;===============================================================================
; Daichiretsuzan Grande
;===============================================================================
;Daichiretsuzan Grande - lanzamiento
[Statedef 3000]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 3000
poweradd = -1000

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


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

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

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

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

[State 3000:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50


[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = -15,-35
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .5,.5
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,0
volume = 50
channel = 1

[State 0, Helper]
type = Helper
trigger1 = Time = 40
helpertype = normal
name = "Daichiretsuzan"
ID = 3050
stateno = 3050
pos = 10,3
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 0
pausemove = 0
size.xscale = 1
size.yscale = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value= s2, 4
volume = 50


[State 3001, ScreenBound]
type = ScreenBound
triggerall = time > 30
trigger1 = p2movetype = H || (BackEdgeBodydist < -1 && BackEdgeBodydist > -30)
movecamera = 0,0
value	= 0

[State 3001, End]
type = ChangeState
trigger1 = animtime = 0
value	= IfElse(BackEdgeBodydist >= 0, 0, 100)
ctrl = 1

;===============================================================================
;Daichiretsuzan Grande - lanzamiento
[Statedef 3050]
movetype = A
anim = 3050
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 1050, VelSet]
type = VelSet
trigger1 = Time = 0
x = 10
y = 0


[State 0, Explod]
type = Explod
trigger1 = Time%8 = 0
anim = 3051
ID = 3051
pos = 25,3
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 3,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 0
;persistent =


[State 1050, Hitdef]
type = Hitdef
trigger1 = 1
attr = S, H
hitflag	= MAFDP
guardflag = MA
animtype = Back
priority = 7, Hit
damage = 60,5
pausetime = 3,2
sparkno	= -1
sparkxy	= 500
;guard.sparkxy = 30, 20
guard.sparkno = -1
hitsound = s1,7+(random%4)
guardsound = s1,7+(random%4)
ground.type = Low
air.type = Trip
ground.slidetime = 20
ground.hittime = 20
air.hittime = 15
ground.velocity = -8,-3
guard.velocity = -5
air.velocity = -9,-2
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -1,-2
down.bounce = 1
guard.kill = 0
getpower = 0
givepower = 35

[State 0, Explod]
type = Explod
trigger1 = movecontact = 1
anim = 7004+(random%2)
ID = 7004
pos = -10+(random%5),-20+(random%5)
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 3,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,0.5
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 1050, DestroySelf]
type = DestroySelf
trigger1 = time = 90

;===============================================================================
; Rising Freezer Beams
;===============================================================================
;Rising Freezer Beams - lanzamiento
[Statedef 3100]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 3100
poweradd = -1000

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 5
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


[State 3000, VarSet]
type = Varset
trigger1 = time = 5
v = 12
value = -200

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 10 && Var(12) < 0
v = 12
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 5
time = 1
add = Var(12),Var(12),Var(12)

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

[State 3000:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50


[State 3000, Super Charge]
type = Explod
trigger1 = Time = 5
anim = 7400
ID = 7400
pos = 35,-55
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .5,.5
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,0
volume = 50
channel = 1

[State 0, Helper]
type = Helper
triggerall = time = [35,107]
trigger1 = Time%5 = 0
helpertype = normal
name = "Beams"
ID = 3150
stateno = 3150+(random%5)
pos = 30,-55
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 0
pausemove = 0
size.xscale = 1
size.yscale = 1

[State 1000, 1]
type = PlaySnd
trigger1 =  time =35
value= s4, 1
volume = 50
channel = 5

[State 1000, 1]
type = PlaySnd
triggerall = time >=35  && time < 107
trigger1 = Time%10 = 0
value= s2, 5
volume = 50
channel = 3

[State 1000, 1]
type = PlaySnd
triggerall = time >=40 && time < 107
trigger1 = Time%10 = 0
value= s2, 5
volume = 50
channel = 4

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

;--------------------------------------------------------------------------
[Statedef 3150]
movetype = A
anim = 3150
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 = hitcount < 2 ; animelem = 3 || animelem = 6 || animelem = 9
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Back
priority = 7, Hit
damage = 45,1
pausetime = 1,3
sparkno	= -1
sparkxy	= 500
;guard.sparkxy = 30, 20
guard.sparkno = -1
hitsound = s2,6
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+(random%10),-55+(random%10)
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 = animtime = 0

;--------------------------------------------------------------------------
[Statedef 3151]
movetype = A
anim = 3151
velset	= 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  3;(winmugen only)

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

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

[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 = hitcount < 2 ; animelem = 3 || animelem = 6 || animelem = 9
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Back
priority = 7, Hit
damage = 45,1
pausetime = 1,3
sparkno	= -1
sparkxy	= 500
;guard.sparkxy = 30, 20
guard.sparkno = -1
hitsound = s2,6
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+(random%10),-55+(random%10)
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 = animtime = 0

;--------------------------------------------------------------------------
[Statedef 3152]
movetype = A
anim = 3152
velset	= 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  -5;(winmugen only)

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

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

[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 = hitcount < 2 ; animelem = 3 || animelem = 6 || animelem = 9
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Back
priority = 7, Hit
damage = 45,1
pausetime = 1,3
sparkno	= -1
sparkxy	= 500
;guard.sparkxy = 30, 20
guard.sparkno = -1
hitsound = s2,6
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+(random%10),-55+(random%10)
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 = animtime = 0

;--------------------------------------------------------------------------
[Statedef 3153]
movetype = A
anim = 3153
velset	= 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  8;(winmugen only)

