;-------------------------------------------------------------------------------
;-------------------=El Principe Saiyajin Vegeta= By Team OS´cns=----------------
;-------------------------------------------------------------------------------


[Data]
life = 900
Power = 3000
attack = 90
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 150
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 23   ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 80          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.2      ;Walk forward
walk.back = -2     ;Walk backward
run.fwd  = 7, 0    ;Run forward (x, y)
run.back = -7,0 ;Hop backward (x, y)
jump.neu = 0,-9    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

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



;---------------------------------------------------------------------------
;Lose by Time Over
;Dizzy
[Statedef 170]
type = S
ctrl = 0
anim = 5300
velset = 0,0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,9
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S5,8
volume = 100


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

;---------------------------------------------------------------------------
; Win Pose
[Statedef 180]
type = S
ctrl = 0
anim = 186
velset = 0,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4,19
volume = 100

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,260]
flag = roundnotover


;---------------------------------------------------------------------------
; Introduction
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0


[State 191:		AssertSpecial]
type			= AssertSpecial
trigger1		= (Time >1)
;trigger1		= 1
flag			= Intro
;flag2			= NoBarDisplay
flag3			= NoMusic


 [State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S5,1
volume = 0
channel = -1

[State 191, 1]
type = PlaySnd
trigger1 = time = 335
value = S4, 16
channel = 1
volume = 50


[State 0, StopSnd]
type = StopSnd
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "z"
trigger7 = command = "start"
channel = -1

[State 3000]
type = Explod
trigger1 = time = 335
anim = 6470
ID = 6470
pos = 14,-35
vel = 2, 0
sprpriority = 2
supermove = 1
removetime = 20
bindtime = 60
ownpal = 1
scale = 0.3,0.3
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 0, StopSnd]
type = StopSnd
trigger1 = prevstateno = 191 
channel = 1

[State 191, 1]
type = ChangeState
trigger1        = (!AnimTime)
value = 0
;------------------------------

;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 1]
type = CtrlSet
trigger1 = Time = 185
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S4,17
volume = 100
channel = 5

[State 0, StopSnd]
type = StopSnd
trigger1 = prevstateno = 195
channel = -1


[State 195, 2]
type = ChangeState
trigger1 = Time = 240
value = 0
ctrl = 1

;------------------------------------------------------------------------
;Flying Start
[Statedef 1110]
type = A
movetype = A
physics = A
juggle  = 7
velset = 0, -6
ctrl = 0
anim = 1110

[State 1110, 1]
type = PlaySnd
trigger1 = Animelem = 1
value = s3, 44

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

;--------------------------------------------------------------------------
;Flying
[Statedef 1100]
type = A
ctrl = 0
anim = 1100
velset = 0,0

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

[State 1100, parar1]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = var(2) = 0
trigger2 = Pos Y < -450
x = 0
y = 0

[State 1100, papar2]
type = ChangeAnim
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Anim != 1100
value = 1100

[State 1100,Var(1)]
type = VarSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) != 2
trigger2 = Var(2) = 2
trigger2 = Vel Y >= 0.3
v = 2
value = 1

[State 1100,Var(2)]
type = VarSet
trigger1 = Var(2) = 1
trigger1 = Vel Y <= -0.3
v = 2
value = 2

[State 1100,Up]
type = VelAdd
trigger1 = Var(2) = 1
y = -0.02

[State 1100,Down]
type = VelAdd
trigger1 = Var(2) = 2
y = 0.03

[State 1100,fuwaEnd]
type = VelSet
Triggerall = var(2) != 0
Trigger1 = command = "holdfwd"
Trigger2 = command = "holdback"
Trigger3 = command = "holdup"
Trigger4 = command = "holddown"
y = 0

[State 1100,fuwaEndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0

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

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

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

[State 1100, Runeffect]
type = AfterImage
trigger1 = Command = "FF"
trigger1 = Vel X < 8.6
trigger2 = Command = "BB"
trigger2 = Vel X > -7
trigger3 = Command = "DD"
trigger3 = Vel Y < 8.6
trigger4 = Command = "UU"
trigger4 = Vel Y > -7
time 		= 20
timegap		= 4
framegap 	= 1
length 		= 5
paladd 		= 0, 0, 0
palmul 		= .50, .50, .50
palcontrast 	= 110,110,110
trans 		= add



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

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

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

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

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

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

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

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

[State 1100, GoDownAnim]
type = ChangeAnim
triggerall = Anim != 1103
trigger1 = command = "holddown"
value = 1103

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

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


[State 1100, GoUpAnim]
type = ChangeAnim
trigger1 = Anim != 1104
trigger1 = command = "holdup"
value = 1104

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

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


[State 1100, GoBackAnim]
type = ChangeAnim
triggerall = Anim != 1102
trigger1 = command = "holdback"
value = 1102

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

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

[State 1100, GoFwdAnim]
type = ChangeAnim
trigger1 = Anim != 1101
trigger1 = command = "holdfwd"
value = 1101

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

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


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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;--------------------------------------------------------------------------
; Super Jump Start
[Statedef 60]
type            = A
movetype        = I
physics         = N
anim            = 41
velset          = 0,-12
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 260,0]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

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

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

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

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


[State 60, Explod atras]
type = Explod
trigger1 = time = 0
anim = 7100
ID =  7100
pos = -20,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 24
supermove = 1
pausemove =1
scale = 0.8, 0.8
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0

[State 60, Explod adelante]
type = Explod
trigger1 = time = 0
anim = 7101
ID =  7101
pos = 20,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 24
supermove = 1
pausemove =1
scale = 0.8, 0.8
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0


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

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

;---------------------------------------------------------------------------
;Ki Charge
[Statedef 7030]
type 		= S
movetype	= I
physics		= S
anim		= 730
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority		= 2

[State 7030:	PowerAdd]
type			= PowerAdd
trigger1		= (Time > 13)
value			= 8

[State 7030:	PlaySnd]
type			= PlaySnd
trigger1		= (AnimElem = 2)
value			= S1,0
channel		= 0

[State 7030:	PlaySnd]
type			= PlaySnd
trigger1		= (AnimElem = 1)
value			= S100,1
channel		= 0

[State 7030:	PlaySnd]
type			= PlaySnd
trigger1		= (AnimElem = 2)
value			= S3,1
channel		= 1

[State 7030:	PlaySnd]
type			= PlaySnd
trigger1		= (Time > 13) && ((GameTime%50) = 0)
value			= S3,2
channel		= 2

[State 7030:	PlaySnd]
type			= PlaySnd
trigger1		= (Time > 13) && ((GameTime%9) = 0)
value			= S3,3
lowpriority		= 1
channel		= 3


[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			= 256,256,150
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 7030:	Explod]
type		= Explod
trigger1	= (Time = 13)
anim		= 7101
id		= 7101
pos		= 20,0
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		= 0.5,0.5
sprpriority	= 2
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 0

