;===============================================================================
; Renzouken
;===============================================================================
[Statedef 1000]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1000
poweradd = -200

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= s2, 1
volume = 50

[State 1000, Helper]
type = Helper
trigger1 = (AnimElem = 2) && (Power > 50)
helpertype = Normal
name = "Fire Ball"
id = 1050
pos = 75,-35
postype = p1
facing = 1
stateno = 1050+(random%4)
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = .45
size.yscale = .45

[State 1050, Explod]
type = Explod
trigger1 = Time = 4
anim = 6006
ID = 6006
pos = 32,-35
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 1000, Explod]
type = Explod
trigger1 = Time = 4
anim = 6007
ID = 6007
pos = 32,-47
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = .4,.4
sprpriority = 1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

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

[State 1000, End]
type = ChangeState
trigger1 = power > 200
trigger1 = time > 5
trigger1 = command = "c"
value = 1001
ctrl = 1

;===============================================================================
[Statedef 1001]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1000
poweradd = -200

[State 1000, 1]
type=PlaySnd
trigger1 = AnimElem = 2
value= s2, 1
volume = 50

[State 1000, Helper]
type = Helper
trigger1 = (AnimElem = 2) && (Power > 200)
helpertype = Normal
name = "Fire Ball"
id = 1050
pos = 75,-35
postype	= p1
facing = 1
stateno	= 1050+(random%4)
keyctrl	= 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = .45
size.yscale = .45

[State 1050, Explod]
type = Explod
trigger1 = Time = 4
anim = 6006
ID = 6006
pos = 32,-35
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 1000, Explod]
type = Explod
trigger1 = Time = 4
anim = 6007
ID = 6007
pos = 32,-47
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = .4,.4
sprpriority = 1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

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

[State 1000, End]
type = ChangeState
trigger1 = power > 200
trigger1 = time > 10
trigger1 = command = "c"
value = 1002
ctrl = 1

;===============================================================================
[Statedef 1002]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1000
poweradd = -200

[State 1000, 1]
type=PlaySnd
trigger1 = AnimElem = 2
value= s2, 1
volume = 50

[State 1000, Helper]
type = Helper
trigger1 = (AnimElem = 2) && (Power > 200)
helpertype = Normal
name = "Fire Ball"
id = 1050
pos = 75,-35
postype	= p1
facing = 1
stateno	= 1050+(random%4)
keyctrl	= 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = .45
size.yscale = .45

[State 1050, Explod]
type = Explod
trigger1 = Time = 4
anim = 6006
ID = 6006
pos = 32,-35
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 1000, Explod]
type = Explod
trigger1 = Time = 4
anim = 6007
ID = 6007
pos = 32,-47
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = .4,.4
sprpriority = 1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

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

[State 1000, End]
type = ChangeState
trigger1 = time > 10
value = 0
ctrl = 1

;===============================================================================
[Statedef 1050]
movetype = A
anim = 6005
velset	= 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 1050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
;flag = Invisible
flag = NoShadow

[STate 1050, HitBy]
type = HitBy
trigger1 = 1
value = SAC,NP,SP,HP

[State 1050, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 1050, VelSet]
type = VelSet
trigger1 = (!Time)
x = 3
y = 0.4

[State 1050, VelMul]
type = VelMul
trigger1 = (Time > 0)
x = 1.06
y = 1.06

[State 1050,Afterimage]
type = AfterImage
trigger1 = (!Time)
time = 30
trans = Add
length = 10
timegap = 1
framegap = 1
palbright = 0 , 0 , 0
palcontrast = 100, 100, 100
paladd = 0,0,0
palmul = .90, .90, .90

[State 1050, Hitdef]
type = Hitdef
trigger1 = (1)
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Hard
priority = 7, Hit
damage = 30,10
pausetime = 0,6
sparkno	= s7004
sparkxy	= -10,0
;guard.sparkxy = 30, 20
guard.sparkno = s7004
hitsound = s1,8
guardsound = s1,8
ground.type = Low
air.type = Trip
ground.slidetime = 20
ground.hittime = 20
air.hittime = 15
ground.velocity = -4
guard.velocity = -4
air.velocity = -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity = -1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -1,-2
down.bounce = 1
guard.kill = 0
getpower = 0
givepower = 35
envshake.time = 12
envshake.freq = 120
envshake.ampl = -4

[State 1050, DestroySelf]
type = DestroySelf
trigger1 = movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2 = time = 200

;===============================================================================
[Statedef 1051]
movetype = A
anim = 6005
velset	= 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 1050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
;flag = Invisible
flag = NoShadow

[STate 1050, HitBy]
type = HitBy
trigger1 = 1
value = SAC,NP,SP,HP

[State 1050, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 1050, VelSet]
type = VelSet
trigger1 = (!Time)
x = 3
y = -0.25

[State 1050, VelMul]
type = VelMul
trigger1 = (Time > 0)
x = 1.06
y = 1.06

[State 1050,Afterimage]
type = AfterImage
trigger1 = (!Time)
time = 30
trans = Add
length = 10
timegap = 1
framegap = 1
palbright = 0 , 0 , 0
palcontrast = 100, 100, 100
paladd = 0,0,0
palmul = .90, .90, .90

[State 1050, Hitdef]
type = Hitdef
trigger1 = (1)
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Hard
priority = 7, Hit
damage = 30,10
pausetime = 0,6
sparkno	= s7004
sparkxy	= -10,0
;guard.sparkxy = 30, 20
guard.sparkno = s7004
hitsound = s1,8
guardsound = s1,8
ground.type = Low
air.type = Trip
ground.slidetime = 20
ground.hittime = 20
air.hittime = 15
ground.velocity = -4
guard.velocity = -4
air.velocity = -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity = -1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -1,-2
down.bounce = 1
guard.kill = 0
getpower = 0
givepower = 35
envshake.time = 12
envshake.freq = 120
envshake.ampl = -4

[State 1050, DestroySelf]
type = DestroySelf
trigger1 = movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2 = time = 200

;===============================================================================
[Statedef 1052]
movetype = A
anim = 6005
velset	= 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 1050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
;flag = Invisible
flag = NoShadow

[STate 1050, HitBy]
type = HitBy
trigger1 = 1
value = SAC,NP,SP,HP

[State 1050, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 1050, VelSet]
type = VelSet
trigger1 = (!Time)
x = 3
y = 0.25

[State 1050, VelMul]
type = VelMul
trigger1 = (Time > 0)
x = 1.06
y = 1.06

[State 1050,Afterimage]
type = AfterImage
trigger1 = (!Time)
time = 30
trans = Add
length = 10
timegap = 1
framegap = 1
palbright = 0 , 0 , 0
palcontrast = 100, 100, 100
paladd = 0,0,0
palmul = .90, .90, .90

[State 1050, Hitdef]
type = Hitdef
trigger1 = (1)
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Hard
priority = 7, Hit
damage = 30,10
pausetime = 0,6
sparkno	= s7004
sparkxy	= -10,0
;guard.sparkxy = 30, 20
guard.sparkno = s7004
hitsound = s1,8
guardsound = s1,8
ground.type = Low
air.type = Trip
ground.slidetime = 20
ground.hittime = 20
air.hittime = 15
ground.velocity = -4
guard.velocity = -4
air.velocity = -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity = -1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -1,-2
down.bounce = 1
guard.kill = 0
getpower = 0
givepower = 35
envshake.time = 12
envshake.freq = 120
envshake.ampl = -4

[State 1050, DestroySelf]
type = DestroySelf
trigger1 = movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2 = time = 200

;===============================================================================
[Statedef 1053]
movetype = A
anim = 6005
velset	= 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 1050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
;flag = Invisible
flag = NoShadow

[STate 1050, HitBy]
type = HitBy
trigger1 = 1
value = SAC,NP,SP,HP

[State 1050, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 1050, VelSet]
type = VelSet
trigger1 = (!Time)
x = 3
y = -0.4

[State 1050, VelMul]
type = VelMul
trigger1 = (Time > 0)
x = 1.06
y = 1.06

[State 1050,Afterimage]
type = AfterImage
trigger1 = (!Time)
time = 30
trans = Add
length = 10
timegap = 1
framegap = 1
palbright = 0 , 0 , 0
palcontrast = 100, 100, 100
paladd = 0,0,0
palmul = .90, .90, .90

[State 1050, Hitdef]
type = Hitdef
trigger1 = (1)
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Hard
priority = 7, Hit
damage = 30,10
pausetime = 0,6
sparkno	= s7004
sparkxy	= -10,0
;guard.sparkxy = 30, 20
guard.sparkno = s7004
hitsound = s1,8
guardsound = s1,8
ground.type = Low
air.type = Trip
ground.slidetime = 20
ground.hittime = 20
air.hittime = 15
ground.velocity = -4
guard.velocity = -4
air.velocity = -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity = -1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -1,-2
down.bounce = 1
guard.kill = 0
getpower = 0
givepower = 35
envshake.time = 12
envshake.freq = 120
envshake.ampl = -4

[State 1050, DestroySelf]
type = DestroySelf
trigger1 = movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2 = time = 200

;===============================================================================
; Charge Ki
;===============================================================================
[Statedef 1005]
type = S
movetype= I
physics = S
juggle = 9
velset = 0,0
ctrl = 0
anim = 1005
poweradd = 0
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TimeMod = 24, 1
value = S2,2
volume = 55
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 15
value = S2,19
volume = 55
channel = 6

