s0, 8
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 30, -45
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 = 30, -45
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 = 5, 6

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

;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 11430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 11440
sprpriority = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1 || animelem = 2
x = 7
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 = 10,10
sparkno = -1;s7002
sparkxy = -20,-10
guard.sparkno = s7005
hitsound   = s0, 7
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
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 40, -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 = 40, -10
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 11440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 11430
sprpriority = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1 || animelem = 2
x = 5
y = 0

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 2

[State 440, 3]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage    = 72
hitflag = MAFD
guardflag = L
pausetime = 12,13
sparkno = -1;s7000
sparkxy = -30,-10
guard.sparkno = s7005
hitsound   = s0, 12
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
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90

[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 = 5, 3

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

;===========================================================================
;---------------------------------------------------------------------------
;Jump Light Punch 1
; CNS difficulty: easy
[Statedef 11600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 11600
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 = 8,8
sparkno = -1;s7002
sparkxy = -20,-15
guard.sparkno = s7005
hitsound   = s0,6
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90



[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 40, -25
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 = 40, -25
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 >= 6
trigger1 = command = "x"
value = 11601
ctrl = 0

;--------------------------------------
;Jump Light Punch 2
; CNS difficulty: easy
[Statedef 11601]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 11601
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 = 8,8
sparkno = -1;s7002
sparkxy = -20,-15
guard.sparkno = s7005
hitsound   = s0,7
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 40, -25
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 = 40, -25
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 11610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 11610
sprpriority = 2

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

[State 610, 3]
type = HitDef
trigger1 = Animelem = 3
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = -1;s7000
sparkxy = -20,-5
guard.sparkno = s7005
hitsound   = s0,11
guardsound = s0,8
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -5,1
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
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 = 5, 3


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

;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 11630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 11630
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 = 10,10
sparkno = -1;s7000
sparkxy = -5,-5
guard.sparkno = s7005
hitsound   = s0,7
guardsound = s0,8
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 45, -30
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, -30
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 = 5, 1


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

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 11640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 11640
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   = s0,12
guardsound = s0,8
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3, 4
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 50, -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 = 50, -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 = 5, 3

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

;===========================================================================
;---------------------------------------------------------------------------
;Fly Light Punch
; CNS difficulty: easy
[Statedef 11500]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 11
ctrl = 0
anim = 11600
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 = 8,8
sparkno = -1;s7002
sparkxy = -20,-15
guard.sparkno = s7005
hitsound   = s0,6
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90



[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 40, -25
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 = 40, -25
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 = 11501
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 11501]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 11
ctrl = 0
anim = 11601
sprpriority = 2

[State 600, 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 = 8,8
sparkno = -1;s7002
sparkxy = -20,-15
guard.sparkno = s7005
hitsound   = s0,7
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 40, -25
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 = 40, -25
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 11510]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
anim = 11610
sprpriority = 2

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

[State 610, 3]
type = HitDef
trigger1 = Animelem = 3
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = -1;s7000
sparkxy = -20,-5
guard.sparkno = s7005
hitsound   = s0,11
guardsound = s0,8
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -5,1
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
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 11530]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 20
ctrl = 0
anim = 11630
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 = 10,10
sparkno = -1;s7000
sparkxy = -5,-5
guard.sparkno = s7005
hitsound   = s0,7
guardsound = s0,8
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 45, -30
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, -30
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 11540]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
anim = 11640
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   = s0,12
guardsound = s0,8
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3, 4
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 50, -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 = 50, -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 Moves ---------------------------------------------------
;===================================================================================
;=========================================


;===================================================================================
;---------------- 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 11070]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 11070
poweradd = -75

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = -7
y = 0

[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		= 50,-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 = 50,-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 = 5, 3

[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 = 11071

;----------------------------------------------
;Fireball   2
[Statedef 11071]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 11071
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		= 50,-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 = 50,-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 = 5, 7

[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 = 11072

;----------------------------------------------
;Fireball   3
[Statedef 11072]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 11072
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		= 50,-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 = 50,-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 = 5, 4

[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 = 11073

;----------------------------------------------
;Fireball   4
[Statedef 11073]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 11072
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		= 50,-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 = 50,-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 = 5, 3

[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 = 11074

;----------------------------------------------
;Fireball   5
[Statedef 11074]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 11072
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		= 50,-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 = 50,-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 = 5, 7

[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 = 11075

;----------------------------------------------
;Fireball   6
[Statedef 11075]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 11072
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		= 50,-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 = 50,-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 = 5, 4


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

;=======================================================================
;-----------------------------------------------------------------------
;Fireball Aire - Lanzamiento 1
[Statedef 11090]
type = A
movetype = A
physics = A
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 11090
poweradd = -50

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

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(vel X <= 0, -1, 1)
y = -5


[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 2) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 30,-25
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 = 30,-25
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 = 5, 3

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


[State 2200, 0]
type = ChangeState
triggerall = power >= 50
triggerall = time  > 10
trigger1 = command = "c"
value = 11091

;----------------------------------------------
;Fireball Aire - Lanzamiento 2
[Statedef 11091]
type = A
movetype = A
physics = A
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 11091
poweradd = -50

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

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(vel X <= 0, -1, 1)
y = -5


[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 1) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 30,-25
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 = 30,-25
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 = 1
value = 5, 3

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

[State 2200, 0]
type = ChangeState
triggerall = power >= 50
triggerall = time  > 10
trigger1 = command = "c"
value = 11092

;----------------------------------------------
;Fireball Aire - Lanzamiento 2
[Statedef 11092]
type = A
movetype = A
physics = A
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 11091
poweradd = -50

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(vel X <= 0, -1, 1)
y = -5



[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3,4
volume = 100

[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 1) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 30,-25
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 = 30,-25
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 = 1
value = 5, 3

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

;===================================================================================
;---------------- Specials Moves ---------------------------------------------------
;===================================================================================
;---------------- Super Androide 13  -----------------------------------------------
;===================================================================================
;Potemkin Chargue
[Statedef 4100]
type 		= S
physics		= N
anim		= 4100
;velset		= 0,0
ctrl		= 0
poweradd	= 100
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 1320, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 5, 2


[State 105: Areia]
type	= Explod
trigger1 = time = 0
anim	= 7100
pos 	= -10,4
postype	= p1
facing 	= 1
vfacing	= 1
vel 	= 0,0
accel 	= 0,0
scale   = 1,1
ontop	= 1

[State 4100]
type = velset
trigger1 = time = 0
x = 5.8
ignorehitpause = 1

[State 4100]
type = veladd
trigger1 = time >= 1
trigger1 = vel x < 6.6
x = 0.6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,13
volume = 0
channel = -1

[State 4100, 2]
type = hitoverride
trigger1 = 1
trigger1 = anim = 4100
trigger2 = animelemtime(5) <= 1
time = 1
attr = SCA,AA,AP
;stateno = 1410
ignorehitpause = 1

[State 2500, Charge]
type = Explod
trigger1 = Time = 0
anim = 4190
ID = 4190
pos = -10,0
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 0
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 800, 2]
type = ChangeState
triggerall = time >= 7
trigger1 = p2bodydist X <= 54
Trigger2 = animtime = 0
value = 4101
ctrl = 0

;-------------------------------------
;Potemkin Chargue - Golpe
[Statedef 4101]
type 		= S
movetype	= A
physics		= N
anim		= 4101
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 630, 4]
type = velmul
trigger1 = time > 0
x = 0.8