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

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

[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 = hitcount < 2 ; animelem = 3 || animelem = 6 || animelem = 9
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Back
priority = 7, Hit
damage = 45,1
pausetime = 1,3
sparkno	= -1
sparkxy	= 500
;guard.sparkxy = 30, 20
guard.sparkno = -1
hitsound = s2,6
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+(random%10),-55+(random%10)
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 = animtime = 0

;--------------------------------------------------------------------------
[Statedef 3154]
movetype = A
anim = 3154
velset	= 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  -10;(winmugen only)

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

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

[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 = hitcount < 2 ; animelem = 3 || animelem = 6 || animelem = 9
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Back
priority = 7, Hit
damage = 45,1
pausetime = 1,3
sparkno	= -1
sparkxy	= 500
;guard.sparkxy = 30, 20
guard.sparkno = -1
hitsound = s2,6
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+(random%10),-55+(random%10)
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 = animtime = 0

;===============================================================================
; Super Nova
;===============================================================================
;Super Nova
[Statedef 3200]
type = A
movetype = A
physics	= N
velset = 0,0
ctrl = 0
anim = 3200
poweradd = -2000

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


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

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

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

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

[State 3000:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50


[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 15,-30
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .5,.5
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,0
volume = 50
channel = 1

[State 0, VelSet]
type = VelSet
triggerall = Pos Y >= -60
trigger1 = Time > 30
x = 0
y = -0.5

[State 2701, VelMul]
type = VelMul
triggerall = prevstateno = 50 || prevstateno = 1015 || prevstateno = 1016 || prevstateno = 1018 || prevstateno = 1150
trigger1 = !Time
x = .075
y = .125 ;.2


[State 3000, Nova Charge Bola]
type = Explod
trigger1 = Time = 30
anim = 3210
ID = 3210
pos = 10,-32
sprpriority = -1
supermove = 1
removetime = -1
bindtime = -1
ownpal = 1
scale = .65,.65
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, Nova Charge Fondo]
type = Explod
trigger1 = Time = 40
anim = 3215
ID = 3215
pos = 10,-30
sprpriority = -2
supermove = 1
removetime = -1
bindtime = -1
ownpal = 1
scale = .3,.3
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1


[State 1000, 1]
type = PlaySnd
trigger1 = Time = 30
value= s2, 8
volume = 50

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value= s4,8
volume = 50
channel = 4

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 30
value= s4,7
volume = 50
channel = 6


[State 3001, End]
type = ChangeState
trigger1 = time = 100
value	= 3205
ctrl = 0

;---------------------------------------------------------
; Super Nova - Lanzado
[Statedef 3205]
type = S
movetype = A
physics = S
juggle  = 2
poweradd = 0
ctrl = 0
anim = 3205
sprpriority = 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3210

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3215


[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = 12
y = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time >= 0
value = 0


[State 3000, Nova Frente]
type = Explod
trigger1 = Time = 0
anim = 3220
ID = 3220
pos = 30,-27
vel = 0,0
accel = 0,0
sprpriority = 2
supermove = 1
removetime = -1
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 700:		Helper]
type		= Helper
trigger1	= Time = 0
helpertype	= Normal
name		= "Nova Rayo"
id		= 3225
pos		= 20,-27
postype		= p1
facing		= 1
stateno		= 3225
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.7
size.yscale     = 1

[State 1050, Hitdef]
type = Hitdef
trigger1 = 1
attr = S, H
hitflag	= MAFDP
guardflag = MA
animtype = Back
priority = 7, Hit
damage = 100,10
pausetime = 4,2
sparkno	= -1
sparkxy	= 500
;guard.sparkxy = 30, 20
guard.sparkno = -1
hitsound = s1,6+(random%3)
guardsound = s1,6+(random%3)
ground.type = Low
air.type = Trip
ground.slidetime = 30
ground.hittime = 20
air.hittime = 35
ground.velocity = -9,-7
guard.velocity = -8
air.velocity = -9,-1
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -1,-2
down.bounce = 1
guard.kill = 0
getpower = 0
givepower = 35

[State 0, Explod]
type = Explod
trigger1 = movecontact = 1
anim = 7004+(random%3)
ID = 7004
pos = 10+(random%10),-40+(random%10)
postype = p1
facing = -1
vfacing = -1
bindtime = 1
vel = 3,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.7,0.7
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 3001, ScreenBound]
type = ScreenBound
triggerall = time > 0
trigger1 = frontedgebodydist < 10
movecamera = 0,0
value	= 0


[State 3001, End]
type = ChangeState
trigger1 = time = 90
value	= 3206
ctrl = 0

;--------------------------------
;Super Nova- rebote
[Statedef 3206]
type    = A
physics = N
juggle  = 0
poweradd = 0
ctrl = 1
anim = 1150
sprpriority = 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3220

[State 1251:	VelSet]
type			= VelSet
trigger1		= time = 0
x			= -2
y			= -8.5

[State 1251:	VelAdd]
type			= VelAdd
trigger1		= time > 0
x			= -0.05
y			= 0.45

[State 1251, CtrlSet]
type = CtrlSet
trigger1 =  time >=20
value = 1

[State 1251, 3]
type = Changestate
triggerall = time >=10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50
ctrl = 1

;------------------------------------------------------------
;Super Nova - Rayo Fx
[Statedef 3225]
movetype	= A
anim		= 3225
;velset		= 12,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= -1

[State 2350:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

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

[State 0, BindToParent]
type = BindToParent
trigger1 = Parent, stateno = 3205
pos = 20,-27