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value= s4,7
volume = 50
channel = 4

[State 0, Poweradd]
type = Poweradd
trigger1 = Time >= 4
value = 6


[State 60, Explod atras]
type = Explod
trigger1 = time = 15
anim = 7100
ID =  7100
pos = -10,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.6, 0.6
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 60, Explod adelante]
type = Explod
trigger1 = time = 15
anim = 7101
ID =  7101
pos = 10,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.6, 0.6
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 7030:	BGPalFX]
type			= BGPalFX
trigger1		= ((Time > 100) && ((GameTime%70) = 0))
time			= 10
add			= 20,20,20
mul			= 256,256,256
sinadd		= 200,200,200,4
invertall		= 1
color			= 256

[State 3600:	PalFX]
type			= PalFX
trigger1		= Time > 15 && ((GameTime%20) = 0)
time			= 20
add			= 100,100,100
mul			= 256,150,256
sinadd		        = -100,-100,-100,40
invertall		= 0
color			= 256

[State 7030:	EnvShake]
type			= EnvShake
trigger1 		= ((Time > 100) && ((GameTime%5) = 0))
time			= 5
freq			= 140
ampl			= -4
phase			= 90

[State 1, aura 1]
type = Explod
trigger1 = random > 750
anim = 6008
ID = 6008
pos = 5+(random%5),-10+(random%5)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
random = 10,60
supermove = 1
scale = .2,.2
sprpriority = ifelse(random<500,-3,3)
ownpal = 1
pausemovetime   = 1000

[State 1, aura 1]
type = Explod
trigger1 = random > 750
anim = 6008
ID = 6008
pos = -5+(random%5),-10+(random%5)
postype = p1
facing = -1
vfacing = 1
bindtime = -1
random = 10,60
supermove = 1
scale = .2,.2
sprpriority = ifelse(random<500,-3,3)
ownpal = 1
pausemovetime   = 1000


[State 1, aura 2]
type = Explod
trigger1 = random > 700
anim = 6009
ID = 6009
pos = -10+(random%5),-20+(random%5)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
random = 10,30
supermove = 1
scale = .1,.1
sprpriority = ifelse(random<500,-3,3)
ownpal = 1
pausemovetime   = 1000

[State 1, aura 2]
type = Explod
trigger1 = random > 700
anim = 6009
ID = 6009
pos = 10+(random%5),-20+(random%5)
postype = p1
facing = -1
vfacing = 1
bindtime = -1
random = 10,30
supermove = 1
scale = .1,.1
sprpriority = ifelse(random<500,-3,3)
ownpal = 1
pausemovetime   = 1000


[State 1, aura 3]
type = Explod
trigger1 = random > 700
anim = 6010
ID = 6010
pos = -5+(random%5),-25+(random%5)
postype = p1
facing = -1
vfacing = 1
bindtime = -1
random = 10,60
supermove = 1
scale = .2,.2
sprpriority = ifelse(random<500,-3,3)
ownpal = 1
pausemovetime   = 1000

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 6011
id = 6011
pos = 0,3
postype = p1
Sprpriority = -1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = .6,.6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 0, RemoveExplod]
type = RemoveExplod
id = 6011
trigger1 = command != "charge" || command != "charge 1" || (life = 0) || stateno != 1005

[State 0, RemoveExplod]
type = RemoveExplod
id = 6011
trigger1 = power = 4000

[State 0, ChangeState]
type = ChangeState
trigger1 = (command != "charge") || (command != "charge 1")
value = 1006
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = power = 4000
value = 1006
ctrl = 1

;===============================================================================
[Statedef 1006]
type = S
movetype= I
physics = S
juggle = 9
velset = 0,0
ctrl = 0
anim = 1006
poweradd = 0
facep2 = 1

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

;===============================================================================
; Zanzouken
;===============================================================================
;------------------------------------------------------------
;Zanzoken
[Statedef 1090]
type=S
movetype=I
physics=N
velset=0,0
sprpriority=0
ctrl=0
Poweradd = -200

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

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

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

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

[State 0]
type=PlaySnd
trigger1=(time=5)||(time=10)
value=2,3

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

[State 1090, Afterimage bck]
type=Helper
trigger1=(time=5)
helpertype=normal
name="Afterimage bck"
ID=1093
pos=0,0
postype=p1
facing=1
stateno=1093
keyctrl=0
ownpal=1
persistent=0

[State 1090, Afterimage forw]
type=Helper
trigger1=(time=5)
helpertype=normal
name="Afterimage forw"
ID=1094
pos=0,0
postype=p1
facing=1
stateno=1094
keyctrl=0
ownpal=1
persistent=0

[State 0]
type=ChangeAnim
trigger1=(time>=10)
value=(ifelse(vel y<0,1090,ifelse(vel y>0,1091,ifelse(vel x<0,1092,ifelse(vel x>0,1093,ifelse(pos y<0,1090,0))))))

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

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

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

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

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

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

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

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

[State 0]
type=ChangeState
trigger1=(time>=35)
value=ifelse(pos y<0,ifelse(command="holdfwd" ||command="holdback" || command="holdup",50,50),0)
ctrl=1
;---------------------------------------------------
;Zanzoken-1
[Statedef 1093]
type=S
movetype=I
physics=N
velset=ifelse(parent,stateno=1056,-7,-1),0
sprpriority=0
ctrl=0

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

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

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

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

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

[State 0]
type=DestroySelf
trigger1=time>12
ignorehitpause=1
;------------------------------------------------------------
;Zanzoken-2
[Statedef 1094]
type=S
movetype=I
physics=N
velset=ifelse(parent,stateno=1056,7,1),0
sprpriority=0
ctrl=0

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

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

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

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

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

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


;===============================================================================
; Air Dash Forward
;===============================================================================
[Statedef 1015]
type    = A
physics = S
anim = 102
sprpriority = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Life < 500
trigger1 = time = 0
value = 100


[State 1015, VelSet]
type = VelSet
trigger1 = 1
x = 9
y = 0

[State 1015, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,0
volume = 100
channel = 1

[State 1015, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State 1015, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 32
timegap  = 1
framegap = 1
length = 15
trans = add
palcontrast =  100, 100, 100
palbright = 0,0,0

[State 1015, ChangeState]
type = ChangeState
trigger1 = command != "holdfwd" && Time > 10
value = 50

;===============================================================================
; Air Dash Back
;===============================================================================
[Statedef 1016]
type    = A
physics = S
anim = 105
sprpriority = 1

[State 1016, VelSet]
type = VelSet
trigger1 = 1
x = -9
y = 0

[State 1016, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 32
timegap  = 1
framegap = 1
length = 15
trans = add
palcontrast =  100, 100, 100
palbright = 0,0,0

[State 1016, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,0
volume = 100
channel = 1

[State 1016, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State 1016, ChangeState]
type = ChangeState
trigger1 = command != "holdback" && Time > 10
value = 50

;===============================================================================
; Air Dash Down
;===============================================================================
[Statedef 1017]
type    = A
physics = A
anim = 1017
sprpriority = 1

[State 1017, VelSet]
type = VelSet
trigger1 = 1
y = 12

[State 1017, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 10
timegap  = 1
framegap = 1
length = 15
trans = add
palcontrast =  100, 100, 100
palbright = 0,0,0

[State 1017, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S2,0
volume = 100
channel = 2

[State 1017, PlaySnd]
type = PlaySnd
trigger1 = AnimTime = 0
value = S40,1
volume = 100
channel = 2

;===============================================================================
; Air Dash Up
;===============================================================================
[Statedef 1018]
type    = A
physics = A
anim = 1018
sprpriority = 1

[State 1018, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 32
timegap  = 1
framegap = 1
length = 15
trans = add
palcontrast = 100, 100, 100
palbright = 0,0,0

[State 1018, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S2,0
volume = 100
channel = 2

[State 1018, VelSet]
type = Velset
trigger1 = Time > 1 && Time < 15
y = -8

;===============================================================================
; Freezer Beam
;===============================================================================
[Statedef 2100]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 2100
poweradd = -800

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value= s2,5
volume = 50
channel = 3


[State 1000, 1]
type = PlaySnd
trigger1 = Time = 5
value= s4,2
volume = 50
channel = 4


[State 0, Explod]
type = Explod
trigger1 = (!Time)
anim = 6102
ID = 6102
pos = 36,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 0
pausemove = 0
scale = .4,.4
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "Freezer Beam"
ID = 1101
stateno = 1101
pos = 34,-51
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 0
pausemove = 0
size.xscale = 1
size.yscale = 1

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

;===============================================================================
[Statedef 1101]
movetype = A
anim = 6100
velset	= 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 1050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
;flag = Invisible
flag = NoShadow

[STate 1050, HitBy]
type = HitBy
trigger1 = 1
value = SAC,NP,SP,HP

[State 1050, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 1050, Hitdef]
type = Hitdef
trigger1 = animelem = 3 || animelem = 6 || animelem = 9
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Back
priority = 7, Hit
damage = 25,1
pausetime = 1,6
sparkno	= -1
sparkxy	= 500
;guard.sparkxy = 30, 20
guard.sparkno = -1
hitsound = -1
guardsound = s1,2
ground.type = High
air.type = Trip
ground.slidetime = 5
ground.hittime = 5
air.hittime = 15
ground.velocity = 0
guard.velocity = -4
air.velocity = -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
down.velocity = -1,-2
down.bounce = 1
guard.kill = 0
getpower = 0
givepower = 35