[State 4100, 2]
type = hitoverride
trigger1 = 1
trigger1 = anim = 4101
trigger2 = animelemtime(5) <= 1
time = 1
attr = SCA,AA,AP
;stateno = 1410
ignorehitpause = 1



[State 1320, 2]
type = HitDef
triggerall = hitcount < 1
trigger1 =  animelem = 1 || animelem = 2
attr = A, NA
damage    = 90, 5
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = -1
sparkxy = -1
guard.sparkno = -1
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1,-7
air.velocity = -4,-6
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 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 4100: 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 2500, Charge]
type = Explod
trigger1 = Time = 0
anim = 7011
ID = 7011
pos = 60,-50
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.5,0.5
removeongethit = 0
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,14
volume = 0
channel = -1

[State 800, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1


;--------------------------------------------------------------------------
;==========================================================================
;--------------------------------------------------------------------------
;Rush Combo - Start
[Statedef 4150]
type 		= S
physics		= N
anim		= 4150
;velset		= 0,0
ctrl		= 0
poweradd	= 100
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 1320, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 5, 2


[State 105: Areia]
type	= Explod
trigger1 = time = 0
anim	= 7100
pos 	= -10,4
postype	= p1
facing 	= 1
vfacing	= 1
vel 	= 0,0
accel 	= 0,0
scale   = 1,1
ontop	= 1

[State 4100]
type = velset
trigger1 = time = 0
x = 5.8
ignorehitpause = 1

[State 4100]
type = veladd
trigger1 = time >= 1
trigger1 = vel x < 6.6
x = 0.6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,13
volume = 0
channel = -1

[State 4100, 2]
type = hitoverride
trigger1 = 1
trigger1 = anim = 4100
trigger2 = animelemtime(5) <= 1
time = 1
attr = SCA,AA,AP
;stateno = 1410
ignorehitpause = 1

[State 2500, Charge]
type = Explod
trigger1 = Time = 0
anim = 4190
ID = 4190
pos = -10,0
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 0
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 800, 2]
type = ChangeState
triggerall = time >= 7
trigger1 = p2bodydist X <= 54
Trigger2 = animtime = 0
value = 4151
ctrl = 0

;-------------------------------------
;Rush Combo - Hit 1
[Statedef 4151]
type 		= S
movetype	= A
physics		= N
anim		= 4151
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 630, 4]
type = velmul
trigger1 = time > 0
x = 0.8

[State 1320, 2]
type = HitDef
trigger1 =  animelem = 2
attr = A, NA
damage    = 30, 5
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = -1
sparkxy = -1
guard.sparkno = -1
hitsound   = s0,10
guardsound = s0,8
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4,0
air.velocity = -4,-3
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 0
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,3
volume = 100
channel = -1


[State 2500, Charge]
type = Explod
triggerall = numexplod(7011) = 0
trigger1 = movehit = 1
anim = 7011
ID = 7011
pos = 60,-50
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.2,0.2
removeongethit = 0
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 800, 2]
type = ChangeState
triggerall = time > 7
Trigger1 = Command = "x"
value = 4152

[State 800, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1


;-------------------------------------
;Rush Combo - Hit 2
[Statedef 4152]
type 		= S
movetype	= A
physics		= N
anim		= 4152
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 630, 4]
type = velset
trigger1 = time = 0
x = 2

[State 1320, 2]
type = HitDef
trigger1 =  animelem = 3
attr = A, NA
damage    = 30, 5
guardflag = HA
priority = 3
pausetime = 8,12
sparkno = -1
sparkxy = -1
guard.sparkno = -1
hitsound   = s0,12
guardsound = s0,8
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4,0
air.velocity = -4,-3
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 0
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,2
volume = 100
channel = -1


[State 2500, Charge]
type = Explod
triggerall = numexplod(7013) = 0
trigger1 = movehit = 1
anim = 7013
ID = 7013
pos = 30,-50
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.7,0.7
removeongethit = 0
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 800, 2]
type = ChangeState
triggerall = time > 7
Trigger1 = Command = "x"
value = 4153

[State 800, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------
;Rush Combo - Hit 3
[Statedef 4153]
type 		= S
movetype	= A
physics		= N
anim		= 4153
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 630, 4]
type = velset
trigger1 = time = 0
x = 3

[State 1320, 2]
type = HitDef
triggerall = hitcount < 1
trigger1 =  animelem = 2 || animelem = 3
attr = A, NA
damage    = 30, 5
guardflag = HA
priority = 3
pausetime = 8,12
sparkno = -1
sparkxy = -1
guard.sparkno = -1
hitsound   = s0,10
guardsound = s0,8
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4,0
air.velocity = -4,-3
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 0
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,10
volume = 100
channel = -1


[State 2500, Charge]
type = Explod
triggerall = numexplod(7014) = 0
trigger1 = movehit = 1
anim = 7013
ID = 7014
pos = 35,-60
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.7,0.7
removeongethit = 0
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 800, 2]
type = ChangeState
triggerall = time > 7
Trigger1 = Command = "x"
value = 4154

[State 800, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1


;-------------------------------------
;Rush Combo - Hit 4
[Statedef 4154]
type 		= S
movetype	= A
physics		= N
anim		= 4154
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 630, 4]
type = velset
trigger1 = time = 0
x = 4

[State 1320, 2]
type = HitDef
triggerall = hitcount < 1
trigger1 =  animelem = 2 || animelem = 3
attr = A, NA
damage    = 30, 5
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = -1
sparkxy = -1
guard.sparkno = -1
hitsound   = s0,13
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -8,-7
air.velocity = -8,-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
envshake.time   = 10
envshake.freq   = 190
envshake.ampl   = -4
envshake.phase  = 90


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,11
volume = 100
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 4100: 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 2500, Charge]
type = Explod
triggerall = numexplod(7011) = 0
trigger1 = movehit = 1
anim = 7011
ID = 7011
pos = 40,-40
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.5,0.5
removeongethit = 0
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 800, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;=======================================================================
;-----------------------------------------------------------------------
;Hyper Tackle Devil
[Statedef 4200]
type 		= S
movetype	= A
physics		= N
anim		= 4200
;velset		= 0,0
ctrl		= 0
poweradd	= 100
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 4200]
type = velset
trigger1 = time = [0,20]
x = 0
y = 0
ignorehitpause = 1

[State 1200, Super defensa]
type = ReversalDef
trigger1 = time = [0,20]
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 4200, 1]
type = PlaySnd
trigger1 = time = 0
value = 5, 0


[State 4200: Areia]
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 4200]
type = velset
trigger1 = Animelem = 2
x = 13
ignorehitpause = 1

[State 4200]
type = veladd
triggerall = vel x > 0.75
trigger1 = time >= 19
x = -0.75

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,6
volume = 0
channel = -1

[State 4200, Charge]
type = Explod
trigger1 = animelem = 2
anim = 4190
ID = 4190
pos = -20,0
sprpriority = -2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.5,0.5
removeongethit = 0
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 4200, Charge]
type = Explod
triggerall = time = [24,40]
trigger1 = time%1 = 0
anim = 7004
ID = 7004
pos = 30,-55
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.5,0.35
removeongethit = 0
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 4200, 2]
type = HitDef
trigger1 =  animelem = 3
attr = A, NA
damage    = 90, 5
guardflag = HA
priority = 3
pausetime = 12,13
guard.pausetime = 12,11
sparkno = S7003
sparkxy = 10,-40
guard.sparkno = S7005
hitsound   = s0,10
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -2,-8
air.velocity = -4,-6
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1