[State 7030:	Explod]
type		= Explod
trigger1	= (Time = 13)
anim		= 7101
id		= 7101
pos		= -20,0
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		= 0.5,0.5
sprpriority	= 2
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 0

[State 7030:	Explod]
type		= Explod
trigger1	= (Time = 13)
anim		= 2056
id		= 2056
pos		= 0,0
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= -1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= -1
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.8,0.5
sprpriority	= 0
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 7030:	Explod]
type		= Explod
trigger1        = animelem = 2
anim		= 7032
id		= 7032
pos		= 0,0
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= -1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= -1
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.5,0.5
sprpriority	= 4
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 7030:	Explod]
type		= Explod
trigger1        = animelem = 2
anim		= 2052
id		= 2052
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		= 0.5,0.5
sprpriority	= 0
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 0: RemoveExplod]
type                    = RemoveExplod
trigger1                =  Pos Y > 0
ID                      = 2052
ignorehitpause          = 0

[State 7030:	Explod]
type		= Explod
trigger1        = animelem = 2
anim		= 1716
id		= 1716
pos		= 0,-10
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= -1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= -1
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.3,0.3
sprpriority	= 4
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 7030:	Explod]
type		= Explod
triggerall      = power > 2000
trigger1	= (Time%30 = 0)
anim		= 7034+(random%3)
id		= 7032
pos		= 2+(random%6),-20
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= -1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= 28
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.5,0.5
sprpriority	= 5
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1


[State 700, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1717
ID = 1717
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 999999
removetime = -1
scale = .5,.8
sprpriority = 0
ownpal = 1
removeongethit	= 1

[State 1000, particulas]
type = Explod
trigger1  = Time > 2
trigger1 =  GameTime%10 = 0
anim = 1718
Id  = 1718
postype = p1
pos = 0,0
ontop = 1
removetime = 40
supermove = 1
scale = 0.5,0.6
ownpal = 1
random = 30,0
vel = ifelse(random <200,.8,-.0),-2 ;    IfElse(exp_cond,exp_true,exp_false)

[State 1000, particulas]
type = Explod
trigger1  = Time > 2
trigger1 =  GameTime%10 = 0
anim = 1719
Id  = 1719
postype = p1
facing		= 1
pos = -15,0
ontop = 1
removetime = 40
supermove = 1
scale = 0.5,0.6
ownpal = 1
random = 30,0
vel = ifelse(random <200,.8,-.5),-2 ;    IfElse(exp_cond,exp_true,exp_false)

[State 1000, particulas]
type = Explod
trigger1  = Time > 2
trigger1 =  GameTime%10 = 0
anim = 1719
Id  = 1719
postype = p1
facing		= -1
pos = 15,0
ontop = 1
removetime = 40
supermove = 1
scale = 0.5,0.6
ownpal = 1
random = 30,0
vel = ifelse(random <200,.8,.5),-2 ;    IfElse(exp_cond,exp_true,exp_false)

[State 7030:	Helper]
type		= Helper
trigger1	= (Time > 100) && ((GameTime%10) = 0) && (Random < 249) && (NumHelper(7032) < 5)
helpertype	= Normal
name		= "Rock000"
id		= 7032
pos		= 0,0
postype		= p1
facing		= 0
stateno		= 7032
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	= (IfElse(Random <= 799,0.75,0.90))
size.yscale	= (IfElse(Random <= 799,0.75,0.90))

[State 7030:	Helper]
type		= Helper
trigger1	= (Time > 100) && ((GameTime%20) = 0) && (Random > 749) && (NumHelper(7032) < 5)
helpertype	= Normal
name		= "Rock001"
id		= 7033
pos		= 0,0
postype		= p1
facing		= 0
stateno		= 7033
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	= (IfElse(Random <= 499,0.75,0.50))
size.yscale	= (IfElse(Random <= 499,0.75,0.50))

[State 7030:	Helper]
type		= Helper
trigger1	= (Time > 100) && ((GameTime%30) = 0) && (Random = [249,749]) && (NumHelper(7032) < 5)
helpertype	= Normal
name		= "Rock002"
id		= 7034
pos		= 0,0
postype		= p1
facing		= 0
stateno		= 7034
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	= (IfElse(Random <= 499,0.50,0.75))
size.yscale	= (IfElse(Random <= 499,0.50,0.75))

[State 700, Explod]
type = Explod
trigger1		= ((Command != "charge") || (Command != "charge 1")) && (Var(2) <= 0) || Power = 3000
anim = 1818
ID = 1818
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .6,.8
sprpriority = 0
ownpal = 1
removeongethit	= 0

[State 1000, Remover]
type = RemoveExplod
id = 1818
trigger1 = time <=10 

[State 1000, Remover]
type = RemoveExplod
id = 1717
trigger1 = command != "charge" || command != "charge 1" || (life = 0) || stateno != 7030 || Power = 3000

[State 1000, Remover]
type = RemoveExplod
id = 2052
trigger1 = command != "charge" || command != "charge 1" || (life = 0) || stateno != 7030 || Power = 3000

[State 1000, Remover]
type = RemoveExplod
id = 1716
trigger1 = command != "charge" || command != "charge 1" || (life = 0) || stateno != 7030 || Power = 3000

[State 7030:	ChangeState]
type			= ChangeState
trigger1		= ((Command != "charge") || (Command != "charge 1")) || Power = 3000
value			= 7039

;---------------------------------------------------------------------------
;Ki Charge:
;Flame Effect
[Statedef 7031]
type 		= S
movetype	= I
physics		= N
anim		= 7031
velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority		= 1

[State 7031:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
flag			= NoShadow
flag2			= Invisible

[State 7031:	BindToParent]
type			= BindToParent
trigger1		= 1
time			= 1
pos			= 0,0

[State 7031:	VarSet]
type			= VarSet
trigger1		= (!Time)
var(0)		= 35

[State 7031:	VarSet]
type			= VarSet
trigger1		= (Var(0) = 150)
var(1)		= 0

[State 7031:	VarSet]
type			= VarSet
trigger1		= (Var(0) = 255)
var(1)		= 1

[State 7031:	VarAdd]
type			= VarAdd
trigger1		= 1
var(0)		= IfElse(Var(1) = 0,1,-1)

[State 7031: 	AfterImage]
type 		= AfterImage
trigger1 	= 1
time 		= 5
framegap 	= 1
length 		= 2
paladd 		= 0, 0, 0
palmul 		= .50, .50, .50
palcontrast 	= var(0), var(0), var(0)
trans 		= add

[State 7031:	DestroySelf]
type			= DestroySelf
trigger1		= (Parent, StateNo != 7030)

;---------------------------------------------------------------------------
;Ki Charge:
;Rock000
[Statedef 7032]
type 			= S
movetype		= I
physics		= N
anim			= 9080
;velset		= 0,0
ctrl			= 0
poweradd		= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority		= 0

[State 7032:	SprPriority]
type			= SprPriority
trigger1		= (!Time)
value			= (IfElse(Random <= 499,3,-3))