[State 0, Explod]
type = Explod
trigger1 = Movecontact = 1
anim = 6102
ID = 6102
pos = -10,-55
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .7,.7
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 1050, DestroySelf]
type = DestroySelf
trigger1 = time = 27

;===============================================================================
; Daichiretsuzan pequeño
;===============================================================================
[Statedef 2200]
type    = A
movetype= A
physics = A
;velset = -0.5,-3
ctrl = 0
anim = 2200
poweradd = -200

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

[State 0, VelAdd]
type = Veladd
trigger1 = time > 0
x = 0
y = 0.02


[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value= s2, 6
volume = 50

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 6109
ID = 6109
pos = -10,-80
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 8
id = 6109

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Daichiretsuzan"
ID = 6109
stateno = 6109
pos = 20,-30
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 0
pausemove = 0
size.xscale = .8
size.yscale = .8

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

;===============================================================================
[Statedef 6109]
movetype = A
anim = 6109
velset	= 2,6
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 1050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
;flag = Invisible
flag = NoShadow

[STate 1050, HitBy]
type = HitBy
trigger1 = 1
value = SAC,NP,SP,HP

[State 1050, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1050,Afterimage]
type = AfterImage
trigger1 = (!Time)
time = 30
trans = Add
length = 10
timegap = 1
framegap = 1
palbright = 0 , 0 , 0
palcontrast = 100, 100, 100
paladd = 0,0,0
palmul = .90, .90, .90

[State 6109, Hitdef]
type = Hitdef
trigger1 = (1)
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Hard
priority = 7, Hit
damage = 80,10
pausetime = 1,12
sparkno	= s6111
sparkxy	= -10, -20
;guard.sparkxy = 30, 20
guard.sparkno = s6111
hitsound = s1,11
guardsound = s1,11
ground.type = Low
air.type = Trip
ground.slidetime = 20
ground.hittime = 20
air.hittime = 15
ground.velocity = -8
guard.velocity = -8
air.velocity = -8,-3
airguard.velocity = -6,-3
ground.cornerpush.veloff = 0
fall.xvelocity = -1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -1,-2
down.bounce = 1
guard.kill = 0
getpower = 0
givepower = 35


[State 1050, DestroySelf]
type = DestroySelf
trigger1 = movecontact = 1;(Parent, NumProjID(1002) = 0)

[State 0, ChangeAnim]
type = Changestate
trigger1 = pos Y > -1
value = 6110

;----------------------------------------------
[Statedef 6110]
movetype = A
anim = 6110
;velset	= 10,0
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 = 6
y = 0

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


[State 1050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
;flag = Invisible
flag = NoShadow

[STate 1050, HitBy]
type = HitBy
trigger1 = 1
value = SAC,NP,SP,HP

[State 1050, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

;[State 1050,Afterimage]
;type = AfterImage
;trigger1 = (!Time)
;time = 30
;trans = Add
;length = 10
;timegap = 1
;framegap = 1
;palbright = 0 , 0 , 0
;palcontrast = 100, 100, 100
;paladd = 0,0,0
;palmul = .90, .90, .90

[State 6110, Hitdef]
type = Hitdef
trigger1 = (1)
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Hard
priority = 7, Hit
damage = 80,10
pausetime = 1,12
sparkno	= s6111
sparkxy	= -10, -20
;guard.sparkxy = 30, 20
guard.sparkno = s6111
hitsound = s1,11
guardsound = s1,11
ground.type = Low
air.type = Trip
ground.slidetime = 20
ground.hittime = 20
air.hittime = 15
ground.velocity = -8
guard.velocity = -8
air.velocity = -8,-3
airguard.velocity = -6,-3
ground.cornerpush.veloff = 0
fall.xvelocity = -1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -1,-2
down.bounce = 1
guard.kill = 0
getpower = 0
givepower = 35


[State 1050, DestroySelf]
type = DestroySelf
trigger1 = movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2 = time = 200

;===============================================================================
; Telekinesis piedras
;===============================================================================
; Telekinesis piedras  - Invocación 01
[Statedef 2300]
type = A
movetype = A
physics = N
sprpriority = 0
poweradd = -100
anim = 2300
ctrl = 0

[State 2300, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(vel X <= 0, -1, 1)
y = -5

[State 2300, VelAdd]
type = Veladd
trigger1 = time > 0
x = 0
y = 0.01

[State 2300, VelMul]
type = VelMul
trigger1 = !Time
x = .075
y = .125 ;.2

[State 2300, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "Piedra"
ID = 2351
stateno = 2351
pos = -10+(random%50),Pos y = 0+30
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 0
pausemove = 0
size.xscale = 1
size.yscale = 1

[State 2300, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= s2, 10
volume = 50

[State 2300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 2310, ChangeState]
type = ChangeState
triggerall = time > 7
trigger1 = command = "c"
value = 2301
ctrl = 0

;-----------------------------------------------
; Telekinesis piedras  - Invocación 02
[Statedef 2301]
type = A
movetype = A
physics = N
sprpriority = 0
poweradd = -100
anim = 2301
ctrl = 0

[State 2301, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(vel X <= 0, -1, 1)
y = -5

[State 2301, VelAdd]
type = Veladd
trigger1 = time > 0
x = 0
y = 0.01

[State 2301, VelMul]
type = VelMul
trigger1 = !Time
x = .075
y = .125 ;.2

[State 2301, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "Piedra"
ID = 2352
stateno = 2352
pos = 10+(random%50),0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 0
pausemove = 0
size.xscale = 1
size.yscale = 1

[State 2301, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= s2, 10
volume = 50

[State 2301, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 2310, ChangeState]
type = ChangeState
triggerall = time > 7
trigger1 = command = "c"
value = 2302
ctrl = 0

;-----------------------------------------------
; Telekinesis piedras  - Invocación 03
[Statedef 2302]
type = A
movetype = A
physics = N
sprpriority = 0
poweradd = -100
anim = 2302
ctrl = 0

[State 2302, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(vel X <= 0, -1, 1)
y = -5

[State 2302, VelAdd]
type = Veladd
trigger1 = time > 0
x = 0
y = 0.01

[State 2302, VelMul]
type = VelMul
trigger1 = !Time
x = .075
y = .125 ;.2

[State 2302, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "Piedra"
ID = 2353
stateno = 2353
pos = 5+(random%50),0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 0
pausemove = 0
size.xscale = 1
size.yscale = 1

[State 2302, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= s2, 10
volume = 50

[State 2302, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 2310, ChangeState]
type = ChangeState
triggerall = time > 7
trigger1 = command = "c"
value = 2303
ctrl = 0
;-----------------------------------------------
; Telekinesis piedras  - Invocación 04
[Statedef 2303]
type = A
movetype = A
physics = N
sprpriority = 0
poweradd = -100
anim = 2300
ctrl = 0

[State 2303, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(vel X <= 0, -1, 1)
y = -5

[State 2303, VelAdd]
type = Veladd
trigger1 = time > 0
x = 0
y = 0.01

[State 2303, VelMul]
type = VelMul
trigger1 = !Time
x = .075
y = .125 ;.2

[State 2303, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "Piedra"
ID = 2354
stateno = 2354
pos = -5+(random%50),0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 0
pausemove = 0
size.xscale = 1
size.yscale = 1

[State 2303, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= s2, 10
volume = 50

[State 2303, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 2310, ChangeState]
type = ChangeState
triggerall = time > 7
trigger1 = command = "c"
value = 2304
ctrl = 0

;-----------------------------------------------
; Telekinesis piedras  - Invocación 05
[Statedef 2304]
type = A
movetype = A
physics = N
sprpriority = 0
poweradd = -100
anim = 2306
ctrl = 0

[State 2304, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(vel X <= 0, -1, 1)
y = -5

[State 2304, VelAdd]
type = Veladd
trigger1 = time > 0
x = 0
y = 0.01

[State 2304, VelMul]
type = VelMul
trigger1 = !Time
x = .075
y = .125 ;.2

[State 2304, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "Piedra"
ID = 2355
stateno = 2355
pos = 15+(random%50),0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 0
pausemove = 0
size.xscale = 1
size.yscale = 1

[State 2304, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= s2, 10
volume = 50

[State 2304, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 2310, ChangeState]
type = ChangeState
triggerall = time > 7
trigger1 = command = "c"
value = 2305
ctrl = 0
;-----------------------------------------------
; Telekinesis piedras  - Invocación 06
[Statedef 2305]
type = A
movetype = A
physics = N
sprpriority = 0
poweradd = -100
anim = 2306
ctrl = 0

[State 2305, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(vel X <= 0, -1, 1)
y = -5

[State 2305, VelAdd]
type = Veladd
trigger1 = time > 0
x = 0
y = 0.01

[State 2305, VelMul]
type = VelMul
trigger1 = !Time
x = .075
y = .125 ;.2

[State 2305, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "Piedra"
ID = 2356
stateno = 2356
pos = -15+(random%50),0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 0
pausemove = 0
size.xscale = 1
size.yscale = 1

[State 2305, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= s2, 10
volume = 50

[State 2305, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;----------------------------------------------------------------------------
;----------------------------------------------------------------------------
; Telekinesis piedras  - lanzamiento 01
[Statedef 2310]
type    = A
movetype= A
physics = A
;velset = -0.5,-3
ctrl = 0
anim = 2310
poweradd = -100