[State 0, VelSet]
type = VelSet
trigger1 = Parent, stateno != 3205
x = 12
y = 0


[State 900, Explod]
type = Explod
trigger1 = Time%6 = 0
anim =  3226
ID = 3226
pos = -300,0
postype = p1
facing = 1
sprpriority = -5
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 0
removetime = -2
removeongethit = 1


[State 2350:	DestroySelf]
type			= DestroySelf
trigger1 		= Parent, stateno != 3205;(


;===============================================================================
; Giga Death Blast
;===============================================================================
;Giga Death Blast - Start
[Statedef 3300]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd = -2000
ctrl = 0
anim = 3300
sprpriority = 2
;velset = 0, 0

[State 3300, SuperPause]
type = SuperPause
trigger1 = time = 10
time = 35
movetime = 30
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1

[State 3300,GoDown2]
type = VelSet
Trigger1 = pos Y > -1
y = 0

[State 3300,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0


[State 3300, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3300, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

[State 3300, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3300, Cámara lenta]
type = Pause
trigger1 = time = [45, 60]
time = 1
movetime = 0

[State 3300:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 50
freq			= 120
ampl			= -2
phase			= 50


[State 3300, Explod - Super Charge]
type = Explod
trigger1 = time = 0
anim =  7400
ID = 7400
pos = 0,-40
postype = p1
facing = 1
vfacing = 1
bindtime = 9999
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1
supermove = 1
pausemove = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,0
volume = 50
channel = 1

[State 0, VelSet]
type = VelSet
trigger1 = Time > 0
x = 0
y = -0.5

[State 2701, VelMul]
type = VelMul
triggerall = Time > 0;prevstateno = 50 || prevstateno = 1015 || prevstateno = 1016 || prevstateno = 1018 || prevstateno = 1150
trigger1 = !Time
x = .075
y = .125 ;.2


[State 3000, Nova Charge Bola]
type = Explod
trigger1 = Time = 30
anim = 3210
ID = 3210
pos = 0,-37
sprpriority = -1
supermove = 1
removetime = 132
bindtime = -1
ownpal = 1
scale = .65,.65
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, Nova Charge Fondo]
type = Explod
trigger1 = Time = 40
anim = 3215
ID = 3215
pos = 0,-35
sprpriority = -2
supermove = 1
removetime = 132
bindtime = -1
ownpal = 1
scale = .32,.32
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Blast Charge]
type = PlaySnd
trigger1 = Time = 0
value = S2,8
volume = 50
channel = 1

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value= s4,6
volume = 50
channel = 4

[State 1000, 4]
type =  ChangeState
trigger1 = time = 60
value =  3310
ctrl= 0

;------------------------------------------------
;Giga Death Blast - Fire
[Statedef 3310]
type 		= A
movetype	= A
physics		= S
anim		= 3310
velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1



[State 700:		Helper]
type		= Helper
trigger1	= (time = 4)
helpertype	= Normal
name		= "Giga Death Blast - FX"
id		= 3349
pos		= 0,0
postype		= p1
facing		= 1
stateno		= 3349
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.5
size.yscale     = 1.5

[State 700:		Helper]
type		= Helper
trigger1	= (time = 4)
helpertype	= Normal
name		= "Giga Death Blast - Hit"
id		= 3350
pos		= 0,0
postype		= p1
facing		= 1
stateno		= 3350
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 2
size.yscale     = 2


[State 1000, 4]
type =  ChangeState
trigger1 = time = 72
value =  3320
ctrl= 0

;------------------------------------------------
;Giga Death Blast - Terminación
[Statedef 3320]
type 		= S
movetype	= A
physics		= S
anim		= 3320
velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 1

[State 3001, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3210

[State 3001, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3215

[State 3000, Finish FX]
type = Explod
trigger1 = Time = 0
anim = 3360
ID = 3360
pos = 0,-37
sprpriority = -1
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .65,.65
removeongethit = 1
ontop = 0
supermovetime 	= 999
ignorehitpause  = 1

[State 1000, 4]
type =  ChangeState
trigger1 = Animtime = 0
value =  50
ctrl = 1

;-------------------------------------------------------------------------------
;garlick hooo - Fx
[Statedef 3349]
movetype	= A
anim		= 3349
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 5

[State 2350:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  -45

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


[State 0, BindToParent]
type = BindToParent
trigger1 = Time >= 0
pos = 75,30

[State 2350:	DestroySelf]
type			= DestroySelf
trigger1 		= animtime = 0;(Parent, NumProjID(1002) = 0)

;-------------------------------------------------------------------------------
;garlick hooo - Hit
[Statedef 3350]
movetype	= A
anim		= 3350
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 0, BindToParent]
type = BindToParent
trigger1 = Time >= 0
pos = 85,40


[STate 2350: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2350:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA


[State 2350, 1]
type = PlaySnd
trigger1 = time = 4
value = 2, 9
volume = 50
channel = 3


[State 2350:	Hitdef]
type            = Hitdef
;triggerall      = hitcount < 8
trigger1        = animelem = 1 ||animelem = 3 || animelem = 5
trigger2        = animelem = 6 ||animelem = 8 || animelem = 10 || animelem = 12
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 120,15
pausetime	= 6, 8
sparkno		= -1
;sparkxy		= 0, 50
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound = s1,6;+(random%3)
guardsound = s1,6;+(random%3)
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -2,-3
guard.velocity	= -4
air.velocity	= -2,-3
airguard.velocity = -2,-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
fall = 1
palfx.time	= 25
palfx.mul	= 150,50,150
palfx.add	= 250,50,250
palfx.sinadd 	= 175,25,5,4