[State 7032:	VarRandom]
type			= VarRandom
trigger1		= (!Time)
v			= 0
range			= -200,200

[State 7032:	PosSet]
type			= PosSet
trigger1		= (!Time)
x			= var(0)
y			= 0

[State 7032:	VelSet]
type			= VelSet
trigger1		= (Time = 1)
x			= (IfElse(Random <= 799,0,IfElse((Random = [800,900]),-0.2,0.2)))
y			= (IfElse(Random <= 499,-1,-2))

[State 7032:	VelAdd]
type			= VelAdd
trigger1		= (Parent, StateNo != 7030)
y			= 0.05

[State 7032:	PlaySnd]
type			= PlaySnd
trigger1		= (!Time) && (Const(Size.XScale) <= 1)
value			= S2,2



[State 7032:	PlaySnd]
type			= PlaySnd
trigger1		= (Pos Y >= 1)
value			= S1,9

[State 7032:	AfterImage]
type			= AfterImage
trigger1 		= (!Time)
time 			= 15
timegap		= 1
framegap 		= 2
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .50, .50, .50
palcontrast 	= 110,110,110
trans 		= add

[State 7032:	DestroySelf]
type			= DestroySelf
trigger1		= (Pos Y < -210) || (Pos Y >= 1) || (!AnimTime)

;---------------------------------------------------------------------------
;Ki Charge:
;Rock001
[Statedef 7033]
type 			= S
movetype		= I
physics		= N
anim			= 9090
;velset		= 0,0
ctrl			= 0
poweradd		= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority		= 0

[State 7033:	SprPriority]
type			= SprPriority
trigger1		= (!Time)
value			= (IfElse(Random <= 499,3,-3))

[State 7033:	VarRandom]
type			= VarRandom
trigger1		= (!Time)
v			= 0
range			= -200,200

[State 7033:	PosSet]
type			= PosSet
trigger1		= (!Time)
x			= var(0)
y			= 0

[State 7033:	VelSet]
type			= VelSet
trigger1		= (Time = 1)
x			= (IfElse(Random <= 799,0,IfElse((Random = [800,900]),-0.2,0.2)))
y			= (IfElse(Random <= 499,-1.5,-2.5))

[State 7033:	VelAdd]
type			= VelAdd
trigger1		= (Parent, StateNo != 7030)
y			= 0.05

[State 7033:	PlaySnd]
type			= PlaySnd
trigger1		= (!Time)
value			= S2,2

[State 7033:	PlaySnd]
type			= PlaySnd
trigger1		= (Pos Y >= 1)
value			= S1,9

[State 7033:	AfterImage]
type			= AfterImage
trigger1 		= (!Time)
time 			= 15
timegap		= 1
framegap 		= 2
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .50, .50, .50
palcontrast 	= 110,110,110
trans 		= add

[State 7033:	DestroySelf]
type			= DestroySelf
trigger1		= (Pos Y < -210) || (Pos Y >= 1) || (!AnimTime)

;---------------------------------------------------------------------------
;Ki Charge:
;Rock002
[Statedef 7034]
type 			= S
movetype		= I
physics		= N
anim			= 9100
;velset		= 0,0
ctrl			= 0
poweradd		= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority		= 0

[State 7034:	SprPriority]
type			= SprPriority
trigger1		= (!Time)
value			= (IfElse(Random <= 499,3,-3))

[State 7034:	VarRandom]
type			= VarRandom
trigger1		= (!Time)
v			= 0
range			= -200,200

[State 7034:	PosSet]
type			= PosSet
trigger1		= (!Time)
x			= var(0)
y			= 0

[State 7034:	PosSet]
type			= PosSet
trigger1		= (!Time)
y			= 0

[State 7034:	VelSet]
type			= VelSet
trigger1		= (Time = 1)
x			= (IfElse(Random <= 799,0,IfElse((Random = [800,900]),-0.2,0.2)))
y			= (IfElse(Random <= 499,-2,-3))

[State 7034:	VelAdd]
type			= VelAdd
trigger1		= (Parent, StateNo != 7030)
y			= 0.05

[State 7034:	PlaySnd]
type			= PlaySnd
trigger1		= (!Time)
value			= S2,2

[State 7034:	PlaySnd]
type			= PlaySnd
trigger1		= (Pos Y >= 1)
value			= S1,9

[State 7034:	AfterImage]
type			= AfterImage
trigger1 		= (!Time)
time 			= 15
timegap		= 1
framegap 		= 2
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .50, .50, .50
palcontrast 	= 110,110,110
trans 		= add

[State 7034:	DestroySelf]
type			= DestroySelf
trigger1		= (Pos Y < -210) || (Pos Y >= 1) || (!AnimTime)

;---------------------------------------------------------------------------
;Ki Charge - End
[Statedef 7039]
type 		= S
movetype	= I
physics		= S
anim		= 7039
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority		= 2



[State 7030:	Explod]
type		= Explod
trigger1	= (Time = 0)
anim		= 7037
id		= 7037
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		= 0.75,0.75
sprpriority	= 0
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 7030:	Explod]
type		= Explod
triggerall	= power > 1000
trigger1        = (Time = 0)
anim		= 7038
id		= 7038
pos		= 0,0
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= -1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= -2;20
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.5,0.5
sprpriority	= 4
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 7039:	VelSet]
type			= VelSet
trigger1		= (!Time)
y			= 0

[State 7039:	StopSnd]
type			= StopSnd
trigger1		= (!Time)
channel		= 0

[State 7039:	StopSnd]
type			= StopSnd
trigger1		= (!Time)
channel		= 1

[State 7039:	RemoveExplod]
type			= RemoveExplod
trigger1		= (!Time)
id			= 2056


[State 7039:	RemoveExplod]
type			= RemoveExplod
trigger1		= (!Time)
id			= 7032

[State 7039:	RemoveExplod]
type			= RemoveExplod
trigger1		= (!Time)
id			= 7034

[State 7039:	ChangeState]
type			= ChangeState
trigger1		= (!AnimTime)
value			= 0
ctrl=1


;-----------------------------------------------------------------------------------
;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)


[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=PlaySnd
trigger1=(time=5)||(time=10)
value=3,28


[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<0,1100,ifelse(vel y>0,1103,ifelse(vel x<0,1102,ifelse(vel x>0,1101,ifelse(pos y<0,1104,0))))))

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

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

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

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

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

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

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

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

[State 0]
type=ChangeState
trigger1=(time>=35)
value=ifelse(pos y<0,ifelse(command="holdfwd" ||command="holdback" || command="holdup",1100,50),0)
ctrl=1
;---------------------------------------------------
;Zanzoken-1
[Statedef 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


;===================================================================================
;---------------- Corriendo ------------------------------------------------------------
;===================================================================================
;---------------------------------------------------------------
;Puñetazo
[Statedef 320]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 320
poweradd = 20

[State 320, Veladd]
type = Veladd
trigger1 = AnimElem = 4
x = 2.5
y = 0
;ignorehitpause = 
;persistent = 