[State 2310, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(vel X <= 0, -1, 1)
y = -5

[State 2310, VelAdd]
type = Veladd
trigger1 = time > 0
x = 0
y = 0.015

[State 2310, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= s2, 6
volume = 50

[State 2310, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 2310, ChangeState]
type = ChangeState
triggerall = time > 7
trigger1 = command = "c"
value = 2311
ctrl = 0

;------------------------------------------------------
; Telekinesis piedras  - lanzamiento 02
[Statedef 2311]
type    = A
movetype= A
physics = A
;velset = -0.5,-3
ctrl = 0
anim = 2311
poweradd = -100

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(prevstateno = 2310,-0.5, ifelse(vel X <= 0, -1, 1))
y = ifelse(prevstateno = 2310,-2.5, -5)

[State 0, VelAdd]
type = Veladd
trigger1 = time > 0
x = 0
y = 0.015

[State 2311, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= s2, 6
volume = 50

[State 2311, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 2312, ChangeState]
type = ChangeState
triggerall = time > 7
trigger1 = command = "c"
value = 2312
ctrl = 0

;------------------------------------------------------
; Telekinesis piedras  - lanzamiento 03
[Statedef 2312]
type    = A
movetype= A
physics = A
;velset = -0.5,-3
ctrl = 0
anim = 2312
poweradd = -100

[State 2312, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(prevstateno = 2311,-0.5, ifelse(vel X <= 0, -1, 1))
y = ifelse(prevstateno = 2311,-2.5, -5)

[State 2312, VelAdd]
type = Veladd
trigger1 = time > 0
x = 0
y = 0.015

[State 2312, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= s2, 6
volume = 50

[State 2312, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 2312, ChangeState]
type = ChangeState
triggerall = time > 7
trigger1 = command = "c"
value = 2313
ctrl = 0

;----------------------------------------------------------------------------
; Telekinesis piedras  - lanzamiento 04
[Statedef 2313]
type    = A
movetype= A
physics = A
;velset = -0.5,-3
ctrl = 0
anim = 2310
poweradd = -100

[State 2313, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(prevstateno = 2312,-0.5, ifelse(vel X <= 0, -1, 1))
y = ifelse(prevstateno = 2312,-2.5, -5)

[State 2313, VelAdd]
type = Veladd
trigger1 = time > 0
x = 0
y = 0.015

[State 2313, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= s2, 6
volume = 50

[State 2313, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 2313, ChangeState]
type = ChangeState
triggerall = time > 7
trigger1 = command = "c"
value = 2314
ctrl = 0

;----------------------------------------------------------------------------
; Telekinesis piedras  - lanzamiento 05
[Statedef 2314]
type    = A
movetype= A
physics = A
;velset = -0.5,-3
ctrl = 0
anim = 2311
poweradd = -100

[State 2314, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(prevstateno = 2313,-0.5, ifelse(vel X <= 0, -1, 1))
y = ifelse(prevstateno = 2313,2.5, -5)

[State 2314, VelAdd]
type = Veladd
trigger1 = time > 0
x = 0
y = 0.01

[State 2314, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= s2, 6
volume = 50

[State 2314, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 2315, ChangeState]
type = ChangeState
triggerall = time > 7
trigger1 = command = "c"
value = 2315
ctrl = 0


;----------------------------------------------------------------------------
; Telekinesis piedras  - lanzamiento 06
[Statedef 2315]
type    = A
movetype= A
physics = A
;velset = -0.5,-3
ctrl = 0
anim = 2315
poweradd = -100

[State 2315, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(prevstateno = 2314,-0.5, -3)
y = ifelse(prevstateno = 2314,-2.5, -5)

[State 2315, VelAdd]
type = Veladd
trigger1 = time > 0
x = 0
y = 0.01

[State 2315, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= s2, 6
volume = 50

[State 2315, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------
; Telekinesis piedras- Projectile 01
[Statedef 2351]
type = A
anim		= 2351
;velset          = 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 2350, 1] ;Turn if not facing opponent
type = Turn
trigger1 = p2dist X < -5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = time = 0
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = time = 0
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = time = 0
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = time = 0
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = time = 0
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),-1+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 10


[State 2550:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
flag			= NoShadow

[STate 2550: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2550:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

[State 9193:	VarSet]
type			= VarSet
trigger1		= (!Time)
var(0) 		= 0

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Var(0) > 45)
fv			= 0
value			= (P2Dist X / 20)
persistent		= 0
ignorehitpause	= 1

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Var(0) > 45)
fv			= 1
value			= ((P2Dist Y-50) / 20)
persistent		= 0
ignorehitpause	= 1

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Parent, StateNo = 3061)
var(0)		= 1
persistent		= 0

[State 9193:	VarAdd]
type			= VarAdd
trigger1		= (Var(0) > 0)
var(0)		= 1
ignorehitpause	= 1

[State 9193:	VelSet]
type			= VelSet
trigger1		= (Var(0) = [25,50]) && (ParentDist X > 15)
x			= 0
y			= 0
ignorehitpause	= 1

[State 9193:	VelSet]
type			= VelSet
trigger1		= (Var(0) > 50)
x			= FVar(0)
y			= FVar(1)
persistent		= 0
ignorehitpause	= 1

[State 9193: 	VelAdd]
type			= VelAdd
trigger1		= (!Time)
y			= -2;(IfElse(Random <= 499,0.5,-0.5))

[State 9193: 	VelAdd]
type 			= VelAdd
trigger1 		= (ParentDist X < 0) && (Vel X > -4) && (Var(0) < 1)
x 			= -0.2

[State 9193: 	VelAdd]
type 			= VelAdd
trigger1 		= (ParentDist X > 0) && (Vel X < 4) && (Var(0) < 1)
x 			= 0.2

[State 9193: 	VelAdd]
type 			= VelAdd
triggerall		= (Time > 50)
trigger1 		= (ParentDist Y-40 > Pos Y) && (Vel Y < 4) && (Var(0) < 1)
y 			= 0.2

[State 9193: 	VelAdd]
type 			= VelAdd
triggerall		= (Time > 50)
trigger1 		= (ParentDist Y-40 <= Pos Y) && (Vel Y > -4) && (Var(0) < 1)
y			= -0.2

[State 0, ChangeState]
type = ChangeState
trigger1 = Parent, stateno = 2310
value = 2361
ctrl = 0

;-----------------------------------------------
;Telekinesis piedras - Projectile  01 - lanzado
[Statedef 2361]
movetype	= A
anim		= 2351
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 2250:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[STate 2250: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2250:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

;[State 950:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0



[State 2250, Fade In]
type = VelSet
trigger1 = time = 0
x = 10*(ifelse(p2dist X<0,-1,1)*(p2dist X/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50)))))
y = 10*((p2dist Y-(p2statetype !=L*50))/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50))))


[State 2250:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 50,10
pausetime	= 3,12
sparkno		= -1
;sparkxy		= 0,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound	= s1,10
guardsound	= s1,10
ground.type	= Low
air.type	= Trip
ground.slidetime= 25
ground.hittime	= 25
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = movecontact = 1
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = movecontact = 1
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = movecontact = 1
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = movecontact = 1
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = movecontact = 1
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),1+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5


[State 2250:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 200
trigger2 = pos y >= 0 && time > 10
value = 2370
ctrl = 0

;-----------------------------------------------------------------------------
; Telekinesis piedras- Projectile 02
[Statedef 2352]
type = A
anim		= 2352
;velset          = 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 2350, 1] ;Turn if not facing opponent
type = Turn
trigger1 = p2dist X < -5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = time = 0
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = time = 0
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = time = 0
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = time = 0
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = time = 0
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),-1+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 10

[State 2550:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
flag			= NoShadow

[STate 2550: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2550:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

[State 9193:	VarSet]
type			= VarSet
trigger1		= (!Time)
var(0) 		= 0

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Var(0) > 45)
fv			= 0
value			= (P2Dist X / 20)
persistent		= 0
ignorehitpause	= 1

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Var(0) > 45)
fv			= 1
value			= ((P2Dist Y-50) / 20)
persistent		= 0
ignorehitpause	= 1

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Parent, StateNo = 3061)
var(0)		= 1
persistent		= 0

[State 9193:	VarAdd]
type			= VarAdd
trigger1		= (Var(0) > 0)
var(0)		= 1
ignorehitpause	= 1

[State 9193:	VelSet]
type			= VelSet
trigger1		= (Var(0) = [25,50]) && (ParentDist X > 15)
x			= 0
y			= 0
ignorehitpause	= 1

[State 9193:	VelSet]
type			= VelSet
trigger1		= (Var(0) > 50)
x			= FVar(0)
y			= FVar(1)
persistent		= 0
ignorehitpause	= 1

[State 9193: 	VelAdd]
type			= VelAdd
trigger1		= (!Time)
y			= -2;(IfElse(Random <= 499,0.5,-0.5))

[State 9193: 	VelAdd]
type 			= VelAdd
trigger1 		= (ParentDist X < 0) && (Vel X > -4) && (Var(0) < 1)
x 			= -0.2

[State 9193: 	VelAdd]
type 			= VelAdd
trigger1 		= (ParentDist X > 0) && (Vel X < 4) && (Var(0) < 1)
x 			= 0.2