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

[State 2350, Explod]
type = Explod
trigger1 = movecontact = 1
anim =  7004+(random%3)
ID = 7004
pos = 0+(random%20),-33+(random%20)
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8, 0.8
Ontop = 1
removetime = -2
removeongethit = 0



[State 2350:	DestroySelf]
type			= DestroySelf
trigger1 		= animtime = 0;(Parent, NumProjID(1002) = 0)

;===============================================================================
; Death Ball
;===============================================================================
;Death Ball - Charge
[Statedef 3400]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3400
poweradd = -3000

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


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

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

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

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

[State 3000:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50


[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = -10,-80
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,0
volume = 50
channel = 1

[State 0, Helper]
type = Helper
trigger1 = Time = 40
helpertype = normal
name = "Death Ball"
ID = 3450
stateno = 3450
pos = -10,-80
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 0
pausemove = 0
size.xscale = 1
size.yscale = 1

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 40
value= s2, 11
volume = 50
channel = 2

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 45
value= s4, 9
volume = 50
channel = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 160
value = 3401

[State 3001, ScreenBound]
type = ScreenBound
trigger1 = Time > 200
movecamera = 0,0
value	= 0

[State 3001, End]
type = ChangeState
triggerall = time > 160
trigger1 = numhelper(3450) = 0
value	= 50
ctrl = 1

;===============================================================================
;Death Ball - Pojetile
[Statedef 3450]
movetype = A
anim = 3449
velset	= 0,- 0.75
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 50
value = 3450


[State 3450, AssertSpecial]
type = AssertSpecial
trigger1 = 1
;flag = Invisible
flag = NoShadow

[STate 3450, HitBy]
type = HitBy
trigger1 = 1
value = SAC,NP,SP,HP

[State 3450, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3450, FX 01]
type = Explod
trigger1 = Time = 0
anim = 3451
ID = 3451
pos = 0,0
sprpriority = 1
supermove = 1
removetime = -1
bindtime = -1
ownpal = 1
scale = .01,.01
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3450, VarSet FX1]
type = Varset
trigger1 = time = 0
fv = 20
value = 0.1

[State 3450, VarAdd FX1]
type = Varadd
trigger1 = time > 0 & fvar(20) <= 1 ;time = 80
fv = 20
value = 0.01

[State 3550, Cambio de escala FX1]
type = ModifyExplod
trigger1 = time = [0, 100];[81,125]
ID = 3451
scale = fvar(20), fvar(20)

[State 3450, FX 02]
type = Explod
trigger1 = Time = 0
anim = 3452
ID = 3452
pos = 15,5
sprpriority = 2
supermove = 1
removetime = -1
bindtime = -1
ownpal = 1
scale = .02,.02
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3450, Cambio de escala FX1]
type = ModifyExplod
trigger1 = time = [0, 100];[81,125]
ID = 3452
scale = fvar(20), fvar(20)



[State 3950:	Hitdef]
type            = Hitdef
trigger1        = Animelem = 1
trigger2        = Animelem = 3
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 4, dodge
damage		= 150,10
pausetime	= 4,2
sparkno		= -1
sparkxy		= 0,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound = s1,7+(random%4)
guardsound = s1,7+(random%4)
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -1,-3
guard.velocity	= -4
air.velocity	= -0.5,-2
airguard.velocity = -4,-2
ground.cornerpush.veloff = 0
fall =1
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
Palfx.time       = 30
Palfx.add       = 10,-200,10
Palfx.sinadd   = 40,30,0,3
Palfx.color     = 0
Palfx.invertall = 1
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 0, Explod]
type = Explod
trigger1 = movecontact = 1
anim = 7004+(random%3)
ID = 7004
pos = -10+(random%10),-10+(random%10)
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 3,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,0.5
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 100
x = 0
y = 0

[State 0, VelSet]
type = Velset
trigger1 = time = 120
X = 2
y = 4


[State 0, VelSet]
type = Changestate
trigger1 = pos y > -1
value = 3451

;-----------------------------------------------
;Death Ball - en el piso
[Statedef 3451]
movetype = A
anim = 3450
velset	= 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2

[State 3450:	EnvShake]
type			= EnvShake
trigger1 		= ((GameTime%10) = 0)
time			= 20
freq			= 180
ampl			= -4
phase			= 50


[State 3455, FX 02]
type = Explod
trigger1 = Time%10 = 0
anim = 3455
ID = 3455
pos = 0,20
sprpriority = 4
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1.3,1.3
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 3950:	Hitdef]
type            = Hitdef
trigger1        = Animelem = 1
trigger2        = Animelem = 3
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 4, dodge
damage		= 150,10
pausetime	= 4,2
sparkno		= -1
sparkxy		= 0,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound = s1,7+(random%4)
guardsound = s1,7+(random%4)
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -1,-3
guard.velocity	= -4
air.velocity	= -0.5,-2
airguard.velocity = -4,-2
ground.cornerpush.veloff = 0
fall =1
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
Palfx.time       = 30
Palfx.add       = 10,-200,10
Palfx.sinadd   = 40,30,0,3
Palfx.color     = 0
Palfx.invertall = 1
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 0, Explod]
type = Explod
trigger1 = movecontact = 1
anim = 7004+(random%2)
ID = 7004
pos = -10+(random%5),-20+(random%5)
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 3,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,0.5
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = Time = 90
helpertype = normal
name = "Death Ball - Finish"
ID = 3460
stateno = 3460
pos = 0,60
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 0
pausemove = 0
size.xscale = 1
size.yscale = 1