[State 4200, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1


;-----------------------------------------------------------------------
;Hyper Tackle FUERTE
[Statedef 4250]
type 		= S
movetype	= A
physics		= N
anim		= 4250
;velset		= 0,0
ctrl		= 0
poweradd	= 100
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 4200]
type = velset
trigger1 = time = [0,20]
x = 0
y = 0
ignorehitpause = 1

[State 1200, Super defensa]
type = ReversalDef
trigger1 = time = [0,20]
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 4200, 1]
type = PlaySnd
trigger1 = time = 0
value = 5, 0


[State 4200: Areia]
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 4200, Charge]
type = Explod
triggerall = time = [20,33]
trigger1 = time%1 = 0
anim = 7004
ID = 7004
pos = 30,-75
vel = 0,-0.3
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.35,0.35
removeongethit = 0
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 4200]
type = velset
trigger1 = Animelem = 2
x = 5
ignorehitpause = 1


[State 4200]
type = veladd
triggerall = vel y > -5
trigger1 = time > 20
y = -0.5

[State 4200]
type = veladd
triggerall = vel x > 0.5
trigger1 = time >= 20
x = -0.5

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,6
volume = 0
channel = -1

[State 4200, 2]
type = HitDef
trigger1 =  animelem = 2
attr = A, NA
damage    = 50, 5
guardflag = HA
priority = 3
pausetime = 12,13
guard.pausetime = 12,11
sparkno = S7003
sparkxy = 10,-40
guard.sparkno = S7005
hitsound   = s0,10
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -2,-8
air.velocity = -4,-3
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1

[State 4200, 2]
type = HitDef
trigger1 =  animelem = 3
attr = A, NA
damage    = 50, 5
guardflag = HA
priority = 3
pausetime = 12,13
guard.pausetime = 12,11
sparkno = S7003
sparkxy = 10,-60
guard.sparkno = S7005
hitsound   = s0,10
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -2,-8
air.velocity = -4,-3
guard.velocity = -7
airguard.velocity =-7.-2.5
fall = 1



[State 4200, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 50
ctrl = 1


;-------------------------------------------------------------------------
;=========================================================================
;-------------------------------------------------------------------------
;Agarre Arriba  - salto inicial
[Statedef 4300]
type = S
movetype = A
physics = S
juggle  = 1
ctrl = 0
anim = 4300
hitdefpersist = 1 ;Keep the HitDef from previous state active

[State 0, PosSet]
type = PosSet
triggerall = prevstateno = 11320
trigger1 = time = 0
y = 0

[State 4300, Ground Fx]
type = Explod
trigger1 = time = 15
anim = 7100
ID =  7100
pos = -10, 0
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 4300, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = S1,10
volume = 50

[State 4300, HitDef]
type = HitDef
trigger1 = anim = 4300
attr = A, ST
guardflag =
;hitflag = HAF
animtype = hard
pausetime = 1,1
sparkno = S7001
sparkxy = -25, -100
;guardflag = H
;animtype = medium
guard.dist = 0
priority = 5,dodge
hitsound = S0,9
p1stateno = 4310
p2stateno = 4320
p2facing = -1


[State 4300, 3]
type = ChangeState
trigger1 = (animtime!) ;Vel Y > 0 && Pos Y >= -10
value = 4301

;--------------------
;Salto Catch Corto - Falla
[Statedef 4301, Caida]
type    = S
movetype= A
physics = S
anim = 4301
poweradd = 0

[State 4301, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------
;Agarre Fuerte - Catch inicial
[Statedef 4310]
type    = S
physics = S
juggle  = 1
ctrl = 0
anim = 4310
Velset = 0,0


[State 4310, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 6
id = -1
pos = 35,-40

[State 4310, Changestate]
type = Changestate
triggerall = time >= 5
trigger1 = time = 6
value = 4311

;-------------------------------------------------------------
;Salto Agarre Fuerte -  descarga 1
[Statedef 4311]
type    = S
physics = S
juggle  = 1
ctrl = 0
anim = 4310
Velset = 0,0

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 2
id = -1
pos = 35,-40

[State 4311, Ground Fx]
type = Explod
trigger1 = time = 0
anim = 7011
ID =  7011
pos = 35, -90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.3, 0.3
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0

[State 4311, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,15
volume = 100

[State 4311, Changestate]
type = Changestate
trigger1 = time = 1
value = 4312
ctrl = 1


;-----------------------------------------
;Agarre Fuerte - Catch 2
[Statedef 4312]
type    = S
physics = S
juggle  = 1
ctrl = 0
anim = 4310
Velset = 0,0


[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 30
id = -1
pos = 35,-40

[State 0, Changestate]
type = Changestate
triggerall = time >= 10
trigger1 = command = "x"
value = 4313

[State 0, Changestate]
type = Changestate
trigger1 = time = 50
value = 4301

;-------------------------------------------------------------
;Salto Agarre Fuerte -  descarga 2
[Statedef 4313]
type    = S
physics = S
juggle  = 1
ctrl = 0
anim = 4310
Velset = 0,0

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 2
id = -1
pos = 35,-40

[State 4313, Ground Fx]
type = Explod
trigger1 = time = 0
anim = 7011
ID =  7011
pos = 35, -90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.3, 0.3
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,15
volume = 100

[State 4313, Changestate]
type = Changestate
trigger1 = time = 1
value = 4314
ctrl = 1

;-----------------------------------------
;Agarre Fuerte - Catch 3
[Statedef 4314]
type    = S
physics = S
juggle  = 1
ctrl = 0
anim = 4310
Velset = 0,0


[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 30
id = -1
pos = 35,-40

[State 0, Changestate]
type = Changestate
triggerall = time >= 10
trigger1 = command = "x"
value = 4315

[State 0, Changestate]
type = Changestate
trigger1 = time = 50
value = 4301

;-------------------------------------------------------------
;Salto Agarre Fuerte -  descarga 3
[Statedef 4315]
type    = S
physics = S
juggle  = 1
ctrl = 0
anim = 4310
Velset = 0,0

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 2
id = -1
pos = 35,-40

[State 4315, Ground Fx]
type = Explod
trigger1 = time = 0
anim = 7011
ID =  7011
pos = 35, -90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.3, 0.3
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,15
volume = 100

[State 4315, Changestate]
type = Changestate
trigger1 = time = 1
value = 4316
ctrl = 1

;-----------------------------------------
;Agarre Fuerte - Catch 4
[Statedef 4316]
type    = S
physics = S
juggle  = 1
ctrl = 0
anim = 4310
Velset = 0,0


[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 30
id = -1
pos = 35,-40

[State 4316, Changestate]
type = Changestate
triggerall = time >= 10
trigger1 = command = "x"
value = 4317

[State 4316, Changestate]
type = Changestate
trigger1 = time = 50
value = 4301

;-------------------------------------------------------------
;Salto Agarre Fuerte -  descarga 3
[Statedef 4317]
type    = S
physics = S
juggle  = 1
ctrl = 0
anim = 4310
Velset = 0,0

[State 4317, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 2
id = -1
pos = 35,-40

[State 4317, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 10
freq = 190
ampl = -4
phase = 90