[State 9193: 	VelAdd]
type 			= VelAdd
triggerall		= (Time > 50)
trigger1 		= (ParentDist Y-40 > Pos Y) && (Vel Y < 4) && (Var(0) < 1)
y 			= 0.2

[State 9193: 	VelAdd]
type 			= VelAdd
triggerall		= (Time > 50)
trigger1 		= (ParentDist Y-40 <= Pos Y) && (Vel Y > -4) && (Var(0) < 1)
y			= -0.2

[State 0, ChangeState]
type = ChangeState
trigger1 =  Parent, stateno = 2311
value = 2362
ctrl = 0

;-----------------------------------------------
;Telekinesis piedras - Projectile  02 - lanzado
[Statedef 2362]
movetype	= A
anim		= 2352
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 2250:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[STate 2250: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2250:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

;[State 950:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0



[State 2250, Fade In]
type = VelSet
trigger1 = time = 0
x = 10*(ifelse(p2dist X<0,-1,1)*(p2dist X/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50)))))
y = 10*((p2dist Y-(p2statetype !=L*50))/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50))))


[State 2250:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 50,10
pausetime	= 3,12
sparkno		= -1
;sparkxy		= 0,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound	= s1,10
guardsound	= s1,10
ground.type	= Low
air.type	= Trip
ground.slidetime= 25
ground.hittime	= 25
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = movecontact = 1
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = movecontact = 1
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = movecontact = 1
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = movecontact = 1
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = movecontact = 1
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),1+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5


[State 2250:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 200
trigger2 = pos y >= 0 && time > 10
value = 2370
ctrl = 0

;-----------------------------------------------------------------------------
; Telekinesis piedras- Projectile 03
[Statedef 2353]
type = A
anim		= 2353
;velset          = 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 2350, 1] ;Turn if not facing opponent
type = Turn
trigger1 = p2dist X < -5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = time = 0
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = time = 0
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = time = 0
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = time = 0
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = time = 0
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),-1+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 10


[State 2550:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
flag			= NoShadow

[STate 2550: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2550:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

[State 9193:	VarSet]
type			= VarSet
trigger1		= (!Time)
var(0) 		= 0

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Var(0) > 45)
fv			= 0
value			= (P2Dist X / 20)
persistent		= 0
ignorehitpause	= 1

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Var(0) > 45)
fv			= 1
value			= ((P2Dist Y-50) / 20)
persistent		= 0
ignorehitpause	= 1

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Parent, StateNo = 3061)
var(0)		= 1
persistent		= 0

[State 9193:	VarAdd]
type			= VarAdd
trigger1		= (Var(0) > 0)
var(0)		= 1
ignorehitpause	= 1

[State 9193:	VelSet]
type			= VelSet
trigger1		= (Var(0) = [25,50]) && (ParentDist X > 15)
x			= 0
y			= 0
ignorehitpause	= 1

[State 9193:	VelSet]
type			= VelSet
trigger1		= (Var(0) > 50)
x			= FVar(0)
y			= FVar(1)
persistent		= 0
ignorehitpause	= 1

[State 9193: 	VelAdd]
type			= VelAdd
trigger1		= (!Time)
y			= -2;(IfElse(Random <= 499,0.5,-0.5))

[State 9193: 	VelAdd]
type 			= VelAdd
trigger1 		= (ParentDist X < 0) && (Vel X > -4) && (Var(0) < 1)
x 			= -0.2

[State 9193: 	VelAdd]
type 			= VelAdd
trigger1 		= (ParentDist X > 0) && (Vel X < 4) && (Var(0) < 1)
x 			= 0.2

[State 9193: 	VelAdd]
type 			= VelAdd
triggerall		= (Time > 50)
trigger1 		= (ParentDist Y-40 > Pos Y) && (Vel Y < 4) && (Var(0) < 1)
y 			= 0.2

[State 9193: 	VelAdd]
type 			= VelAdd
triggerall		= (Time > 50)
trigger1 		= (ParentDist Y-40 <= Pos Y) && (Vel Y > -4) && (Var(0) < 1)
y			= -0.2

[State 0, ChangeState]
type = ChangeState
trigger1 = Parent, stateno = 2312
value = 2363
ctrl = 0

;-----------------------------------------------
;Telekinesis piedras - Projectile  03 - lanzado
[Statedef 2363]
movetype	= A
anim		= 2353
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 2250:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[STate 2250: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2250:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

;[State 950:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0



[State 2250, Fade In]
type = VelSet
trigger1 = time = 0
x = 10*(ifelse(p2dist X<0,-1,1)*(p2dist X/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50)))))
y = 10*((p2dist Y-(p2statetype !=L*50))/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50))))


[State 2250:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 50,10
pausetime	= 3,12
sparkno		= -1
;sparkxy		= 0,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound	= s1,10
guardsound	= s1,10
ground.type	= Low
air.type	= Trip
ground.slidetime= 25
ground.hittime	= 25
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = movecontact = 1
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = movecontact = 1
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = movecontact = 1
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = movecontact = 1
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = movecontact = 1
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),1+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5


[State 2250:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 200
trigger2 = pos y >= 0 && time > 10
value = 2370
ctrl = 0

;-----------------------------------------------------------------------------
; Telekinesis piedras- Projectile 04
[Statedef 2354]
type = A
anim		= 2354
;velset          = 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 2350, 1] ;Turn if not facing opponent
type = Turn
trigger1 = p2dist X < -5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = time = 0
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = time = 0
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = time = 0
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = time = 0
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = time = 0
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),-1+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 10


[State 2550:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
flag			= NoShadow

[STate 2550: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2550:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

[State 9193:	VarSet]
type			= VarSet
trigger1		= (!Time)
var(0) 		= 0

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Var(0) > 45)
fv			= 0
value			= (P2Dist X / 20)
persistent		= 0
ignorehitpause	= 1

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Var(0) > 45)
fv			= 1
value			= ((P2Dist Y-50) / 20)
persistent		= 0
ignorehitpause	= 1

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Parent, StateNo = 3061)
var(0)		= 1
persistent		= 0

[State 9193:	VarAdd]
type			= VarAdd
trigger1		= (Var(0) > 0)
var(0)		= 1
ignorehitpause	= 1

[State 9193:	VelSet]
type			= VelSet
trigger1		= (Var(0) = [25,50]) && (ParentDist X > 15)
x			= 0
y			= 0
ignorehitpause	= 1

[State 9193:	VelSet]
type			= VelSet
trigger1		= (Var(0) > 50)
x			= FVar(0)
y			= FVar(1)
persistent		= 0
ignorehitpause	= 1

[State 9193: 	VelAdd]
type			= VelAdd
trigger1		= (!Time)
y			= -2;(IfElse(Random <= 499,0.5,-0.5))

[State 9193: 	VelAdd]
type 			= VelAdd
trigger1 		= (ParentDist X < 0) && (Vel X > -4) && (Var(0) < 1)
x 			= -0.2

[State 9193: 	VelAdd]
type 			= VelAdd
trigger1 		= (ParentDist X > 0) && (Vel X < 4) && (Var(0) < 1)
x 			= 0.2

[State 9193: 	VelAdd]
type 			= VelAdd
triggerall		= (Time > 50)
trigger1 		= (ParentDist Y-40 > Pos Y) && (Vel Y < 4) && (Var(0) < 1)
y 			= 0.2

[State 9193: 	VelAdd]
type 			= VelAdd
triggerall		= (Time > 50)
trigger1 		= (ParentDist Y-40 <= Pos Y) && (Vel Y > -4) && (Var(0) < 1)
y			= -0.2

[State 0, ChangeState]
type = ChangeState
trigger1 = Parent, stateno = 2313
value = 2364
ctrl = 0

;-----------------------------------------------
;Telekinesis piedras - Projectile  04 - lanzado
[Statedef 2364]
movetype	= A
anim		= 2354
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 2250:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[STate 2250: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2250:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

;[State 950:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0



[State 2250, Fade In]
type = VelSet
trigger1 = time = 0
x = 10*(ifelse(p2dist X<0,-1,1)*(p2dist X/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50)))))
y = 10*((p2dist Y-(p2statetype !=L*50))/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50))))


[State 2250:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 50,10
pausetime	= 3,12
sparkno		= -1
;sparkxy		= 0,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound	= s1,10
guardsound	= s1,10
ground.type	= Low
air.type	= Trip
ground.slidetime= 25
ground.hittime	= 25
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = movecontact = 1
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = movecontact = 1
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = movecontact = 1
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = movecontact = 1
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = movecontact = 1
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),1+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5


[State 2250:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 200
trigger2 = pos y >= 0 && time > 10
value = 2370
ctrl = 0


;-----------------------------------------------------------------------------
; Telekinesis piedras- Projectile 05
[Statedef 2355]
type = A
anim		= 2355
;velset          = 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 2350, 1] ;Turn if not facing opponent
type = Turn
trigger1 = p2dist X < -5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = time = 0
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = time = 0
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = time = 0
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = time = 0
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = time = 0
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),-1+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2355) < 2
trigger1 = time = 0
Anim = 2355
Pos = 0+(random%10),-10+(random%5)
Id = 2355
sprpriority = 2
vel = -2+(random%3),-1+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 10


[State 2550:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
flag			= NoShadow

[STate 2550: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2550:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