[State 320, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 320, Explod - fx]
type = Explod
trigger1 =  AnimElem = 4
anim =  1656
ID =   1656
pos = 14 ,-80
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 = 0.6,0.4
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 320, 1]
type = HitDef
triggerall = hitcount < 1
trigger1 = AnimElem = 4
attr = S, NA
damage    = 30
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,15
numhits = 1
sparkno = -1
sparkxy = -5,-50
guard.sparkno = S7005
hitsound = s0,7
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 8
ground.velocity = -8,0
airguard.velocity = -1.9
air.velocity = -4,3

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7002) = 0
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 320, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 5



[State 320, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;===============================================================================
;Rodillazo
[Statedef 330]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 330
poweradd = 20

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

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7002) = 0
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 320, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 320, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 30
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,15
numhits = 1
sparkno = -1
sparkxy = -5,-55
guard.sparkno = S7005
hitsound = s0,7
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 8
ground.velocity = -8,0
airguard.velocity = -1.9
air.velocity = -4,3

[State 320, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 0

[State 320, Explod atras]
type = Explod
trigger1 = animelem = 2
anim = 7102
ID =  7102
pos = -10,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 28
supermove = 1
pausemove = 1
scale = 0.7, 0.7
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
triggerall = time >= 12
trigger1 = command = "b"
value = 240
ctrl = 1

[State 320, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 23, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = -1                 ;Spark anim no (Def: set above)
sparkxy = -10, -47              ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s7005
;Y-offset for the spark rel. to p1
hitsound = s0, 5                  ;Sound to play on hit
guardsound = s0, 8                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) < 1
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 1
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

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

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


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

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

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 23, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = -1                    ;Spark anim no (Def: set above)
sparkxy = -10, -50             ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s7005
;Y-offset for the spark rel. to p1
hitsound = s0, 5                  ;Sound to play on hit
guardsound = s0, 8               ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 55,-45
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 1
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

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

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 6

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


;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 0, VelSet]
type = posadd
trigger1 = animelem = 2 || animelem = 3
x = 5
y = 0

[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

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

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = -1
sparkxy = -20,-40
guard.sparkno = s7005
hitsound   = s0, 7
guardsound = s0, 8
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7003) = 0
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

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

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

;---------------------------------------------------------------------------
; Standing light kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2



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

[State 230, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 12,12
sparkno = -1
sparkxy = -10,-50
guard.sparkno = s7005
hitsound   = s0, 6
guardsound = s0, 8
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) < 1
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 55,-45
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 1
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3
x = 5
y = 0

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s4, 8

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

;---------------------------------------------------------------------------
; Standing strong kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

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


[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 80
guardflag = MA
pausetime = 10,12
sparkno = -1
sparkxy = -15,-60
guard.sparkno = s7005
hitsound   = s0, 11
guardsound = s0, 8
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, 0
air.velocity = -2.2, -3.5
recover = 0

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 1
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 5

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

[State 200, 7]
type = ChangeState
triggerall = time >= 50
trigger1 = command = "a" 
value = 230
ctrl = 1


;===========================================================================
;---------------------------------------------------------------------------
;Crouching light punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2

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

[State 400, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 23
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = -1
sparkxy = -10,-30
guard.sparkno = s7005
hitsound   = s0, 5
guardsound = s0, 8
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 55,-25
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 1
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-25
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 6

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

;---------------------------------------------------------------------------
;Crouching strong punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 =  AnimElem = 3
x = 2
y = 0
;ignorehitpause = 
;persistent = 


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

;This is the first hit, triggered on the 3rd element of animation.
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 37
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = -1
sparkxy = -10,-50
guard.sparkno = s7005
hitsound   = s0, 6
guardsound = s0, 8
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) < 1
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 1
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

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

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

;---------------------------------------------------------------------------
;Crouching light kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 430, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 3
y = 0
;ignorehitpause = 
;persistent = 


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

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

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 40,-5
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 1
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 40,-5
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 5
y = 0
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 =  animelem = 4
pos = 0,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =





[State 430, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 0

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;Crouch Strong Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

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

[State 440, 3]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 72
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = -1
sparkxy = -15,-10
guard.sparkno = s7005
hitsound   = s0, 7
guardsound = s0, 8
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.5,-3
air.velocity = -2.2,-4
guard.velocity = -5
fall = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 25,-5
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 1
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 30,-5
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


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

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2 ;|| AnimElem = 3
x = 5
y = 0




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

;===========================================================================
;---------------------------------------------------------------------------
;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = 0, 0

[State 600, 2]
type = HitDef
trigger1 = Animelem = 3
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = -1
sparkxy = -10,-20
guard.sparkno = s7005
hitsound   = s0,5
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7000) = 0
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 55,-20
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-20
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

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

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

;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

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

[State 610, 3]
type = HitDef
trigger1 =  Animelem = 3
attr = A, NA
damage = 30
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = -1
sparkxy = -10,-15
guard.sparkno = s7005
hitsound   = s0,6
guardsound = s0,8
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3, 10

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7001) = 0
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 55,-30
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-30
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

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


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

;---------------------------------------------------------------------------
;Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

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

[State 630, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = -1
sparkxy = -5,-40
guard.sparkno = s7005
hitsound   = s0,5
guardsound = s0,8
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7002) = 0
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 55,-8
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-8
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

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


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


;---------------------------------------------------------------------------
;Jump Strong Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

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

[State 640, 3]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = -1
sparkxy = -10,-20
guard.sparkno = s7005
hitsound   = s0,7
guardsound = s0,8
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3, 4

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7003) = 0
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = 55,-5
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-5
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 640, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4, 7

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

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

;===========================================================================
;---------------------------------------------------------------------------
;Fly Light Punch
[Statedef 500]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 500, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 0

[State 500, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = -1
sparkxy = -10,-25
guard.sparkno = s7005
hitsound   = s0,5
guardsound = s0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7000) = 0
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 55,-20
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-20
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
;Fly Strong Punch
[Statedef 510]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

[State 510, 2]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 2

[State 510, 3]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 30
guardflag = HA
priority = 4
pausetime = 8,10
sparkno = -1
sparkxy = -10,-15
guard.sparkno = s7005
hitsound   = s0,6
guardsound = s0,8
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,10

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7001) = 0
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 55,-30
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-30
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 510, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 4


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

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

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

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

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

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

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

;---------------------------------------------------------------------------
;Fly Light Kick
[Statedef 530]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

[State 530, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 1

[State 530, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = -1
sparkxy = -5,-15
guard.sparkno = s7005
hitsound   = s0,5
guardsound = s0,8
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7002) = 0
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 55,-8
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-8
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
;Fly Strong Kick
[Statedef 540]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

[State 540, 2]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 2

[State 540, 3]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = -1
sparkxy = -10,-40
guard.sparkno = s7005
hitsound   = s0,7
guardsound = s0,8
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3, 4

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7003) = 0
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = 55,-5
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-5
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