[State 3450, FX 02]
type = Explod
trigger1 = Time = 90
anim = 3460
ID = 34560
pos = 0,60
sprpriority = 3
facing = -1
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 90
value= s2, 13
volume = 50
channel = 4

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  time = 100
id = 3451

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  time = 100
id = 3452

[State 3450, DestroySelf]
type = DestroySelf
trigger1 = time = 100

;-----------------------------------------------
;Death Ball - finish
[Statedef 3460]
movetype = A
anim = 3461
velset	= 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 2


[State 3950:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 90,7
pausetime	= 1,4
sparkno		= -1
sparkxy		= 0,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound = s1,7+(random%4)
guardsound = s1,7+(random%4)
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -1,-10
guard.velocity	= -8
air.velocity	= -0.5,-10
airguard.velocity = -5,-3
ground.cornerpush.veloff = 0
fall =1
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
Palfx.time       = 30
Palfx.add       = 10,-200,10
Palfx.sinadd   = 40,30,0,3
Palfx.color     = 0
Palfx.invertall = 1
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 3450, DestroySelf]
type = DestroySelf
trigger1 = Movecontact  = 1
trigger2 = animtime = 0

;===============================================================================
; Torvellino Infernal
;===============================================================================

;---------------------------------------------------------------------------
;Torvellino Infernal!!! (Director del - Atake Combinado)
[Statedef 3600]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1005
poweradd = 0

;[State 9999, 1]
;type = Varset
;trigger1 = time = 0
;var(9) = 0

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


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

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

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

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

[State 3000:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50


[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = -0,-47
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,0
volume = 50
channel = 1

[State 3501:		Helper]
type		= Helper
trigger1	= Time = 10
helpertype	= Normal
name		= "Helper de Activación en el Compañero"
id		= 8237
pos		= -30,-90
postype		= p1
facing		= 1
stateno		= 8237
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 3501, ChangeState]
type = ChangeState
trigger1 = time = 70
value = 3605
ctrl = 0

;--------------------------------------
;Helper de Activación en el Compañero
[Statedef 8237]
movetype	= A
anim		= 8237
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;Torvellino Infernal!!! (Director del - Atake Combinado)
;Teleport Inicial
[Statedef 3605]
type 		= S
movetype	= A
physics		= S
anim		= 3605
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[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, PosAdd]
type = Posset
trigger1 = (time=5)
x = frontedgedist+1000
y = 0

[State 0, Turn]
type = Turn
triggerall = (time > 7)
trigger1 = p2bodydist x < -5
;ignorehitpause =
;persistent =


[State 3501, ChangeState]
type = ChangeState
trigger1 = (!animtime)
value = 3606
ctrl = 0

;---------------------------------------------------------------------------
;Torvellino Infernal!!! (Director del - Atake Combinado)
;Torvellino - Lanzamiento
[Statedef 3606]
type 		= S
movetype	= A
physics		= S
anim		= 3606
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 3030, Super Avatar Freezer]
type = Explod
trigger1 = Time = 0
anim = 10200
ID = 10200
pos= 375,-20
postype= back
bindtime= -1
removetime = -2
facing = -1
supermovetime= 99999999
pausemovetime= 99999999
scale= 0.7,0.7
sprpriority= -5
ontop= 0
ownpal= 1


[State 3030, Super Avatar Cell]
type = Explod
trigger1 = Time = 0
anim = 10100
ID = 10100
pos= 350,-70
postype= back
bindtime= -1
removetime = -2
facing = -1
supermovetime= 99999999
pausemovetime= 99999999
scale= 0.7,0.7
sprpriority= -5
ontop= 0
ownpal= 1

[State 3030, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 72
movetime = 72
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1

[State 3030, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3030, VarAdd]
type = VarAdd
trigger1 = time >= 72 && Var(12) < 0
v = 12
value = 6

[State 3030, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3030, Cámara lenta]
type = Pause
trigger1 = time = [72, 83]
time = 1
movetime = 0

[State 2400, PlaySND "Torvellino" - Freezer]
type = PlaySnd
trigger1 = time = 5
value = 18,10
channel = 5

[State 2400, PlaySND "Infernal" - Cell]
type = PlaySnd
trigger1 = time = 30
value = 18,11
channel = 5


[State 3501:		Helper]
type		= Helper
triggerall      = time > 80
triggerall      = numhelper(8237) = 0
triggerall      = numhelper(3650) = 0
trigger1	= time% 10 = 0
helpertype	= Normal
name		= "Torvellino"
id		= 3650
pos		= 30,0
postype		= p1
facing		= 1
stateno		= 3650
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 3605, Torvellino]
type = Explod
triggerall = time > 89
trigger1 = time% 10 = 0
ID = 3651
anim = 3651
pos = -40,30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel= 2,0
accel = 0.2,0
random = 0,0;10,10
scale =  0.5, 0.5
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
ignorehitpause	= 1
removeongethit	= 1


[State 2400, PlaySND]
type = PlaySnd
trigger1 = animelem = 3
value = 18,9
channel = 5


[State 2400, End]
type = ChangeState
trigger1 =  numhelper(3652) = 1
value = 3610
ctrl = 0

[State 2400, End]
type = ChangeState
trigger1 =  time = 200
value = 3607
ctrl = 0

;-----------------------------------------------------
;Torvellino Infernal!!!
;Terminación Fallida
[Statedef 3607]
type 		= S
movetype	= A
physics		= S
anim		= 3607
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 3060, Explod]
type = Explod
triggerall = time > 0
trigger1 = time%3 = 0
anim =  9240
ID = 9240
pos = 100+(random%200),-70+(random%40)
vel = -1+(random%1),0.5+(random%1)
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.1,0.1
Ontop = 1
removetime = -2
removeongethit = 0