[State 4317, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,16
volume = 100
channel = -1


[State 4317:		Helper]
type		= Helper
trigger1        = animelem = 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 4317: Auxiliar de c疥ara lenta]
type		= Helper
trigger1        = animelem = 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 4317, Charge]
type = Explod
trigger1 = animelem = 1
anim = 7011
ID = 7011
pos = 30,-80
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.35,0.35
removeongethit = 0
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1


[State 4317, Changestate]
type = Changestate
trigger1 = time = 40
value = 4301

;---------------------------------------------------------------------------
;Salto Agarre Fuerte - P2
[Statedef 4320]
type    = S
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 0, PosSet]
type = PosSet
triggerall = prevstateno = 11320
trigger1 = time = 0
y = 0

[State 4320, sprpriority]
type = SprPriority
trigger1 = AnimElem = 1,>0
value = -1

[State 4320, change]
type = ChangeAnim2
trigger1 = time = 0
value = 4320


[State 4320, damage]
type = LifeAdd
trigger1 = P2stateno = 4311
trigger2 = P2stateno = 4313
trigger3 = P2stateno = 4315
value = -20

[State 4320, end]
type = ChangeState
trigger1 = P2stateno = 4317
value = 4321
ctrl = 0

[State 4320, end]
type = SelfState
trigger1 = p2stateno = 4301
trigger2 = p2stateno > 4317;P2stateno != 4310 || P2stateno != 4311 || P2stateno != 4312 || P2stateno != 4313 || P2stateno != 4314 || P2stateno != 4315 || P2stateno != 4316 || P2stateno != 4317
value = 5050


;--------------------------
;Salto Catch Largo - P2 - revote para arriba
[Statedef 4321]
type = A
movetype = H
physics = N

[State 4321, change]
type = ChangeAnim2
trigger1 = time = 0
value = 4320

[State 4321, damage]
type = LifeAdd
trigger1 = time = 0
value = -40

[State 4321, vel]
type = velset
trigger1 = time > 0 ;
x = 3
y = -3

[State 4321, vel]
type = veladd
trigger1 = time > 5
x = 0.1
y = 0.2


[State 4321, PalFX]
type = PalFX
trigger1 = time = 0
time = 50
add = 40,-70,-200
sinadd = 40,30,0,10
invertall = 1

[State 4321, end]
type = SelfState
trigger1 = time = 10 ;Vel Y > 0
value = 5050



;-------------------------------------------------------------------------
;=========================================================================
;-------------------------------------------------------------------------
;Salto Agarre Fuerte - salto inicial
[Statedef 4350]
type = A
movetype = A
physics = N
juggle  = 1
ctrl = 0
anim = 4350
hitdefpersist = 1 ;Keep the HitDef from previous state active

[State 0, PosSet]
type = PosSet
triggerall = prevstateno = 11320
trigger1 = time = 0
y = 0

[State 4350,0]
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 4350, 3]
type = VelSet
trigger1 = Time = 6
x = 1.2
y = -9

[State 4350, 4]
type = Veladd
trigger1 = Time > 6
x = 0.1
y = 0.3

[State 4350, 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 4350, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S1,4
volume = 50

[State 4350, HitDef]
type = HitDef
trigger1 = anim = 4350
attr = A, ST
guardflag =
;hitflag = HAF
animtype = hard
pausetime = 1,1
sparkno = S7001
sparkxy = -25, -100
;guardflag = H
;animtype = medium
guard.dist = 0
priority = 5,dodge
hitsound = S0,9
p1stateno = 4360
p2stateno = 4370
p2facing = -1


[State 4350, 3]
type = ChangeState
trigger1 = (animtime!) ;Vel Y > 0 && Pos Y >= -10
value = 4351

;--------------------
;Salto Catch Corto - Falla
[Statedef 4351, Caida]
type    = A
movetype= A
physics = A
anim = 4351
poweradd = 0

[State 4351 Velset]
type = Veladd
trigger1 = time > 0
Y = -0.2

[State 4351, 4]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1


;-----------------------------------------
;Salto Agarr Fuerte - Catch Sube
[Statedef 4360]
type    = A
physics = A
juggle  = 0
;velset = 0,0
ctrl = 0
anim = 4360
poweradd = 0
sprpriority = -1


[State 4360, VelSet]
type = VelSet
trigger1 = Time = 0
x = 2
y = -10


[State 4360, VelSet]
type = Velmul
trigger1 = frontedgebodydist < 35
x = 0.01


[State 4360, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 45
id = -1
pos = 10,-20

[State 4360, Changestate]
type = Changestate
triggerall = time >= 10
trigger1 = pos Y > -10
value = 4361

;-------------------------------------------------------------
;Salto Agarre Fuerte -  Choque contra el piso
[Statedef 4361]
type    = S
physics = S
juggle  = 1
ctrl = 0
anim = 4361
Velset = 0,0

[State 4361, PosAdd]
type = Posset
trigger1 = time >= 21
y = 0


[State 4361, quake]
type = EnvShake
trigger1 = time = 0
time = 15
ampl = 6
freq = 140

[State 4361, 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 4361, Spark]
type = Explod
trigger1 = time = 0
anim = 7001
ID =  7001
pos = 35, -30
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 2500:		Helper]
type		= Helper
trigger1	= time = 0
helpertype	= Normal
name		= "Auxiliar inhibidor de infinitos"
id		= 4399
pos		= -1000,-1000
postype		= p1
facing		= 1
stateno		= 4399
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 4361, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,13
volume = 0


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

;---------------------------------------------------------------------------
;Salto Agarre Fuerte - P2
[Statedef 4370]
type    = A
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 4370, sprpriority]
type = SprPriority
trigger1 = AnimElem = 1,>0
value = -1

[State 4370, change]
type = ChangeAnim2
trigger1 = time = 0
value = 4370

[State 4370, end]
type = ChangeState
trigger1 = time = 45
value = 4371
ctrl = 0


;--------------------------
;Salto Catch Largo - P2 - revote para arriba
[Statedef 4371]
type = A
movetype = H
physics = N

[State 4371, change]
type = ChangeAnim2
trigger1 = time = 0
value = 4370

[State 4371, vel]
type = velset
trigger1 = time > 0 ;
x = 1
y = -4

[State 1751, vel]
type = veladd
trigger1 = time > 5
x = 0.1
y = 0.5

[State 4371, damage]
type = LifeAdd
trigger1 = time = 0 ;Vel Y > 0
value = -90


[State 4371, end]
type = SelfState
trigger1 = time = 20 ;Vel Y > 0
value = 5050

;----------------------------------------------
;Salto Catch -  Auxiliar inhibidor de infinitos
[Statedef 4399]
type    = A
physics = N
;velset = 0,0
anim = 2799
ctrl = 0


[State 2290, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0


;------------------------------------------------------------------------
;========================================================================
;------------------------------------------------------------------------
;Contratake - Risa devil
[Statedef 4400]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 4400
poweradd= 90
velset = 0,0

[State 1070, 1]
type=PlaySnd
trigger1 = time = 1
value = s4,8

[State 1070, 3]
type = ReversalDef
trigger1 = Time > 7
attr = S, NT
reversal.attr = S, NA
numhits = 0
pausetime = 13,13
sparkno = s7004
P1StateNo = 4410
hitsound   = s0,8
p2facing = 1