[State 9193:	VarSet]
type			= VarSet
trigger1		= (!Time)
var(0) 		= 0

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Var(0) > 45)
fv			= 0
value			= (P2Dist X / 20)
persistent		= 0
ignorehitpause	= 1

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Var(0) > 45)
fv			= 1
value			= ((P2Dist Y-50) / 20)
persistent		= 0
ignorehitpause	= 1

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Parent, StateNo = 3061)
var(0)		= 1
persistent		= 0

[State 9193:	VarAdd]
type			= VarAdd
trigger1		= (Var(0) > 0)
var(0)		= 1
ignorehitpause	= 1

[State 9193:	VelSet]
type			= VelSet
trigger1		= (Var(0) = [25,50]) && (ParentDist X > 15)
x			= 0
y			= 0
ignorehitpause	= 1

[State 9193:	VelSet]
type			= VelSet
trigger1		= (Var(0) > 50)
x			= FVar(0)
y			= FVar(1)
persistent		= 0
ignorehitpause	= 1

[State 9193: 	VelAdd]
type			= VelAdd
trigger1		= (!Time)
y			= -2;(IfElse(Random <= 499,0.5,-0.5))

[State 9193: 	VelAdd]
type 			= VelAdd
trigger1 		= (ParentDist X < 0) && (Vel X > -4) && (Var(0) < 1)
x 			= -0.2

[State 9193: 	VelAdd]
type 			= VelAdd
trigger1 		= (ParentDist X > 0) && (Vel X < 4) && (Var(0) < 1)
x 			= 0.2

[State 9193: 	VelAdd]
type 			= VelAdd
triggerall		= (Time > 50)
trigger1 		= (ParentDist Y-40 > Pos Y) && (Vel Y < 4) && (Var(0) < 1)
y 			= 0.2

[State 9193: 	VelAdd]
type 			= VelAdd
triggerall		= (Time > 50)
trigger1 		= (ParentDist Y-40 <= Pos Y) && (Vel Y > -4) && (Var(0) < 1)
y			= -0.2

[State 0, ChangeState]
type = ChangeState
trigger1 = Parent, stateno = 2314
value = 2365
ctrl = 0

;-----------------------------------------------
;Telekinesis piedras - Projectile  05 - lanzado
[Statedef 2365]
movetype	= A
anim		= 2355
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 2250:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[STate 2250: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2250:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

;[State 950:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0



[State 2250, Fade In]
type = VelSet
trigger1 = time = 0
x = 10*(ifelse(p2dist X<0,-1,1)*(p2dist X/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50)))))
y = 10*((p2dist Y-(p2statetype !=L*50))/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50))))


[State 2250:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 60,10
pausetime	= 3,12
sparkno		= -1
;sparkxy		= 0,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound	= s1,10
guardsound	= s1,10
ground.type	= Low
air.type	= Trip
ground.slidetime= 25
ground.hittime	= 25
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = movecontact = 1
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = movecontact = 1
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = movecontact = 1
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = movecontact = 1
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = movecontact = 1
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),1+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5


[State 2250:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 200
trigger2 = pos y >= 0 && time > 10
value = 2370
ctrl = 0

;-----------------------------------------------------------------------------
; Telekinesis piedras- Projectile 06
[Statedef 2356]
type = A
anim		= 2356
;velset          = 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 2350, 1] ;Turn if not facing opponent
type = Turn
trigger1 = p2dist X < -5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = time = 0
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = time = 0
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = time = 0
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = time = 0
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = time = 0
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),-1+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2355) < 2
trigger1 = time = 0
Anim = 2355
Pos = 0+(random%10),-10+(random%5)
Id = 2355
sprpriority = 2
vel = -2+(random%3),-1+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2356) < 2
trigger1 = time = 0
Anim = 2356
Pos = 5+(random%10),-10+(random%5)
Id = 2356
sprpriority = 2
vel = -2+(random%3),-1+(random%3)
accel = 0,0.2
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 10


[State 2550:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
flag			= NoShadow

[STate 2550: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2550:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

[State 9193:	VarSet]
type			= VarSet
trigger1		= (!Time)
var(0) 		= 0

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Var(0) > 45)
fv			= 0
value			= (P2Dist X / 20)
persistent		= 0
ignorehitpause	= 1

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Var(0) > 45)
fv			= 1
value			= ((P2Dist Y-50) / 20)
persistent		= 0
ignorehitpause	= 1

[State 9193:	VarSet]
type			= VarSet
trigger1		= (Parent, StateNo = 3061)
var(0)		= 1
persistent		= 0

[State 9193:	VarAdd]
type			= VarAdd
trigger1		= (Var(0) > 0)
var(0)		= 1
ignorehitpause	= 1

[State 9193:	VelSet]
type			= VelSet
trigger1		= (Var(0) = [25,50]) && (ParentDist X > 15)
x			= 0
y			= 0
ignorehitpause	= 1

[State 9193:	VelSet]
type			= VelSet
trigger1		= (Var(0) > 50)
x			= FVar(0)
y			= FVar(1)
persistent		= 0
ignorehitpause	= 1

[State 9193: 	VelAdd]
type			= VelAdd
trigger1		= (!Time)
y			= -2;(IfElse(Random <= 499,0.5,-0.5))

[State 9193: 	VelAdd]
type 			= VelAdd
trigger1 		= (ParentDist X < 0) && (Vel X > -4) && (Var(0) < 1)
x 			= -0.2

[State 9193: 	VelAdd]
type 			= VelAdd
trigger1 		= (ParentDist X > 0) && (Vel X < 4) && (Var(0) < 1)
x 			= 0.2

[State 9193: 	VelAdd]
type 			= VelAdd
triggerall		= (Time > 50)
trigger1 		= (ParentDist Y-40 > Pos Y) && (Vel Y < 4) && (Var(0) < 1)
y 			= 0.2

[State 9193: 	VelAdd]
type 			= VelAdd
triggerall		= (Time > 50)
trigger1 		= (ParentDist Y-40 <= Pos Y) && (Vel Y > -4) && (Var(0) < 1)
y			= -0.2

[State 0, ChangeState]
type = ChangeState
trigger1 = Parent, stateno = 2315
value = 2366
ctrl = 0

;-----------------------------------------------
;Telekinesis piedras - Projectile  05 - lanzado
[Statedef 2366]
movetype	= A
anim		= 2356
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 2250:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[STate 2250: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2250:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

;[State 950:	PlayerPush]
;type			= PlayerPush
;trigger1		= 1
;value			= 0



[State 2250, Fade In]
type = VelSet
trigger1 = time = 0
x = 10*(ifelse(p2dist X<0,-1,1)*(p2dist X/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50)))))
y = 10*((p2dist Y-(p2statetype !=L*50))/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50))))


[State 2250:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 80,10
pausetime	= 3,12
sparkno		= -1
;sparkxy		= 0,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound	= s1,10
guardsound	= s1,10
ground.type	= Low
air.type	= Trip
ground.slidetime= 25
ground.hittime	= 25
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = movecontact = 1
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = movecontact = 1
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = movecontact = 1
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = movecontact = 1
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = movecontact = 1
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),1+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5


[State 2250:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 200
trigger2 = pos y >= 0 && time > 10
value = 2370
ctrl = 0




;-----------------------------------------------------------------------------
;Telekinesis piedras - Projectile - Choque
[Statedef 2370]
movetype	= A
anim		= 2370
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2
velset = 0,0

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = time = 0
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = time = 0
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = time = 0
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = time = 0
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),2+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = time = 0
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),1+(random%3)
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,10
channel = 3

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


;===============================================================================
; Telekinesis
;===============================================================================
;-----------------------------------------------------------------------------------
;-----------------------------------------------------------------------------------
;Telekinesis Corta
[Statedef 2400]
type    = S
movetype= A
physics = S
poweradd= -400
ctrl = 0
anim = 2400
sprpriority = 1
velset = 0,0

[State 2400, PlaySND]
type = PlaySnd
trigger1 = time = 0
value = 2,14

[State 2400]
type = Explod
trigger1 = time = 15
anim = 6400
ID = 6400
pos = 130, 20
postype = p1
bindtime = 1
removetime = -2
scale = 0.525,0.58
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2400]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "Telekinesis helper"
ID = 6401
stateno = 6401
pos = 110,-5
postype = p1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale	= 1.0
size.yscale	= 1.0


[State 2400, End]
type = ChangeState
trigger1 =  numhelper(6405) = 1
value = 2401
ctrl = 0

[State 2400, End]
type = ChangeState
trigger1 = (animtime = 0); || (numhelper(3108) = 0 && time >= 40)
value = 0
ctrl = 1

;---------------------------------------------
;Telekinesis Larga
[Statedef 2405]
type    = S
movetype= A
physics = S
poweradd= -400
ctrl = 0
anim = 2400
sprpriority = 1
velset = 0,0

[State 2400, PlaySND]
type = PlaySnd
trigger1 = time = 0
value = 2,14

[State 2400]
type = Explod
trigger1 = time = 15
anim = 6400
ID = 6400
pos = 240, 20
postype = p1
bindtime = 1
removetime = -2
scale = 0.95,0.58
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2400]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "Telekinesis helper"
ID = 6401
stateno = 6401
pos = 210,-5
postype = p1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale	= 1.0
size.yscale	= 1.0


[State 2400, End]
type = ChangeState
trigger1 =  numhelper(6405) = 1
value = 2401
ctrl = 0