[State 2400, End]
type = ChangeState
trigger1 =  animtime = 0
value = 0
ctrl = 1


;---------------------------------------
;Torvellino - Hit
;------------------------------------------------------------------
;------------------------------------------------------------------
;helper que agarra
[Statedef 3650]
movetype	= A
anim		= 3650
ctrl = 0
sprpriority = 15

[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = 20
y = 0

[State 3552, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow


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




[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 = 0,0
pausetime = 8,10
sparkno = -1
guard.sparkno = -1
p1stateno = 3655
p2stateno = 3658
;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
air.velocity = 0,0
kill = 0
fall = 1
getpower        = 10, 0
fall = 1
fall.recover = 0


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



[State 6401]
type = destroyself
trigger1 = time = 300

;-----------------------------------------------------------
;manejar al oponente en el aire
[Statedef 3655]
movetype= A
ctrl = 0
vel = 0,0,0
anim = 3655
sprpriority = 2

[State 2400, PlaySND]
type = PlaySnd
trigger1 = time = 0
value = 2,16
channel = 7

[State 6402]
type = Helper
trigger1 = time = 50
helpertype = normal
name = "Telekinesis certificador del impacto"
ID = 3652
stateno = 3652
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 = 3653
ID = 3653
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 = 3654
ID = 3654
pos = 0,-45
postype = p2
vel = 0,0
Bindtime = -1
removetime = -1;300
ignorehitpause = 1
sprpriority = 3
scale = 0.85, 0.85 ;
shadow = 0,0,0
ownpal = 1
ontop = 0
vfacing = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 274
id = 3654

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 282
id = 3653


[State 6402]
type = Explod
trigger1 = time = 282
anim = 3657
ID = 3657
pos = 0,-50
postype = p2
vel = 0,0
Bindtime = -1
removetime = -2;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 = 275
anim = 3656
ID = 3656
pos = 0,-45
postype = p2
vel = 0,0
Bindtime = 1
removetime = -2;300
ignorehitpause = 1
sprpriority = 3
scale = 0.85, 0.85 ;
shadow = 0,0,0
ownpal = 1
ontop = 0
vfacing = 1

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


[State 6402]
type = TargetBind
trigger1 = 1
time = 300
pos = 20,0
ignorehitpause = 1
persistent = 1

[State 6402]
type = VelSet
trigger1 = time = 1
x = ifelse(pos x > 0, 2,ifelse(pos x < 0, -2, 0))
y = -0.5

[State 6402, quiet]
type = VelSet
trigger1 = pos x > -2 && pos x < 2
x = 0
y = 0

[State 3005:	Bolita dark]
type		= Helper
trigger1	= parent, numhelper (3678) = 1
helpertype	= Normal
name		= "Portal Infernal"
id		= 3671
pos		= 0, 0;pos y = 0
postype		= p2
facing		= 1
stateno		= 3671
keyctrl		= 0
ownpal		= 1
size.xscale     = 1
size.yscale     = 1
supermovetime	= 0
pausemovetime	= 0

[State 6402]
type = DestroySelf
trigger1 = time = 300

;---------------------------------------------------------------------------
; helper que agarra - P2
[Statedef 3658]
type    = A
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0


[State 3658, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 0
value = 3658
;elem = 1

[State 3658, BindToParent]
type = BindToParent
trigger1 = time >= 0
time = 150

[State 3658, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 3658, vel]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[State 3658, damage]
type = LifeAdd
triggerall = time >= 150
trigger1 = time%10 = 0
value = -350


[State 3658, end]
type = SelfState
trigger1 =  time = 300
value = 5050
ctrl = 1

;--------------------------------------------------------
;Telekinesis certificador del impacto
[Statedef 3652]
movetype = A
ctrl = 0
anim = 3655
sprpriority = 2


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

;---------------------------------------------------------------------------
;Torvellino Infernal!!! (Director del - Atake Combinado)
;Salto
[Statedef 3610]
type 		= S
movetype	= A
physics		= S
anim		= 3610
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 3060, Explod]
type = Explod
triggerall = time > 0 && time < 20
trigger1 = time%3 = 0
anim =  9240
ID = 9240
pos = 100+(random%200),-70+(random%40)
vel = -1+(random%1),0.5+(random%1)
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.1,0.1
Ontop = 1
removetime = -2
removeongethit = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time >= 0
value = 0


[State 2400, PlaySND]
type = PlaySnd
trigger1 = time = 0
value = 18,8
channel = 5

[State 2400, PlaySND]
type = PlaySnd
trigger1 = time = 20
value = 2,7
channel = 6

[State 0, VelSet]
type = VelSet
trigger1 = time > 27
x = 8
y = -6.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 27
y = 0.35


[State 0, ChangeState]
type = ChangeState
triggerall = time > 20
trigger1 = p2bodydist x < -70
trigger2 = time = 60
value = 3615
ctrl = 0

;---------------------------------------------------------------------------
;Torvellino Infernal!!! (Director del - Atake Combinado)
;Rising Beams para abajo - Lanzamiento
[Statedef 3615]
type 		= S
movetype	= A
physics		= S
anim		= 3615
velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 3000:	Super Beams Chargue]
type		= Explod
trigger1	= (time = 5)
anim		= 9300
id		= 9300
pos		= -15,-25
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= -1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= -2
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.5,0.5
sprpriority	= 3
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S2,8
volume = 50
channel = 2