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

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

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

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

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

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

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


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



;===================================================================================
;---------------- Specials Ki-------------------------------------------------------
;===================================================================================
;Fireball
[Statedef 1000]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1000
poweradd = -75



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

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

[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 2) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1010
pos		= 70,-45
postype		= p1
facing		= 1
stateno		= 1010+(random%2)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.5
size.yscale     = 0.5

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 2
anim =  1089
ID = 1089
pos = 42,-47
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.4
Ontop = 1
removetime = 16
removeongethit = 1


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


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

;----------------------------------------------
;Fireball   2
[Statedef 1001]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1001
poweradd = -75

[State 1001, 1]
type=PlaySnd
trigger1 = AnimElem = 2
value= s3, 4
volume = 50

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

[State 1001:		Helper]
type		= Helper
trigger1	= (AnimElem = 2) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1010
pos		= 70,-45
postype		= p1
facing		= 1
stateno		= 1010+(random%2)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.5
size.yscale     = 0.5

[State 1001, Explod]
type = Explod
trigger1 = Animelem = 2
anim =  1089
ID = 1089
pos = 36,-53
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.4
Ontop = 1
removetime = 16
removeongethit = 1

[State 1001, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 1

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

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

;-----------------------------------------
;Fireball   3
[Statedef 1002]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1002
poweradd = -75

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

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

[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 2) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1010
pos		= 70,-45
postype		= p1
facing		= 1
stateno		= 1010+(random%2)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.5
size.yscale     = 0.5

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 2
anim =  1089
ID = 1089
pos = 50,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.4
Ontop = 1
removetime = 16
removeongethit = 1


[State 1000, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  0
ctrl= 1
;-----------------------------------------------
;Fire Ball  1 Projectile
[Statedef 1010]
movetype	= A
anim		= 1090
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 4

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

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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


[State 1001:	VelSet]
type			= VelSet
trigger1                = (!Time)
x			= 3
y			= -1.2

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
x = 0.3
y = 0.05


[State 0: 	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 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -20,10
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,30
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 1001:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = time = 150

;-----------------------------------------------
;Fire Ball  2 Projectile
[Statedef 1011]
movetype	= A
anim		= 1090
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 4

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

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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


[State 1001:	VelSet]
type			= VelSet
trigger1                = (!Time)
x			= 3
y			= 1.2

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
x = 0.2
y = -0.07


[State 0: 	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 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -20,10
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,30
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 1001:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = time = 150

;-----------------------------------------------
;Fire Ball  3 Projectile
[Statedef 1012]
movetype	= A
anim		= 1090
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 4

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

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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


[State 1001:	VelSet]
type			= VelSet
trigger1                = (!Time)
x			= 3
y			= 0

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

[State 1001: 	AfterImage]
type 		= AfterImage
trigger1 	= (!Time)
time 		= 50
framegap 	= 1
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .90, .90, .90
palcontrast 	= 100, 100, 100
trans 		= add


[State 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -20,10
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,30
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 1001:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = time = 150

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

;===============================================================================
;-------------------------------------------------------------------------------
;===================================================================================
;Fireball en el aire 1 - Diagonales
[Statedef 1020]
type = A
movetype = A
physics = N
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1020
poweradd = -75

[State 1021, VelMul]
type = VelMul
trigger1 = !Time
x = .075
y = .125 ;.2

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

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

[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 2) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1030
pos		= 40,-38
postype		= p1
facing		= 1
stateno		= 1030+(random%4)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.5
size.yscale     = 0.5

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 2
anim =  1089
ID = 1089
pos = 35,-40
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.4
Ontop = 1
removetime = 16
removeongethit = 1


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

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


[State 1000, 0]
type = ChangeState
triggerall = power >= 50
triggerall = time  > 12
trigger1 = command = "c"
value = 1021

;----------------------------------------------
;Fireball en el aire 2 - Diagonales
[Statedef 1021]
type = A
movetype = A
physics = N
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1021
poweradd = -75

[State 1021, VelMul]
type = VelMul
trigger1 = !Time
x = .075
y = .125 ;.2


[State 1001, 1]
type=PlaySnd
trigger1 = AnimElem = 2
value= s3, 4
volume = 50

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

[State 1001:		Helper]
type		= Helper
trigger1	= (AnimElem = 2) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1030
pos		= 43,-30
postype		= p1
facing		= 1
stateno		= 1030+(random%4)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.5
size.yscale     = 0.5

[State 1001, Explod]
type = Explod
trigger1 = Animelem = 2
anim =  1089
ID = 1089
pos = 35,-40
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.4
Ontop = 1
removetime = 16
removeongethit = 1

[State 1001, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 1

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

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

[State 1000, 0]
type = ChangeState
triggerall = power >= 50
triggerall = time  > 12
trigger1 = command = "c"
value = 1022

;-----------------------------------------
;Fireball en el aire 3 - Diagonales
[Statedef 1022]
type = A
movetype = A
physics = N
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1022
poweradd = -75

[State 0, VelMul]
type = VelMul
trigger1 = AnimElem = 2
x = -15
y = -1
;ignorehitpause = 
;persistent = 


[State 1022, VelMul]
type = VelMul
trigger1 = !Time
x = .075
y = .125 ;.2

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

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

[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 2) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1030
pos		= 10,-18
postype		= p1
facing		= 1
stateno		= 1030+(random%4)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.5
size.yscale     = 0.5

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 2
anim =  1089
ID = 1088
pos = 0,-30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.4
Ontop = 1
removetime = 16
removeongethit = 1

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


[State 1000, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  50
ctrl= 1
;-----------------------------------------------
;Fire Ball Diagonal 1 Projectile
[Statedef 1030]
movetype	= A
anim		= 1091
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 6

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Time >= 0
value =  -40
;scale =  (winmugen only)

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



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

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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


[State 1001:	VelSet]
type			= VelSet
trigger1                = (!Time)
x			= 2
y			= 5.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
x = 0.5
y = 0.05

[State 0: 	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 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -20,10
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,30
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 1000, Explod]
type = Explod
trigger1 = pos Y >= 0
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos Y >= 0
value = s3,30


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

;-----------------------------------------------
;Fire Ball  2 Diagonal Projectile
[Statedef 1031]
movetype	= A
anim		= 1091
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 6

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Time >= 0
value =  -40
;scale =  (winmugen only)

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


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

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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


[State 1001:	VelSet]
type			= VelSet
trigger1                = (!Time)
x			= 3
y			= 1

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
x = 0.08
y = 0.15


[State 0: 	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 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -20,10
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,30
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos Y >= 0
value = s3,30

[State 1000, Explod]
type = Explod
trigger1 = pos Y >= 0
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1


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

;-----------------------------------------------
;Fire Ball  3 Diagonal Projectile
[Statedef 1032]
movetype	= A
anim		= 1091
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 6

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Time >= 0
value =  -40
;scale =  (winmugen only)

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


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

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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


[State 1001:	VelSet]
type			= VelSet
trigger1                = (!Time)
x			= 3
y			= 3