[State 1070, 4]
type = ChangeState
trigger1 = time = 80
value = 0
ctrl = 1

;-----------------------------------------------------------
; COntratake - Pu
[Statedef 4410]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 4410
sprpriority = -1


[State 4410, PowerAdd]
type = Posadd
trigger1 = animelem = 1 || animelem = 3
x = 15

[State 1200, Super defensa]
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 2500, Charge]
type = Explod
trigger1 = Time = 0
anim = 2570
ID = 2570
pos = -30,-90
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.7,0.7
removeongethit = 1
supermovetime 	= 999
ignorehitpause  = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,8
volume = 0
channel = -1

[State 4410, 2]
type = HitDef
trigger1 =  animelem = 2
attr = A, NA
damage    = 30, 5
guardflag = HA
priority = 3
pausetime = 15,15
sparkno = -1
sparkxy = -1
guard.sparkno = -1
hitsound   = s0,13
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -8,-7
air.velocity = -8,-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
envshake.time   = 10
envshake.freq   = 190
envshake.ampl   = -4
envshake.phase  = 90
P2StateNo = 4420

[State 4410, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 15

[State 2500, Charge]
type = Explod
trigger1 = AnimElem = 2
anim = 7003
ID = 7003
pos = 60,-65
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 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 4100: 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 4400, ScreenBound]
type = ScreenBound
triggerall = time > 30
trigger1 = p2movetype = H || (BackEdgeBodydist < -1 && BackEdgeBodydist > -60)
movecamera = 0,0
value	= 0

[State 4400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Choque contra la Pared - P2 vuelo
[Statedef 4420]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1880, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4420


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = -25


[State 4420]
type = VelSet
trigger1 = time = 20
x = -12


[State 1880,ChangeState]
type = ChangeState
trigger1 = BackEdgeBodydist <=25
value = 4421
ctrl = 0






;---------------------------------------------------------------------------
;Choque contra la Pared - P2 choque
[Statedef 4421]
type    = A
movetype= H
physics = N
velset = 2,-9
poweradd = 40

[State 4421, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 4421,EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 15
ampl = -3


[State 4421]
type = Turn
trigger1 = Time = 0


[State 4421]
type = StateTypeSet
trigger1 = Time = 1
statetype = A

[State 4421, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -50
kill = 1
absolute = 0

[State 4421, end]
type = SelfState
trigger1 = time >= 1 ;Vel Y > 0
;trigger1 = Pos Y >= 0
value = 5050


;------------------------------------------------------------------------
;========================================================================
;------------------------------------------------------------------------
;Contratake - Risa Fuerte
[Statedef 4450]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 4400
poweradd= 90
velset = 0,0

[State 1070, 1]
type=PlaySnd
trigger1 = time = 1
value = s4,8

[State 1070, 3]
type = ReversalDef
trigger1 = Time > 7
attr = S, NT
reversal.attr = S, NA
numhits = 0
pausetime = 13,13
sparkno = s7005
P1StateNo = 4460
hitsound   = s0,8
p2facing = 1

[State 1070, 4]
type = ChangeState
trigger1 = time = 80
value = 0
ctrl = 1

;-------------------------------------------------------------
;Contratake - Agarre Start
[Statedef 4460]
type    = S
movetype= A
physics = S
juggle  = 1
;velset = 0,0
ctrl = 0
anim = 4460

[State 4460, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
guardflag =
hitflag = M-
animtype = Medium
pausetime = 15,15
sparkno = S7004
sparkxy = -30, -50
guard.dist = 0
priority = 5,dodge
hitsound = S0,9
p1stateno = 4461
p2stateno = 4470
p2facing = 1
ignorehitpause = 0


[State 4460, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
;Contratake - Agarre Start
[Statedef 4461]
type    = S
movetype= A
physics = N
anim = 4461
poweradd = 60
Velset = 0,0
sprpriority = -1


[State 4461, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 1

[State 4461, Bind 1]
type = TargetBind
trigger1 = Animelem = 1; AnimElemTime(2) < 0
pos = -10, -90

[State 4461, Bind 1]
type = TargetBind
trigger1 = Animelem = 2; AnimElemTime(2) < 0
pos = 10, -10

[State 4471,EnvShake]
type = EnvShake
trigger1 = Animelem = 2
time = 15
ampl = -3

[State 4461, Choque contra la pared -  PlaySnd]
type = PlaySnd
triggerall = Animelem = 2
trigger1 = 1
value = S0,11
volume = 0


[State 4461, Choque contra la pared - Fx]
type = Explod
triggerall = Animelem = 2
trigger1 = 1
anim = 7001
ID =  7001
pos = 10, -20
postype = p2  ;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 4461, Bind 1]
type = TargetBind
trigger1 = Animelem = 3; AnimElemTime(2) < 0
pos = 10, -25

;[State 4461, holdfwd - Turn Target 6]
;type = TargetFacing
;trigger1 = var(2)
;trigger1 = AnimElem = 6
;value = -1

;[State 4461, Throw 11]
;type = TargetState
;trigger1 = time = 20
;value = 1881

;[State 4461,ScreenBound]
;type = ScreenBound
;trigger1 = 1
;movecamera = 1,0

[State 4461,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -50

;[State 4461,Turn]
;type = Turn
;trigger1 = AnimElem = 4

[State 4461, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Choque contra la Pared - P2 vuelo
[Statedef 4470]
type    = A
movetype= H
physics = N
velset = 0,0

[State 4470, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4470


[State 4470,ChangeState]
type = ChangeState
trigger1 = time = 50
value = 4471
ctrl = 0

;---------------------------------------------------------------------------
;Choque contra la Pared - P2 choque
[Statedef 4471]
type    = A
movetype= H
physics = N
velset = 6,-9

[State 4471, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .3

[State 4471]
type = Turn
trigger1 = Time = 0

[State 4471]
type = StateTypeSet
trigger1 = Time = 1
statetype = A

[State 4471, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -30
kill = 1
absolute = 0

[State 4471, end]
type = SelfState
trigger1 = time >= 1 ;Vel Y > 0
;trigger1 = Pos Y >= 0
value = 5050


;===================================================================================
;---------------- Speciales de Ki ---------------------------------------------------
;===================================================================================
;===================================================================================
;---------------- Super Androide 13  ---------------------------------------------------
;===================================================================================
;RR Buster - CHargue
[Statedef 4600]
type 		= S
movetype= A
physics		= S
anim		= 4600
velset		= 0,0
ctrl		= 0
poweradd	= -300
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 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 1
value = 0

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



[State 4600, Charge Buster 01 (Bombs)]
type = Explod
triggerall = time > 5
trigger1 = Time%5 = 0
anim = 4621
ID = 4621
pos = 25,-45
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3200, Charge Buster 02 (Shot)]
type = Explod
trigger1 = time = 50
anim = 4622
ID = 4622
pos = 25,-45
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 4600, Charge Buster 03 (Bombs)]
type = Explod
triggerall = time > 96
trigger1 = Time%3 = 0
anim = 4621
ID = 4621
pos = 25,-45
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.7,0.7
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, Charge Buster 03 (Atomic)]
type = Explod
trigger1 = time = 100
anim = 731
ID = 731
pos = -10,0
vel = 0, 0
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 3000, Ground]
type = Explod
triggerall = time > 20
trigger1 = time%10 = 0
anim = 733
ID = 733
pos = 0,5
vel = 0, 0
sprpriority = -2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.7,0.7
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1