[State 0, Helper]
type = Helper
triggerall = time = [35,170]
trigger1 = Time%5 = 0
helpertype = normal
name = "Beams"
ID = 3660
stateno = 3660+(random%4)
pos = -13,-40
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 0
pausemove = 0
size.xscale = 1.4
size.yscale = 1.4

[State 1000, 1]
type = PlaySnd
trigger1 =  time =35
value= s4, 1
volume = 50
channel = 5

[State 1000, 1]
type = PlaySnd
triggerall = time >=35  && time < 170
trigger1 = Time%10 = 0
value= s2, 5
volume = 50
channel = 3

[State 1000, 1]
type = PlaySnd
triggerall = time >=40 && time < 170
trigger1 = Time%10 = 0
value= s2, 5
volume = 50
channel = 4

[State 0, Turn]
type = Turn
trigger1 = time = 200

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 100
value = 3620
ctrl = 0

;-------------------------------------------------------------------------------
;Torvellino Infernal!!! (Director del - Atake Combinado)
;Beams Para abajo - projetiles
[Statedef 3660]
movetype	= A
anim		= 3660
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 5

[State 2350:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  -100

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

[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 = hitcount < 2 ; animelem = 3 || animelem = 6 || animelem = 9
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Back
priority = 7, Hit
damage		= 70, 30
pausetime = 1,3
sparkno	= -1;S6102
;sparkxy	= -10+(random%10),-55+(random%10)
;guard.sparkxy = 30, 20
guard.sparkno = -1
hitsound = s2,6
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 3000:	Big Explosion]
type		= Explod
triggerall = numexplod(6102) = 0
trigger1 = Movecontact = 1
anim		= 6102
id		= 6102
pos		= 0+(random%10),-40+(random%10)
postype		= p2
facing		= 1
vfacing		= 1
bindtime	= 1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= -2
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.7,0.7
sprpriority	= 3
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 1050, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;-------------------------------------------------------------------------------
;Torvellino Infernal!!! (Director del - Atake Combinado)
;Beams Para abajo - projetiles
[Statedef 3661]
movetype	= A
anim		= 3661
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 5


[State 2350:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  -110

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

[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 = hitcount < 2 ; animelem = 3 || animelem = 6 || animelem = 9
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Back
priority = 7, Hit
damage		= 70, 30
pausetime = 1,3
sparkno	= -1;S6102
;sparkxy	= -10+(random%10),-55+(random%10)
;guard.sparkxy = 30, 20
guard.sparkno = -1
hitsound = s2,6
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 3000:	Big Explosion]
type		= Explod
triggerall = numexplod(6102) = 0
trigger1 = Movecontact = 1
anim		= 6102
id		= 6102
pos		= -5+(random%10),-35+(random%10)
postype		= p2
facing		= 1
vfacing		= 1
bindtime	= 1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= -2
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.7,0.7
sprpriority	= 3
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 1050, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0


;-------------------------------------------------------------------------------
;Torvellino Infernal!!! (Director del - Atake Combinado)
;Beams Para abajo - projetiles
[Statedef 3662]
movetype	= A
anim		= 3662
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 5

[State 2350:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  -120

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


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

[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 = hitcount < 2 ; animelem = 3 || animelem = 6 || animelem = 9
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Back
priority = 7, Hit
damage		= 70, 30
pausetime = 1,3
sparkno	= -1;S6102
;sparkxy	= -10+(random%10),-55+(random%10)
;guard.sparkxy = 30, 20
guard.sparkno = -1
hitsound = s2,6
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 3000:	Big Explosion]
type		= Explod
triggerall = numexplod(6102) = 0
trigger1 = Movecontact = 1
anim		= 6102
id		= 6102
pos		= 5+(random%10),-50+(random%10)
postype		= p2
facing		= 1
vfacing		= 1
bindtime	= 1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= -2
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.7,0.7
sprpriority	= 3
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 1050, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;-------------------------------------------------------------------------------
;Torvellino Infernal!!! (Director del - Atake Combinado)
;Beams Para abajo - projetiles
[Statedef 3663]
movetype	= A
anim		= 3663
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 5


[State 2350:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  -130

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


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

[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 = hitcount < 2 ; animelem = 3 || animelem = 6 || animelem = 9
attr = S, NP
hitflag	= MAFDP
guardflag = MA
animtype = Back
priority = 7, Hit
damage		= 70, 30
pausetime = 1,3
sparkno	= -1;S6102
;sparkxy	= -10+(random%10),-55+(random%10)
;guard.sparkxy = 30, 20
guard.sparkno = -1
hitsound = s2,6
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 3000:	Big Explosion]
type		= Explod
triggerall = numexplod(6102) = 0
trigger1 = Movecontact = 1
anim		= 6102
id		= 6102
pos		= -10+(random%10),-35+(random%10)
postype		= p2
facing		= 1
vfacing		= 1
bindtime	= 1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= -2
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.7,0.7
sprpriority	= 3
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 1050, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;Torvellino Infernal!!! (Director del - Atake Combinado)
;Bigbanecitos - Dremate DARK
[Statedef 3620]
type 		= S
movetype	= A
physics		= S
anim		= 3620
velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 0, bolita Dark]
type = Explod
trigger1 = AnimElem = 1
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 3005:	Bolita dark]
type		= Helper
trigger1	= animelem = 2
helpertype	= Normal
name		= "Bolita Dark"
id		= 3677
pos		= 10,-50
postype		= p1
facing		= 1
stateno		= 3677
keyctrl		= 0
ownpal		= 1
size.xscale     = 1
size.yscale     = 1
supermovetime	= 0
pausemovetime	= 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 2
id = 6109