[State 2400, End]
type = ChangeState
trigger1 = (animtime = 0); || (numhelper(3108) = 0 && time >= 40)
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;Telekinesis Catch
[Statedef 2401]
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 2401
sprpriority = 1
velset = 0,0

[State 2400, PlaySND]
type = PlaySnd
trigger1 = time = 0
value = 2,16


[State 2401, End]
type = ChangeState
trigger1 =  Command = "x"
value = 2410
ctrl = 1

[State 2401, End]
type = ChangeState
trigger1 =  Command = "a"
value = 2420
ctrl = 1


[State 2401, End]
type = ChangeState
trigger1 =  Command = "y"
value = 2430
ctrl = 1


[State 2401, End]
type = ChangeState
trigger1 =  Command = "b"
value = 2440
ctrl = 1


[State 2401, End]
type = ChangeState
trigger1 =  time = 300
value = 0
ctrl = 1


;------------------------------------------------------------------
;------------------------------------------------------------------
;helper que agarra
[Statedef 6401]
type    = S
movetype= A
physics = S
anim = 6401
ctrl = 0
sprpriority = 15

[State 2400, PlaySND]
type = PlaySnd
trigger1 = time = 0
value = 2,15

[State 6401]
type = Explod
trigger1 = time = 0
anim = 6410
ID = 6410
pos = 0, 5
bindtime = 1
removetime = -2
scale = 0.6,0.6
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 6401]
type = Explod
trigger1 = (anim = 6401) && time % 5 = 0
anim = 6420
ID = 6420
pos = 0,0
vel = 0,-3.4
removetime = -2
ownpal = 1
ignorehitpause = 1
persistent = 1
sprpriority = 3
scale = 0.3, 0.3

[State 6401]
type = HitDef
trigger1 = 1
attr = S,NP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF      ;HLAFD+-
guardflag = MAF      ;HLA
animtype = light
air.animtype = light
ground.type = light
air.type = light
damage = 20,0
pausetime = 8,10
sparkno = -1
guard.sparkno = -1
p1stateno = 6402
p2stateno = 6403
;hitsound = S4,0
;guardsound = S3,0
ground.slidetime = 300
guard.slidetime = 0
ground.hittime = 300
guard.hittime = 0
air.hittime = 300
ground.velocity = 0,0
guard.velocity = 0
kill = 0
fall = 1
getpower        = 10, 0
;palfx.time	= 25
;palfx.mul	= 120,50,256
;palfx.add	= 200,50,10
;palfx.sinadd 	= 175,25,5,4


[State 6401, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = invisible
flag3 = unguardable



[State 6401]
type = destroyself
trigger1 = animtime = 0

;-----------------------------------------------------------
;manejar al oponente en el aire
[Statedef 6402]
movetype= A
ctrl = 0
anim = 6402
sprpriority = 2


[State 6402]
type = Helper
trigger1 = Movehit = 1
helpertype = normal
name = "Telekinesis certificador del impacto"
ID = 6405
stateno = 6405
pos = 10,30
postype = p1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.xscale	= 1.0
size.yscale	= 1.0

[State 6402, 1]
type=PlaySnd
trigger1 = (time%10=0)
value= 3,10
volume = 10

[State 6402]
type = Explod
trigger1 = time = 1
anim = 6450
ID = 6450
pos = 0,-50
postype = p2
vel = 0,0
Bindtime = -1
removetime = -1;300
ignorehitpause = 1
sprpriority = 3
scale = 0.74,0.74 ;
shadow = 0,0,0
ownpal = 1
ontop = 0
facing = 1
vfacing = 1

[State 6402]
type = Explod
trigger1 = time = 1
anim = 6460
ID = 6460
pos = -10,-55
postype = p2
vel = 0,0
Bindtime = -1
removetime = -1;300
ignorehitpause = 1
sprpriority = 3
scale = 0.7, 0.7 ;
shadow = 0,0,0
ownpal = 1
ontop = 0
vfacing = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numhelper(2415) = 1
trigger2 = numhelper(2425) = 1
trigger3 = numhelper(2445) = 1
trigger4 = time = 300
id = 6450

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numhelper(2415) = 1
trigger2 = numhelper(2425) = 1
trigger3 = numhelper(2445) = 1
trigger4 = time = 300
id = 6460

[state 6402]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = invisible
flag3 = unguardable


[State 6402]
type = TargetBind
trigger1 = 1
time = 1
pos = 0,0
ignorehitpause = 1
persistent = 1

[State 6402]
type = VelSet
trigger1 = time = 1
y = -2

[State 6402, quiet]
type = VelSet
trigger1 = time > 10
x = 0
y = 0

[State 2401, End]
type = ChangeState
trigger1 =  Parent, Command = "y"
value = 2435
ctrl = 1


[State 6402]
type = DestroySelf
trigger1 = numhelper(2415) = 1
trigger2 = numhelper(2425) = 1
trigger3 = pos Y > -1
trigger4 = numhelper(2445) = 1
trigger5 = time = 300

;---------------------------------------------------------------------------
; helper que agarra - P2
[Statedef 6403]
type    = A
movetype= H
physics = N
juggle  = 0
velset = 0,0


[State 6403, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 0
value = 6403
;elem = 1

[State 6403, BindToParent]
type = BindToParent
trigger1 = time >= 0
time = 300
;facing = 0
;pos = 0,0
;ignorehitpause =
;persistent =


[State 6403, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 6403, vel]
type = velset
trigger1 = time >= 0
x = 0
y = 0


[State 6403, end]
type = SelfState
trigger1 = numhelper(2415) = 1
trigger2 = numhelper(2425) = 1
trigger3 = pos Y > -1
trigger4 = numhelper(2445) = 1
trigger5 = time = 300
value = 5050

;--------------------------------------------------------
;Telekinesis certificador del impacto
[Statedef 6405]
movetype = A
ctrl = 0
anim = 6405
sprpriority = 2


[State 6405, DestroySelf]
type = DestroySelf
trigger1 = time = 50

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Telekinesis - tirar adelante
[Statedef 2410]
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 2410
sprpriority = 1
velset = 0,0




[State 2410]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "Hit para adelante"
ID = 2415
stateno = 2415
pos = -10,-50
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.xscale	= 1.0
size.yscale	= 1.0


[State 2410, End]
type = ChangeState
trigger1 =  animtime = 0
value = 0
ctrl = 1


;--------------------------------------------------------
;Telekinesis - Hit para adelante
[Statedef 2415]
movetype = A
ctrl = 0
anim = 2415
sprpriority = 2


[State 2400, PlaySND]
type = PlaySnd
trigger1 = time = 0
value = 1,7


[State 6402]
type = Explod
trigger1 = animelem = 1
anim = 7005
ID = 7005
pos = 10,-100
postype = p2
vel = -1,0
Bindtime = 1
removetime = -2
ignorehitpause = 1
sprpriority = 3
scale = 1, 1
shadow = 0,0,0
ownpal = 1
ontop = 0
vfacing = -1
facing = -1

[State 6401]
type = HitDef
trigger1 = animelem = 1
attr = S,NP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF      ;HLAFD+-
guardflag = MAF      ;HLA
animtype = light
air.animtype = light
ground.type = light
air.type = light
damage = 100,0
pausetime = 8,10
sparkno = -1
guard.sparkno = -1
hitsound = -1;S4,0
guardsound = -1; S3,0
ground.slidetime = 12
guard.slidetime = 0
ground.hittime = 12
guard.hittime = 0
air.hittime = 12
ground.velocity = 4, -6
guard.velocity = 0
air.velocity = 4, -6
kill = 1
fall = 1
getpower        = 10, 0

[State 2415, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = animtime = 0

;---------------------------------------------------------------------------
;Telekinesis - tirar atrás
[Statedef 2420]
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 2420
sprpriority = 1
velset = 0,0

[State 2420]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "Hit para atrás"
ID = 2425
stateno = 2425
pos = -10,-50
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.xscale	= 1.0
size.yscale	= 1.0


[State 2420, End]
type = ChangeState
trigger1 =  animtime = 0
value = 0
ctrl = 1


;--------------------------------------------------------
;Telekinesis - Hit para adelante
[Statedef 2425]
movetype = A
ctrl = 0
anim = 2415
sprpriority = 2


[State 2400, PlaySND]
type = PlaySnd
trigger1 = time = 0
value = 1,7

[State 6402]
type = Explod
trigger1 = animelem = 1
anim = 7005
ID = 7005
pos = -45,-50
postype = p2
vel = -1,0
Bindtime = 1
removetime = -2
ignorehitpause = 1
sprpriority = 3
scale = 1, 1
shadow = 0,0,0
ownpal = 1
ontop = 0
vfacing = 0
facing = 1

[State 6401]
type = HitDef
trigger1 = animelem = 1
attr = S,NP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF      ;HLAFD+-
guardflag = MAF      ;HLA
animtype = light
air.animtype = light
ground.type = light
air.type = light
damage = 100,0
pausetime = 8,10
sparkno = -1
guard.sparkno = -1
hitsound = -1;S4,0
guardsound = -1; S3,0
ground.slidetime = 12
guard.slidetime = 0
ground.hittime = 12
guard.hittime = 0
air.hittime = 12
ground.velocity = ifelse(parentdist X > 200, -6, -2), -8
guard.velocity = 0
air.velocity = ifelse(parentdist X > 200, -6, -2), -8
kill = 1
fall = 1
getpower        = 10, 0