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
x = 0.1
y = 0.1


[State 0: 	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 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -20,10
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,30
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 1000, Explod]
type = Explod
trigger1 = pos Y >= 0
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos Y >= 0
value = s3,30

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

;-----------------------------------------------
;Fire Ball  4 Diagonal Projectile
[Statedef 1033]
movetype	= A
anim		= 1091
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 6

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  -40
;scale =  (winmugen only)

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


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

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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


[State 1001:	VelSet]
type			= VelSet
trigger1                = Time > 0
x			= 3
y			= 4.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
x = 0.25
y = 0.1


[State 0: 	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 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -20,10
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,30
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 1000, Explod]
type = Explod
trigger1 = pos Y >= 0
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos Y >= 0
value = s3,30


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


;======================================================================
;----------------------------------------------------------------------
;Fireball en el aire 1 - Abajo
[Statedef 1040]
type = A
movetype = A
physics = N
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1040
poweradd = -75

[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
y = -1

[State 1021, VelMul]
type = VelMul
trigger1 = !Time
x = .075
y = .125 ;.2

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

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

[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 2) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 10,5
postype		= p1
facing		= 1
stateno		= 1050+(random%4)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.5
size.yscale     = 0.5

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 2
anim =  1088
ID = 1088
pos = 10,5
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = 16
removeongethit = 1


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


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

[State 1000, 0]
type = ChangeState
triggerall = power >= 50
triggerall = time  > 12
trigger1 = command = "c"
value = 1041

;----------------------------------------------
;Fireball en el aire 2 - Abajo
[Statedef 1041]
type = A
movetype = A
physics = N
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1041
poweradd = -75

[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
y = -1

[State 1021, VelMul]
type = VelMul
trigger1 = !Time
x = .075
y = .125 ;.2


[State 1001, 1]
type=PlaySnd
trigger1 = AnimElem = 2
value= s3, 4
volume = 50

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

[State 1001:		Helper]
type		= Helper
trigger1	= (AnimElem = 2) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= -10,5
postype		= p1
facing		= 1
stateno		= 1050+(random%4)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.5
size.yscale     = 0.5

[State 1001, Explod]
type = Explod
trigger1 = Animelem = 2
anim =  1088
ID = 1088
pos = -10,5
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.7,0.7
Ontop = 1
removetime = 16
removeongethit = 1

[State 1001, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 1

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

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

[State 1000, 0]
type = ChangeState
triggerall = power >= 50
triggerall = time  > 12
trigger1 = command = "c"
value = 1042

;-----------------------------------------
;Fireball en el aire 3 - Abajo
[Statedef 1042]
type = A
movetype = A
physics = N
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1040
poweradd = -75

[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
y = -1

[State 1022, VelMul]
type = VelMul
trigger1 = !Time
x = .075
y = .125 ;.2

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

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

[State 700:		Helper]
type		= Helper
trigger1	= (AnimElem = 2) && (Power > 50)
helpertype	= Normal
name		= "Fire Ball"
id		= 1050
pos		= 10,5
postype		= p1
facing		= 1
stateno		= 1050+(random%4)
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.5
size.yscale     = 0.5

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 2
anim =  1088
ID = 1088
pos = 10,5
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = 16
removeongethit = 1

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


[State 1000, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  50
ctrl= 1
;-----------------------------------------------
;Fire Ball Abajo 1 Projectile
[Statedef 1050]
movetype	= A
anim		= 1092
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 6

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Time >= 0
value =  -90
;scale =  (winmugen only)

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



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

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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


[State 1001:	VelSet]
type			= VelSet
trigger1                = (!Time)
x			= 1
y			= 5.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
x = -0.02
y = 0.05

[State 0: 	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 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -30,5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,30
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 1000, Explod]
type = Explod
trigger1 = pos Y >= 0
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos Y >= 0
value = s3,30



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

;-----------------------------------------------
;Fire Ball 2 Abajo Projectile
[Statedef 1051]
movetype	= A
anim		= 1092
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 6

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Time >= 0
value =  -90
;scale =  (winmugen only)

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


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

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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


[State 1001:	VelSet]
type			= VelSet
trigger1                = (!Time)
x			= -1
y			= 5.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
x = 0.02
y = 0.05


[State 0: 	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 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -30,5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,30
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos Y >= 0
value = s3,30

[State 1000, Explod]
type = Explod
trigger1 = pos Y >= 0
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1


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

;-----------------------------------------------
;Fire Ball  3 Abajo Projectile
[Statedef 1052]
movetype	= A
anim		= 1092
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 6

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Time >= 0
value =  -90
;scale =  (winmugen only)

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


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

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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


[State 1001:	VelSet]
type			= VelSet
trigger1                = (!Time)
x			= 1
y			= 5.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
x = -0.05
y = 0.05


[State 0: 	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 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -30,5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,30
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4

[State 1000, Explod]
type = Explod
trigger1 = pos Y >= 0
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos Y >= 0
value = s3,30

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

;-----------------------------------------------
;Fire Ball Abajo 4 Projectile
[Statedef 1053]
movetype	= A
anim		= 1092
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 6

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  -90
;scale =  (winmugen only)

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


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

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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


[State 1001:	VelSet]
type			= VelSet
trigger1                = (!Time)
x			= -1
y			= 5.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
x = 0.05
y = 0.05


[State 0: 	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 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,12
sparkno		= s1060
sparkxy		= -30,5
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,30
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 1000, Explod]
type = Explod
trigger1 = pos Y >= 0
anim =  1060
ID = 1060
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
Ontop = 1
removetime = -2
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos Y >= 0
value = s3,30


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



;===================================================================================
;---------------- Specials Moves ---------------------------------------------------
;===================================================================================
;------------------------------------------------------------------------------
;codaso corrida
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 1200, VelSet]
type = VelSet
trigger1 =  time > 0
x = 10
y = 0
;ignorehitpause =
;persistent =

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1, 2


[State 1200, Explod]
type = Explod
trigger1 = animelem = 1
anim =   7100
ID =     7100
pos = -10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 24
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1200, ChangeState]
type = ChangeState
trigger1 = p2bodydist x < 25
trigger2 = time = 10
value = 1210
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;------------------------------------------------------------------------------
;codaso fuerte
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 1300, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1, 2



[State 1300, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3, 6


[State 1300, Explod]
type = Explod
trigger1 = animelem = 1
anim =   7100
ID =     7100
pos = -10,0
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 24
supermove
pausemove
scale = 0.7,0.7
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[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 0, Turn]
type = Turn
trigger1 =  p2dist x <= 0
ignorehitpause = 1
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
x = 7
y = 0

[State 900, AssertSpecial]
type = AssertSpecial
trigger1 = !time
flag = invisible

[State 900, ChangeState]
type = ChangeState
trigger1 = time = 2
value =  950
ctrl = 0

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

;Zanzoken para el codazo
[StateDef 950]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 100
poweradd = 0
sprpriority = 0

[State 950, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 950, PosSet]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 950, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 950, Pause]
type = Pause
trigger1 = P2MoveType = H
time = 15
movetime = 15