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 175
value = 50
ctrl = 1

;--------------------------------------------------------
; Bolita Dark
[Statedef 3677]
movetype = A
ctrl = 0
anim = 6109
sprpriority = 2

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

[State 0, VelSet]
type = Veladd
trigger1 = time >= 0
x = -0.7

[State 3005:	Bolita dark]
type		= Helper
trigger1	= pos y >= 0
helpertype	= Normal
name		= "Aviso al portal"
id		= 3678
pos		= 10,-50
postype		= p1
facing		= 1
stateno		= 3678
keyctrl		= 0
ownpal		= 1
size.xscale     = 1
size.yscale     = 1
supermovetime	= 0
pausemovetime	= 0


[State 6405, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 0
;--------------------------------------------------------
; Bolita Dark
[Statedef 3678]
movetype = A
ctrl = 0
anim = 3678
sprpriority = 2

[State 6405, DestroySelf]
type = DestroySelf
trigger1 = time = 1

;--------------------------------------------------------
; Portal Infernal
[Statedef 3671]
movetype = A
ctrl = 0
anim = 3671
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 30

[State 2000, VarSet]
type = Varset
trigger1 = time = 0
fv = 19
value = 0.00

[State 2000, VarAdd]
type = Varadd
trigger1 = time >= 0 && time < 30
fv = 19
value = 0.05

[State 3000:	Portal]
type		= Explod
trigger1	= Time = 1
anim		= 3679
id		= 3679
pos		= 5,-10
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= 1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= -2
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.1, 0.1
sprpriority	= -3
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 2000, VarAdd]
type = Varadd
trigger1 = time >= 113
fv = 19
value = -0.05

[State 3550, Cambio de escala]
type = ModifyExplod
trigger1 = time = [0, 30]
trigger2 = time = [113, 134]
ID = 3679
scale = fvar(19), fvar(19)/3


[State 3000:	Geiser Infernal]
type		= Explod
trigger1	= Time = 19
anim		= 3670
id		= 3670
pos		= 0,0
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= -1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= -2
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.8,0.8
sprpriority	= -2
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 3000:	Calavera]
type		= Explod
triggerall      = time > 39
trigger1	= Time%10 = 0
anim		= 3675
id		= 3675
pos		= -15+(random%30),0
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= 1
vel		= 0,-9
accel		= 0,0.2
random		= 0,0
removetime	= -2
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.5,0.5
sprpriority	= 3
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 9230:	HitDef]
type		= HitDef
triggerall      = time > 21 && time <= 113
trigger1	= 1
attr		= S, HP
hitflag		= MAFDP
;guardflag	= M
animtype	= Hard
priority	= 7, Hit
damage		= 100, 10
pausetime	= 0,8
guard.pausetime	= 0,8
sparkno		= -1
guard.sparkno	= -1
sparkxy		= 0,0
hitsound	= S2,14
guardsound	= S2,14
ground.type	= Low
air.type	= Trip
ground.slidetime = 15
ground.hittime	= 15
air.hittime	= 15
yaccel		= 0.35
ground.velocity	= 0,-8
guard.velocity	= -4
air.velocity	= 0,-8
airguard.velocity = -4,-4.5
fall =1
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
Palfx.time       = 30
Palfx.add       = 10,-200,10
Palfx.sinadd   = 40,30,0,3
Palfx.color     = 0
Palfx.invertall = 1
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4
fall = 1
fall.recover = 0

[State 6405, DestroySelf]
type = DestroySelf
trigger1 = time = 113



;===============================================================================
;Torvellino Infernal (Ataque Combinado) - Esclavo
;Charge
[Statedef 3700]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1005
poweradd = 0


[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


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

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

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

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

[State 3000:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 20
freq			= 120
ampl			= -2
phase			= 50


[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = -0,-47
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,0
volume = 50
channel = 1


[State 3501, ChangeState]
type = ChangeState
trigger1 = time = 70
value = 3705
ctrl = 0
;---------------------------------------------------------------------------
;Torvellino Infernal!!! (Director del - Atake Combinado)  - Esclavo
;Teleport Inicial
[Statedef 3705]
type 		= S
movetype	= A
physics		= S
anim		= 3605
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[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, PosAdd]
type = Posset
trigger1 = (time=5)
x = frontedgedist+1000
y = 0

[State 0, Turn]
type = Turn
triggerall = (time > 7)
trigger1 = p2bodydist x < -5
;ignorehitpause =
;persistent =


[State 3501, ChangeState]
type = ChangeState
trigger1 = (!animtime)
value = 3706
ctrl = 0

;---------------------------------------------------------------------------
;Torvellino Infernal!!! (Director del - Atake Combinado)
;Torvellino - Lanzamiento
[Statedef 3706]
type 		= S
movetype	= A
physics		= S
anim		= 3706
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 2400, PlaySND]
type = PlaySnd
trigger1 = time = 10
value = 18,9
channel = 4

[State 3605, Torvellino]
type = Explod
triggerall = time > 10
trigger1 = time% 10 = 0
ID = 3651
anim = 3651
pos = -40,30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel= 2,0
accel = 0.2,0
random = 0,0;10,10
scale =  0.5, 0.5
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
ignorehitpause	= 1
removeongethit	= 1

[State 2400, End]
type = ChangeState
trigger1 = partner, numhelper(3652) = 1
value = 3610
ctrl = 0

[State 2400, End]
type = ChangeState
trigger1 =  time = 200
value = 3607
ctrl = 0

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