[State 4600, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S3,8
volume = 0
channel = -1

[State 4600, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S3,18
volume = 0
channel = -1

[State 4600, PlaySnd]
type = PlaySnd
trigger1 = time = 70
value = S3,19
volume = 0
channel = -1


[State 0, PowerAdd]
type = PowerAdd
trigger1 = time > 20
value = -4


[State 4600, 3]
type = Changestate
triggerall = time > 28
trigger1 = command != "hold_c"
trigger2 = power = 0
trigger3 = time = 150
value = ifelse((time > 99), 4603, ifelse((time = [50,99]), 4602, 4601))


;---------------------------------------------------------------------------
;RR Buster -  Disparo 01 (Bombs)
[Statedef 4601]
type 		= S
physics		= S
anim		= 4601
velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 4621


[State 4601, Shot fire]
type = Explod
trigger1 = time = 0
anim = 3230
ID = 3230
pos = 25,-45
vel = 0,0
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.15,0.15
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 4601, PlaySnd - Shot fire]
type = PlaySnd
trigger1 = Time = 0
value = S3,5
volume = 50
channel = 3

[State 4601:		Helper]
type		= Helper
trigger1	= time = 0
helpertype	= Normal
name		= "RR Buster 01 (Bombs)"
id		= 4650
pos		= 20,-54
postype		= p1
facing		= 1
stateno		= 4650
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 4601, 3]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;RR Buster -  Disparo 02 (Shots)
[Statedef 4602]
type 		= S
physics		= S
anim		= 4602
velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 4621

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 4622

[State 4601, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -2
y = 0


[State 4601, PlaySnd - Shot Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,7
volume = 50
channel = 2

[State 4601, Shot fire]
type = Explod
trigger1 = time = 0
anim = 3230
ID = 3230
pos = 20,-45
vel = 0,0
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.3,0.3
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 4601, PlaySnd - Shot fire]
type = PlaySnd
trigger1 = Time = 0
value = S3,17
volume = 50
channel = 3

[State 4601:		Helper]
type		= Helper
trigger1	= time = 0
helpertype	= Normal
name		= "RR Shot"
id		= 3250
pos		= 25,-45
postype		= p1
facing		= 1
stateno		= 3250
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 4601:	EnvShake]
type			= EnvShake
trigger1 		= (time = 0)
time			= 12
freq			= 120
ampl			= -7
phase			= 90


[State 4601, 3]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;RR Buster -  Disparo 03 (Atomic)
[Statedef 4603]
type 		= S
physics		= S
anim		= 4603
velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 4621

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 4622

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 733

[State 4601, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -7
y = 0


[State 4601, PlaySnd - Shot Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,7
volume = 50
channel = 2

[State 4601, Shot fire]
type = Explod
trigger1 = time = 0
anim = 3230
ID = 3230
pos = 20,-45
vel = 0,0
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 4601, PlaySnd - Shot fire]
type = PlaySnd
trigger1 = Time = 0
value = S3,20
volume = 50
channel = 3

[State 4601:		Helper]
type		= Helper
trigger1	= time = 0
helpertype	= Normal
name		= "RR Buster 03 (Atomic)"
id		= 4670
pos		= 25,-45
postype		= p1
facing		= 1
stateno		= 4670
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 4601:	EnvShake]
type			= EnvShake
trigger1 		= (time = 0)
time			= 12
freq			= 120
ampl			= -7
phase			= 90

[State 4601, 3]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;RR Buster 01 (bombs)
[Statedef 4650]
movetype	= A
anim		= 3251
;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 = 15
y = 0

[State 4601:		Helper]
type		= Helper
trigger1	= time%3 = 0
helpertype	= Normal
name		= "Bombs"
id		= 4651
pos		= -10+(random%20),10-(random%20)
postype		= p1
facing		= 1
stateno		= 4651
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 3350:	DestroySelf]
type			= DestroySelf
trigger1 		= time = 10
;---------------------------------------
;RR Buster 01 - Bombs
[Statedef 4651]
movetype	= A
anim		= 4651
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 4601, PlaySnd - Shot fire]
type = PlaySnd
trigger1 = Time = 0
value = S3,5
volume = 50
channel = 3


[State 3250, FX 01]
type = Explod
trigger1 = Time= 0
anim = 7003
ID = 7003
pos = 0,0
vel = 0,0
accel = 0,0
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.8,0.8
removeongethit = -1
ontop = 0
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 3350:	Hitdef]
type            = Hitdef
triggerall      = hitcount < 1
trigger1        = 1
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 70,10
pausetime	= 5,2
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	= -7
guard.velocity	= -7
air.velocity	= -6,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall = 0
palfx.time	= 25
palfx.mul	= 250,100,100
palfx.add	= 25,10,10
palfx.sinadd 	= 175,25,5,4



[State 3350:	DestroySelf]
type			= DestroySelf
trigger1 		= Movecontact = 1
trigger2 		= animtime = 0

;-----------------------------------------------------------------------------------
;RR Buster 03 (Atomic)
[Statedef 4670]
movetype	= A
anim		= 4671
;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 = 0
anim = 4670
ID = 4670
pos = 0,0
vel = 4,0
accel = -0.15,0
sprpriority = 1
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.6,0.6
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 = 0
y = 0


[State 3350:	Hitdef]
type            = Hitdef
triggerall      = hitcount < 1
trigger1        = 1
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 300,50
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 		= Movecontact = 1
trigger2 		= animtime = 0



;-----------------------------------------------------------------------------------
;===================================================================================
;-----------------------------------------------------------------------------------
; Meteorite - Despegue
[Statedef 4700]
type            = A
movetype        = A
physics         = N
anim		= 4700
ctrl		= 0
poweradd	= -600
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 0, VelSet]
type = VelSet
trigger1 = time < 30
x = 0
y = 0


[State 2150, 1]
type = PlaySnd
trigger1 = time = 0
value = 3, 8

[State 3000, electricidad]
type = Explod
trigger1 = time = 0
anim = 735
ID = 735
pos = -10,0
vel = 0, 0
sprpriority = 2
removetime = 30
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, ground rojo]
type = Explod
trigger1 = time = 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 0, VelSet]
type = VelSet
trigger1 = time >= 16
x = 1
y = -15

[State 0, VelSet]
type = Veladd
triggerall = vel y > -30
trigger1 = time >= 16
y = -0.5


[State 3000, bola de fuego para arriba]
type = Explod
triggerall = numexplod(4760) = 0
trigger1 = time = 16
anim = 4760
ID = 4760
pos = -35,-48
vel = 0, 0
sprpriority = 2
removetime = -1
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, bola de fuego para arriba]
type = Explod
triggerall = numexplod(4761) = 0
trigger1 = time = 16
anim = 4760
ID = 4761
pos = 20,-50
vel = 0, 0
sprpriority = 2
removetime = -1
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1


[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = animelem = 3
ID = 4760
pos = -35,-10

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = animelem = 3
ID = 4761
pos = 20,-10


[State 3000, humito atras]
type = Explod
triggerall = time >= 16
trigger1 = time%1 = 0
anim = 8100
ID = 8100
pos = -35-(random%5),-48
vel = 0, -0.5
sprpriority = -1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.5,0.5
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 0

[State 3000, humito adelante]
type = Explod
triggerall = time >= 16
trigger1 = time%1 = 0
anim = 8100
ID = 8100
pos = 20+(random%5),-50
vel = 0, -0.5
sprpriority = -1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.5,0.5
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 0