[State 950, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
movetype = A
physics = N

[State 950, PosSet]
type = PosSet
trigger1 = !time && numtarget
x = ifelse(  facing = -1,(target, pos X-20), (target, pos X+20)  )
y = target, pos Y

[State 950, PosSet]
type = PosSet
trigger1 = !time && !numtarget
x = ifelse(  facing = -1,(enemynear, pos X-20), (enemynear, pos X+20)  )
y = enemynear, pos Y

[State 950, VelSet]
type = VelSet
trigger1 = 1
x = 1
y = 0


[State 950, ChangeState]
type = ChangeState
trigger1 = time = 2
value = 1211
ctrl = 1


;------------------------------------------------------------------------------
;codaso   golpe
[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1210
sprpriority = 2



[State 1210, VelSet]
type = VelSet
trigger1 =  time > 0
x = 7
y = 0

[State 1210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 1210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 10

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) < 2
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 2
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1210, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
pausetime = 8,20
sparkno = s7010
sparkxy = -10,-45
guard.sparkno = s7005
hitsound   = s0, 7
guardsound = s0, 8
ground.type = Low
ground.slidetime = 10
ground.hittime  = -11
ground.velocity = -10
air.velocity = -2.5,3.5
envshake.time = 10
envshake.freq = 80
envshake.ampl = ifelse(Random <477,-2.6,1.5)

[State 1210, ChangeState]
type = ChangeState
trigger1 =  animtime = 0
value = 0
ctrl = 1

[State 1210, ChangeState]
type = ChangeState
triggerall = time > 4
trigger1 =  command = "x"
value = 1220
ctrl = 0

;------------------------------------------------------------------------------
;codaso   golpe  fuerte
[Statedef 1211]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1210
sprpriority = 2

[State 950, Turn]
type = Turn
trigger1 = P2bodydist x <= -3
ignorehitpause = 1

[State 1210, VelSet]
type = VelSet
trigger1 =  time > 0
x = 7
y = 0

[State 1210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 1210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 10

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) < 2
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 2
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1210, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 50,8
guardflag = MA
pausetime = 8,20
sparkno = s7010
sparkxy = -10,-45
guard.sparkno = s7005
hitsound   = s0, 7
guardsound = s0, 8
ground.type = Low
ground.slidetime = 10
ground.hittime  = -11
ground.velocity = -10
air.velocity = -2.5,3.5
envshake.time = 10
envshake.freq = 80
envshake.ampl = ifelse(Random <477,-2.6,1.5)

[State 1210, ChangeState]
type = ChangeState
trigger1 =  animtime = 0
value = 0
ctrl = 1

[State 1210, ChangeState]
type = ChangeState
triggerall = time > 4
trigger1 =  command = "x"
value = 1220
ctrl = 0
 ;----------------------------------------------------------------------------
;codaso combo 2º hit
[Statedef 1220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 1220
sprpriority = 2

[State 1220, VelSet]
type = VelSet
trigger1 =  time > 0
x = 5
y = 0
;ignorehitpause =
;persistent =

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
channel = -1
volume = 200

[State 1210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 0

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7003) < 2
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 2
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1220, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 50
guardflag = MA
pausetime = 8,20
sparkno = s7020
sparkxy = -25,-40
guard.sparkno = s7005
hitsound   = s0, 7
guardsound = s0, 8
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10
air.velocity = -7.5,3.5
envshake.time = 10
envshake.freq = 80
envshake.ampl = ifelse(Random <477,-2.6,1.5)



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

[State 1220, ChangeState]
type = ChangeState
triggerall = time > 6
trigger1 =  command = "codazo"
value = 950
ctrl = 0

[State 1220, ChangeState]
type = ChangeState
triggerall = time > 6
trigger1 =  command = "x"
value = 1221
ctrl = 0



[State 1220, ChangeState]
type = ChangeState
triggerall = time > 6
trigger1 =  command = "a"
value = 1222
ctrl = 1
;-------------------------------------------------------------
;codazo 3ºgolpe (Piña) 
[Statedef 1221]
type    = S                      
movetype= A                    
physics = S                      
juggle  = 1                      

velset = 0,0                   
ctrl = 0                         
anim = 200                      
poweradd = 20                   
sprpriority = 2  

[State 1220, VelSet]
type = VelSet
trigger1 =  time > 0
x = 5
y = 0               

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage = 23, 0                   
animtype = Light                 
guardflag = MA                
hitflag = MAF                   
priority = 3, Hit                
pausetime = 8, 20                
sparkno = -1                
sparkxy = -10, -47             
guard.sparkno = s7005
hitsound = s0, 5                  
guardsound = s0, 8                
ground.type = High              
ground.slidetime = 5            
ground.hittime  = 10            
ground.velocity = -10             
airguard.velocity = -1.9,-.8     
air.type = High                 
air.velocity = -5.5,5.5          
air.hittime = 12                
envshake.time = 10
envshake.freq = 80
envshake.ampl = ifelse(Random <477,-2.6,1.5)



[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 2
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 2
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

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

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

[State 1220, ChangeState]
type = ChangeState
triggerall = time > 8
trigger1 =  command = "codazo"
value = 950
ctrl = 0

[State 1220, ChangeState]
type = ChangeState
triggerall = time > 6
trigger1 =  command = "x"
value = 1230
ctrl = 0

[State 1220, ChangeState]
type = ChangeState
triggerall = time > 6
trigger1 =  command = "a"
value = 1222
ctrl = 1

;------------------------------------------------------------------
;codaso (patada) combo 3º hit
[Statedef 1222]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 1221
sprpriority = 2

[State 1220, VelSet]
type = VelSet
trigger1 =  time > 0
x = 5
y = 0
;ignorehitpause =
;persistent =

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
channel = -1
volume = 200

[State 1210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 0

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 2
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 2
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1220, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = Medium
damage    = 50
guardflag = MA
pausetime = 8,20
sparkno = -1
sparkxy = -25,-40
guard.sparkno = s7005
hitsound   = s0, 7
guardsound = s0, 8
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10
air.velocity = -5.5,5.5
envshake.time = 10
envshake.freq = 80
envshake.ampl = ifelse(Random <477,-2.6,1.5)



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

[State 1220, ChangeState]
type = ChangeState
triggerall = time > 6
trigger1 =  command = "x"
value = 1230
ctrl = 0

[State 1220, ChangeState]
type = ChangeState
triggerall = time > 6
trigger1 =  command = "a"
value = 1280
ctrl = 1
;------------------------------------------------------------------------------
;codaso combo remate
[Statedef 1230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 611; 1290
sprpriority = 2

[State 1230, VelSet]
type = VelSet
trigger1 =  time > 0
x = 4
y = -4

[State 1230, VelSet]
type = Veladd
trigger1 =  time > 0
x = 0
y = 0.6

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) < 2
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 2
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1230, Explod]
type = Explod
trigger1 = time = 0
anim =   7102
ID =     7102
pos = 0,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 28
supermove
pausemove
scale = 0.7,0.7
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1230, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,1
channel = 3