[State 2415, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = animtime = 0

;---------------------------------------------------------------------------
;Telekinesis - Choque contra el piso
[Statedef 2430]
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 2430
sprpriority = 1
velset = 0,0

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 5
value= s4,4
volume = 50
channel = 4

[State 2420, End]
type = ChangeState
trigger1 =  animtime = 0
value = 0
ctrl = 1


;--------------------------------------------------------
;Telekinesis - Hit Explotar
[Statedef 2435]
movetype = A
ctrl = 0
anim = 2415
sprpriority = 2
juggle = 1


[State 6402]
type = TargetBind
trigger1 = 1
time = 1
pos = 0,0
ignorehitpause = 1
persistent = 1

[State 6402]
type = VelSet
trigger1 = time > 0 && time < 40
y = -2.5

[State 6402, quiet]
type = VelSet
trigger1 = time = [40, 60]
x = 0
y = 0

[State 6402]
type = VelSet
trigger1 = time = 61
y = 25

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 64
id = 6450

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 64
id = 6460


[State 6401]
type = HitDef
trigger1 = time = 64
attr = S,NP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF      ;HLAFD+-
guardflag = MAF      ;HLA
animtype = light
air.animtype = light
ground.type = light
air.type = light
damage = 0,0
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = -1;S4,0
guardsound = -1; S3,0
ground.slidetime = 1
guard.slidetime = 0
ground.hittime = 1
guard.hittime = 0
air.hittime = 1
ground.velocity = 0, 25
guard.velocity = 0
air.velocity = 0, 25
kill = 1
fall = 1
fall.xvelocity = -1
fall.yvelocity = -11
fall.recover = 0
fall.recovertime = 10
fall.damage = 120
fall.envshake.time = 15
fall.envshake.freq = 120
fall.envshake.ampl = -3
fall.envshake.phase = 50

[State 2400, PlaySND]
type = PlaySnd
trigger1 = pos Y > -1
value = 1,10

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2350) < 2
trigger1 = pos Y > -1
Anim = 2350
Pos = 0+(random%2),-10+(random%2)
Id = 2350
sprpriority = 2
vel = -2+(random%3),-6
accel = 0,0.2
removeongethit = 1
removetime = 30
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2351) < 2
trigger1 = pos Y > -1
Anim = 2351
Pos = 0+(random%10),-10+(random%5)
Id = 2351
sprpriority = 2
vel = 2+(random%3),-4
accel = 0,0.2
removeongethit = 1
removetime = 30
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2352) < 2
trigger1 = pos Y > -1
Anim = 2352
Pos = 0+(random%10),-10+(random%5)
Id = 2352
sprpriority = 2
vel = -2+(random%3),-3
accel = 0,0.2
removeongethit = 1
removetime = 30
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2353) < 2
trigger1 = pos Y > -1
Anim = 2353
Pos = 0+(random%10),-10+(random%5)
Id = 2353
sprpriority = 2
vel = 2+(random%3),-2
accel = 0,0.2
removeongethit = 1
removetime = 30
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2354) < 2
trigger1 = pos Y > -1
Anim = 2354
Pos = 0+(random%10),-10+(random%5)
Id = 2354
sprpriority = 2
vel = -2+(random%3),-1
accel = 0,0.2
removeongethit = 1
removetime = 30
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2355) < 2
trigger1 = pos Y > -1
Anim = 2355
Pos = 0+(random%10),-10+(random%5)
Id = 2355
sprpriority = 2
vel = -2+(random%3),-1
accel = 0,0.2
removeongethit = 1
removetime = 30
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2350, Spark, piedras rotas]
type = Explod
triggerall = numexplod(2356) < 2
trigger1 = pos Y > -1
Anim = 2356
Pos = 5+(random%10),-10+(random%5)
Id = 2356
sprpriority = 2
vel = -3+(random%3),-3
accel = 0,0.2
removeongethit = 1
removetime = 30
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 0.5, 0.5

[State 2415, DestroySelf]
type = DestroySelf
trigger1 = pos Y > -1

;---------------------------------------------------------------------------
;Telekinesis - Explotar
[Statedef 2440]
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 2440
sprpriority = 1
velset = 0,0

[State 2420]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "Hit Explotar"
ID = 2445
stateno = 2445
pos = -10,-50
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.xscale	= 1.0
size.yscale	= 1.0

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 5
value= s4,3
volume = 50
channel = 4

[State 3000:	EnvShake]
type			= EnvShake
trigger1 		= (animelem = 2, > 0) && ((GameTime%2) = 0)
time			= 15
freq			= 120
ampl			= -3
phase			= 50

[State 3000, Cámara lenta]
type = Pause
trigger1 = time = [20, 35]
time = 1
movetime = 0



[State 2420, End]
type = ChangeState
trigger1 =  animtime = 0
value = 0
ctrl = 1


;--------------------------------------------------------
;Telekinesis - Hit Explotar
[Statedef 2445]
movetype = A
ctrl = 0
anim = 2415
sprpriority = 2


[State 2400, PlaySND]
type = PlaySnd
trigger1 = time = 0
value = 1,10

[State 6402]
type = Explod
trigger1 = animelem = 1
anim = 6490
ID = 6490
pos = -10,-50
postype = p2
vel = 0,0
Bindtime = 1
removetime = -2
ignorehitpause = 1
sprpriority = 3
scale = 2, 2
shadow = 0,0,0
ownpal = 1
ontop = 0
vfacing = 0
facing = 1

[State 6401]
type = HitDef
trigger1 = animelem = 1
attr = S,NP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF      ;HLAFD+-
guardflag = MAF      ;HLA
animtype = light
air.animtype = light
ground.type = light
air.type = light
damage = 120,0
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
hitsound = -1;S4,0
guardsound = -1; S3,0
ground.slidetime = 12
guard.slidetime = 0
ground.hittime = 12
guard.hittime = 0
air.hittime = 12
ground.velocity = 0, -2
guard.velocity = 0
air.velocity = 0, -2
kill = 1
fall = 1
getpower        = 10, 0



[State 2415, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = animtime = 0

;===============================================================================
;-------------------------------------------------------------------------------
;Death Disc - Charge
[Statedef 2500]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 2500
poweradd = -200

[State 2500, PlaySnd]
type = PlaySnd
triggerall = time > 4
trigger1 =  time% 35 = 0
value = S2,20
channel = 1

[State 2500, StopSnd]
type = StopSnd
triggerall = time > 20
trigger1 = time = 100
trigger2 = command != "hold_c"
channel = 1

[State 2500, Explod]
type = Explod
trigger1 = time = 4
anim =  6549
ID = 6549
pos = -7,-87
postype = p1
facing = 1
vfacing = 1
bindtime = 999
scale = 1, 0.7
Ontop = 1
removetime = 999
removeongethit = 1


[State 2500, RemoveExplod]
type = RemoveExplod
triggerall = time > 25
trigger1   = command != "hold_c"
trigger2 = time = 100
id =  6549



[State 2500, 4]
type =  ChangeState
triggerall = time > 25
trigger1 = command != "hold_c"
trigger2 = time = 100
value =  2501
ctrl= 1
;-------------------------------------------------------------------------------
;Death Disc - Lanzamiento
[Statedef 2501]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 2501
poweradd = 0

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S2,21


[State 2501: Helper]
type		= Helper
trigger1	= (AnimElem = 1)
helpertype	= Normal
name		= "kienzan"
id		= 6550
pos		= 33,-50
postype		= p1
facing		= 1
stateno		= 6550
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 0.7

[State 2501, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 7

[State 2501, 4]
type =  ChangeState
trigger1 = animtime =  0
value =  0
ctrl= 1


;-------------------------------------------------------------------------------
;Death Disc - Projerile
[Statedef 6550]
movetype	= A
anim		= 6550
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 6550:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[STate 6550: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 6550:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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



[State 6550: 	AfterImage]
type 		= AfterImage
trigger1 	= (!Time)
time 		= 50
framegap 	= 1
length 		= 20
paladd 		= 0, 0, 0
palmul 		= .90, .90, .90
palcontrast 	= 100, 100, 100
trans 		= add

[State 6550, Fade In]
type = VelSet
trigger1 = time > 0 && time < 35;!time
x = 15*(ifelse(p2dist X<0,-1,1)*(p2dist X/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50)))))
y = 15*((p2dist Y-(p2statetype !=L*50))/(abs(p2dist X)+abs(p2dist Y-(p2statetype !=L*50))))


[State 6550, VelSet]
type = VelSet
trigger1 = time >= 35
x = 15*(ifelse(parentdist X>0,-1,1)*(parentdist X/(abs(parentdist X)+abs(parentdist Y-(parent, statetype !=L*50)))))
y = 15*((parentdist Y-(parent, statetype !=L*50))/(abs(parentdist X)+abs(parentdist Y-(parent, statetype !=L*50))))



[State 6550:	Hitdef]
type            = Hitdef
triggerall      = hitcount < 10
trigger1        = animelem = 1 ||animelem = 3 || animelem = 5 || animelem = 7
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 10,2
pausetime	= 6,4
sparkno		= s7006
sparkxy		= 0, 0
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,23
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -8
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 6550:	DestroySelf]
type			= DestroySelf
trigger1 		= time = 450;(Parent, NumProjID(1002) = 0)