[State 2150, 2]
type = HitDef
triggerall = hitcount < 2
trigger1 =  animelem = 2 || animelem = 3
attr = A, NA
damage    = 45, 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, -15
air.velocity = -2,-10
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 3000, humo vertical]
type = Explod
triggerall = numexplod(7110) = 0
trigger1 = time = 16
anim = 7110
ID = 7110
pos = 0,30
vel = 0, 0
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.7,0.7
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1



[State 2150, 1]
type = PlaySnd
trigger1 = time = 16
value = 1, 13

[State 9070:	EnvShake]
type = EnvShake
trigger1 = Time = 16
time = 12
freq = 90
ampl = -4
phase = 90


[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, 1]
type = PlaySnd
trigger1 = time = 35
value = 1, 17


[State 4400, ScreenBound]
type = ScreenBound
triggerall = time > 14
trigger1 = pos y < - 150
movecamera = 0,0
value	= 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos y <= -600
value = 4710
ctrl = 0

;--------------------------------------------
; Meteorite - Bajada
[Statedef 4710]
type            = A
movetype        = A
physics         = N
anim		= 4710
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 2150, 1]
type = PlaySnd
trigger1 = time = 10
value = 5, 8

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 4760

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 4761

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 80
y = 0


[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 1.5
y = 10

[State 0, VelSet]
type = Veladd
trigger1 = time >= 0
y = 0.5

[State 3000, bola de fuego para abajo]
type = Explod
trigger1 = time = 0
anim = 4770
ID = 4770
pos = 0,15
vel = 0, 0
sprpriority = 2
removetime = -1
bindtime = -1
ownpal = 1
scale = 0.5,0.5
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, humito]
type = Explod
trigger1 = time%1 = 0
anim = 8100
ID = 8100
pos = -5+(random%10),-50
vel = 0, -0.5
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.5,0.5
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1


[State 2150, 2]
type = HitDef
trigger1 =  animelem = 1
attr = A, NA
damage    = 100, 20
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, -7
air.velocity = -5,5
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 4400, ScreenBound]
type = ScreenBound
trigger1 = pos y < - 150
movecamera = 0,0
value	= 0

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 10
value = 4720
ctrl = 0


;--------------------------------------------
; Meteorite - aterrizaje
[Statedef 4720]
type            = A
movetype        = A
physics         = N
anim		= 4720
ctrl		= 0
velset          = 0,0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 4770

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

[State 3000, humo vertical]
type = Explod
trigger1 = time = 0
anim = 7110
ID = 7110
pos = 0,20
vel = 0, 0
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.7,0.7
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, ground rojo]
type = Explod
trigger1 = time = 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 2150, 1]
type = PlaySnd
trigger1 = time = 0
value = 1, 16

[State 100:	Sound]
type = PlaySnd
trigger1 = Time = 0
value = s1, 7

[State 9070:	EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
freq = 250
ampl = -8
phase = 90

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



;===================================================================================
;---------------- Supers ---------------------------------------------------
;===================================================================================
;---------------- Super Androide 13 --------------------------------------------------
;===================================================================================
;--------------------------------------------------------------------------------
; Super RR Ball - Start
[Statedef 3400]
type 		= S
movetype	= A
physics		= S
anim		= 3400
;velset		= 0,0
ctrl		= 0
poweradd	= -1000
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 3400, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


[State 3400, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3400, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

[State 3400, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3400, C疥ara lenta]
type = Pause
trigger1 = time = [20, 35]
time = 1
movetime = 0

[State 3400:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50

[State 3400, 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 3400, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,11
volume = 50
channel = 1


[State 3400, PlaySnd]
type = PlaySnd
trigger1 = time = 28
value = S3,14
volume = 50


[State 3400:		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 3400]
type = changestate
trigger1 = time = 100
value = 3401
ctrl = 0

;------------------------------------------------
; Super RR Ball - Lanzamiento
[Statedef 3401]
type 		= S
movetype	= A
physics		= S
anim		= 3401
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 3400:		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 3400]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;===========================================================================
;--------------------------------------------------------------------------------
; Napalm Rain - Start
[Statedef 3500]
type 		= S
movetype	= A
physics		= S
anim		= 3500
;velset		= 0,0
ctrl		= 0
poweradd	= -1000
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 3400, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


[State 3400, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3400, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

[State 3400, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3400, C疥ara lenta]
type = Pause
trigger1 = time = [20, 35]
time = 1
movetime = 0

[State 3400:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50

[State 3400, 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 3400, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,11
volume = 50
channel = 1

[State 3000, electricidad]
type = Explod
trigger1 = time = 0
anim = 731
ID = 731
pos = 0,-12
vel = 0, 0
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3200, Shot Charge]
type = Explod
trigger1 = time = 30
anim = 3220
ID = 3220
pos = 5,-65
vel = 0,0
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
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, PlaySnd - Shot fire]
type = PlaySnd
trigger1 = Time = 50
value = S3,17
volume = 50
channel = 3


[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 100
trigger1	= Time% 20 = 0
helpertype	= Normal
name		= "Napalm 01"
id		= 3551
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 3551
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 100
trigger1	= Time% 22 = 4
helpertype	= Normal
name		= "Napalm 02"
id		= 3552
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 3552
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 100
trigger1	= Time% 23 = 7
helpertype	= Normal
name		= "Napalm 03"
id		= 3553
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 3553
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 100
trigger1	= Time% 25 = 10
helpertype	= Normal
name		= "Napalm 04"
id		= 3554
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 3554
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 100
trigger1	= Time% 27 = 9
helpertype	= Normal
name		= "Napalm 05"
id		= 3555
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 3555
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 100
trigger1	= Time% 30 = 12
helpertype	= Normal
name		= "Napalm 06"
id		= 3556
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 3556
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 3400]
type = changestate
trigger1 = time = 130
value = 3501
ctrl = 0

;------------------------------------------------
; Napalm Rain - Terminaci
[Statedef 3501]
type 		= S
movetype	= A
physics		= S
anim		= 3501
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1


[State 3400]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;===========================================================================
;--------------------------------------------------------------------------------
; Napalm Rain Aire - Start
[Statedef 3510]
type 		= S
movetype	= A
physics		= S
anim		= 3500
;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 3400, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


[State 3400, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3400, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

[State 3400, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3400, C疥ara lenta]
type = Pause
trigger1 = time = [20, 35]
time = 1
movetime = 0

[State 3400:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50

[State 3400, 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 3400, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,11
volume = 50
channel = 1

[State 3000, electricidad]
type = Explod
trigger1 = time = 0
anim = 731
ID = 731
pos = 0,-12
vel = 0, 0
sprpriority = 2
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3200, Shot Charge]
type = Explod
trigger1 = time = 30
anim = 3220
ID = 3220
pos = 5,-65
vel = 0,0
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
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, PlaySnd - Shot fire]
type = PlaySnd
trigger1 = Time = 50
value = S3,17
volume = 50
channel = 3


[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 100
trigger1	= Time% 20 = 0
helpertype	= Normal
name		= "Napalm 01"
id		= 3551
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 3551
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 100
trigger1	= Time% 22 = 4
helpertype	= Normal
name		= "Napalm 02"
id		= 3552
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 3552
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 100
trigger1	= Time% 23 = 7
helpertype	= Normal
name		= "Napalm 03"
id		= 3553
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 3553
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 100
trigger1	= Time% 25 = 10
helpertype	= Normal
name		= "Napalm 04"
id		= 3554
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 3554
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 100
trigger1	= Time% 27 = 9
helpertype	= Normal
name		= "Napalm 05"
id		= 3555
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 3555
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 2700:		Helper]
type		= Helper
triggerall      = time > 50 && time < 100
trigger1	= Time% 30 = 12
helpertype	= Normal
name		= "Napalm 06"
id		= 3556
pos		= 0,-45
postype		= p1
facing		= 1
stateno		= 3556
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 3400]
type = changestate
trigger1 = time = 130
value = 50
ctrl = 0

;-------------------------------------------------------------------------------------------
;--------------------------------------------------------------------
;Napalm Rain - Napalm 01
[Statedef 3551]
movetype = A
;velset = 0,0
anim = 2760
ctrl = 0
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 1+(random%10)
y = 3-(random%6)

[State 0, VelMul]
type = VelMul
trigger1 = time > 9
x = 0.2



[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:	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		= 60,10
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),-4
air.velocity = -1+(random%3),-6
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 Rain - Napalm 02
[Statedef 3552]
movetype = A
;velset = 0,0
anim = 2760
ctrl = 0
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 1-(random%10)
y = 3-(random%6)

[State 0, VelMul]
type = VelMul
trigger1 = time > 9
x = 0.2



[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:	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		= 60,10
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),-4
air.velocity = -1+(random%3),-6
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 Rain - Napalm 03
[Statedef 3553]
movetype = A
;velset = 0,0
anim = 2720
ctrl = 0
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 1+(random%10)
y = 3-(random%6)

[State 0, VelMul]
type = VelMul
trigger1 = time > 7
x = 0.5

[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 = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = -1
scale = 0.15,0.15
Ontop = 1
removetime = -2
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		= 60,10
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),-4
air.velocity = -1+(random%3),-6
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 Rain - Napalm 04
[Statedef 3554]
movetype = A
;velset = 0,0
anim = 2720
ctrl = 0
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 1-(random%10)
y = 3-(random%6)

[State 0, VelMul]
type = VelMul
trigger1 = time > 7
x = 0.5

[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 = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = -1
scale = 0.15,0.15
Ontop = 1
removetime = -2
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		= 60,10
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),-4
air.velocity = -1+(random%3),-6
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 Rain - Napalm 05
[Statedef 3555]
movetype = A
;velset = 0,0
anim = 2730
ctrl = 0
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 1+(random%10)
y = 3-(random%6)

[State 0, VelMul]
type = VelMul
trigger1 = time > 10
x = 0.3

[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 = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = -1
scale = 0.15,0.15
Ontop = 1
removetime = -2
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		= 60,10
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),-4
air.velocity = -1+(random%3),-6
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 =  7011
ID = 7011
pos = 0,0
postype = p1
vel = 0,-0.5
accel = 0,0
facing = -1
vfacing = 1
bindtime = 1
scale = 0.7,0.7
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 Rain - Napalm 06
[Statedef 3556]
movetype = A
;velset = 0,0
anim = 2730
ctrl = 0
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 1-(random%10)
y = 3-(random%6)

[State 0, VelMul]
type = VelMul
trigger1 = time > 10
x = 0.3

[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 = 0,0
accel = 0,0
facing = 1
vfacing = 1
bindtime = -1
scale = 0.15,0.15
Ontop = 1
removetime = -2
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		= 60,10
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),-4
air.velocity = -1+(random%3),-6
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 =  7011
ID = 7011
pos = 0,0
postype = p1
vel = 0,-0.5
accel = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 0.7,0.7
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


;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
; RR Blast - charge
[Statedef 3600]
type 		= S
movetype	= A
physics		= S
anim		= 3600
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 3600, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


[State 3600, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3600, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

[State 3600, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3600, C疥ara lenta]
type = Pause
trigger1 = time = [20, 35]
time = 1
movetime = 0

[State 3600:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50

[State 3600, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 2,-62
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3600, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,11
volume = 50
channel = 1

[State 3200, PlaySnd - Shot Charge]
type = PlaySnd
trigger1 = animelem = 2
value = S1,17
volume = 50
channel = 2

[State 3600, Shot Charge]
type = Explod
trigger1 = animelem = 6
anim = 4622
ID = 4622
pos = 2,-62
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 fire]
type = PlaySnd
trigger1 = Time = 98
value = S3,1
volume = 50
channel = 3

[State 1002:		Helper]
type		= Helper
trigger1	= time = 98
helpertype	= Normal
name		= "RR Blast"
id		= 3650
pos		= -20,-180
postype		= p1
facing		= 1
stateno		= 3650
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.5
size.yscale     = 0.5

[State 3200, PlaySnd - Shot Charge]
type = PlaySnd
trigger1 = time = 130
value = S3,19
volume = 50
channel = 4

[State 3250, FX 01]
type = Explod
triggerall = time > 98
trigger1 = Time%2 = 0
anim = 7003
ID = 7003
pos = 20+(random%200),-110+(random%90)
vel = 3+(random%3),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 2400:	EnvShake]
type			= EnvShake
trigger1 		= (time = 98)
time			= 100
freq			= 120
ampl			= -7
phase			= 90


[State 3000]
type = changestate
trigger1 = time = 250
value = 3601
ctrl = 0

;------------------------------------------------
; RR Blast - terminacion
[Statedef 3601]
type 		= S
movetype	= A
physics		= S
anim		= 3601
;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 Blast - Projetile
[Statedef 3650]
movetype	= A
anim		= 3650
velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 4


[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1


[State 3350:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause          = 1

[STate 3350: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 3350:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

[State 3350:	Hitdef]
type            = Hitdef
;triggerall      = hitcount < 10
trigger1        = 1
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 130,30
pausetime	= 10,6
sparkno		= s7003
sparkxy		= -15+(random%30),80+(random%30)
;guard.sparkxy   = 30, 20
guard.sparkno	= s7003
hitsound	= s3,13
guardsound	= s3,13
ground.type	= high
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -8,-4
guard.velocity	= -4
air.velocity	= -8,-2
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, FX 01]
type = Explod
triggerall = numexplod(1060) < 1
trigger1 = movehit = 1
anim = 1060
ID = 1060
postype = p2
pos = 0,-50+(random%20)
vel = 0,0
accel = 0,0
sprpriority = 1
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = -1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1
persistent = 6

[State 3250, FX 01]
type = Explod
triggerall = numexplod(1061) < 1
trigger1 = movehit = 1
anim = 1060
ID = 1061
postype = p2
pos = 0,-50+(random%20)
vel = 0,0
accel = 0,0
sprpriority = 1
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = -1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1
persistent = 6

[State 3250, FX 01]
type = Explod
triggerall = numexplod(1062) < 1
trigger1 = movehit = 1
anim = 1060
ID = 1062
postype = p2
pos = 0,-50+(random%20)
vel = 0,0
accel = 0,0
sprpriority = 1
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = -1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1
persistent = 6


[State 0, ChangeState]
type = ChangeState
triggerall = time > 10
trigger1 = parent, stateno != 3600
value = 3651
ctrl = 0

;*-------------------------
;RR Blast - Projetile Terminaci
[Statedef 3651]
movetype	= A
anim		= 3651
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 3350:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause          = 1


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