[State 1210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4, 4

[State 1230, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = Medium
damage    = 50
guardflag = MA
pausetime = 8,10
sparkno = -1
sparkxy = -10,-45
guard.sparkno = s7005
hitsound   = s0, 10
guardsound = s0, 8
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = 2
air.velocity = -5,3.5
envshake.time = 10
envshake.freq = 80
envshake.ampl = ifelse(Random <477,-2.6,1.5)
fall = 1

[State 1230, ChangeState]
type = ChangeState
trigger1 =  animtime = 0
value = 50
ctrl = 1

;-------------------------------------------------------------------------------
;codaso traba
[Statedef 1270]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 440
sprpriority = 2

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

[State 1210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0


[State 230, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 50
guardflag = MA
pausetime = 8,15
sparkno = s7020
sparkxy = -15,-10
guard.sparkno = s7002
hitsound   = s0, 7
guardsound = s0, 8
ground.type = Low
ground.slidetime = 10
ground.hittime  = -11
ground.velocity = -1, -7
air.velocity = -2.5,-1
slidetime = 8, 15
fall = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = ifelse(Random <477,-2.6,1.5)

[State 0, ChangeState]
type = ChangeState
triggerall = time > 9
trigger1 =  command = "codazo patada"
value = 1280
ctrl = 1

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

;-------------------------------------------------------------------------------
;codaso patada remate
[Statedef 1280]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1280
sprpriority = 2

[State 1280:	Velset]
type = velset
trigger1 = time > 0
x = 5

[State 1280:	Velset]
type = velset
trigger1 = animelem = 1
y = -2

[State 1280, VelMul]
type = VelMul
trigger1 =1
x = .9
y = .9

[State 1210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 4


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 2
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 2
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1280, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 50
guardflag = MA
pausetime = 8,8
sparkno = s7010
sparkxy = -15,-30
guard.sparkno = s7005
hitsound   = s0, 10
guardsound = s0, 8
ground.type = Low
ground.slidetime = 10
ground.hittime  = -11
ground.velocity = -12,-8
air.velocity  	= -12,-7
slidetime = 8, 15
fall = 1
envshake.time 	= 0
envshake.freq  	= 60
envshake.ampl  	= -2
envshake.phase 	= 1
p2stateno	= 1290
p2facing	= 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = ifelse(Random <477,-2.6,1.5)

[State 1280, Gravity]
type = Gravity
trigger1 = AnimElem = 3,>0

[State 1280, ChangeState]
type = ChangeState
trigger1 =  animtime = 0
value = 50
ctrl = 1

;------------------------------------------------------------------------
;------------------
; Hit by Punt Kick - shaking from the hit
[Statedef 1290]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1290, Anim]
type = ChangeAnim2
trigger1 = 1
value = 1290

[State 1290, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1291

;------------------
; Hit by Punt Kick - flying through the air
[Statedef 1291]
type    = A
movetype= H
physics = N

[State 1291, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1291, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 1291, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1291, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 1292

[State 1291, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; Hit by Punt Kick - hit wall
[Statedef 1292]
type    = A
movetype= H
physics = N

[State 1292, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1292, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1292, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1292, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1292, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1292, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1292, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1292, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1293

;------------------
; Hit by Punt Kick - bounce off wall
[Statedef 1293]
type    = A
movetype= H
physics = N

[State 1293, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -7

[State 1293, Vel X]
type = VelSet
trigger1 = Time = 0
x = 3

[State 1293, VelMul]
type = VelMul
trigger1 = 1
x = .98

[State 1293, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1293, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1293, Anim 5050]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1293, Anim 5052]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1293, Anim 5060]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1293, Anim 5062]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1293, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100



;===============================================================================
;-------------------------------------------------------------------------------
;Patada con vuelta
[Statedef 1500]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1500
sprpriority = 2


[State 1500, VelAdd]
type = Velset
trigger1 = time = 0
x = 5
y = -1

[State 1500, VelAdd]
type = Veladd
trigger1 = time >= 13 && time <=23
x = 1.7
y = -0.1




[State 1800, Explod - fx]
type = Explod
trigger1 =  (AnimElem = 5)
anim =  1658
ID =   1655
pos = 40 ,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 88
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.65,0.80
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7003) = 0
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 2
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,4
volume = 0
channel = -1

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S4,10
volume = 0
channel = -1


[State 1500, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = Medium
damage    = 80,25
guardflag = MA
pausetime = 8,15
sparkno = -1
sparkxy = -10,-55
guard.sparkno = s7005
hitsound   = s0, 7
guardsound = s0, 8
ground.type = Low
ground.slidetime = 10
ground.hittime  = -8
ground.velocity = -3, -6
air.velocity = -2,-4
slidetime = 8, 15
fall = 1

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

;--------------------------------------------
;shoryuken
[Statedef 1550]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 4000
sprpriority = 2

[State 1550, Velset]
type = VelSet
trigger1 = AnimElem = 2
x = 7
y = -3.6

[State 1550, Explod - fx]
type = Explod
trigger1 =  (AnimElem = 2)
anim =  1657
ID =   1657
pos = 8 ,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 7,-3.6
accel = 0,0
random = 0,0
scale = 0.3,0.9
sprpriority = 0
ontop = 1
removeongethit = 1

[State 1550, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 1550, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,1
volume = 0
channel = -1



[State 1550, 2]
type = HitDef
trigger1 = animelem = 2 || Animelem = 3
attr = S, NA
animtype  = Medium
damage    = 50
guardflag = MA
pausetime = 5,15
sparkno = -1
sparkxy = -30,-30
guard.sparkno = s7005
hitsound   = s0, 7
guardsound = s0, 8
ground.type = Low
ground.slidetime = 10
ground.hittime  = -4
ground.velocity = -3, -7
air.velocity = -1,-7
slidetime = 8, 15
fall = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7001) = 0
triggerall = hitcount = 1 || hitcount = 2
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 20,-55
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 2
triggerall = hitcount = 1 || hitcount = 2
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 20,-55
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1




[State 1550, ChangeState]
type = ChangeState
trigger1 =  animtime = 0
value = 50
ctrl = 1


;-------------------------------------
;shoryuken fuerte
[Statedef 1560]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 4010
sprpriority = 2

[State 1560, Velset]
type = VelSet
trigger1 = AnimElem = 2
x = 7
y = -3.6
ignorehitpause = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2 || Animelem = 3 || AnimElem = 6 || AnimElem =  8 || AnimElem =  10 || AnimElem =  12 || AnimElem = 14 
value = S0,4
volume = 0
channel = -1


[State 1560, Explod - fx]
type = Explod
trigger1 =  (AnimElem = 2)
anim =  1657
ID =   1657
pos = 8 ,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 7,-3.6
accel = 0,0
random = 0,0
scale = 0.3,0.9
sprpriority = 0
ontop = 1
removeongethit = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7001) = 0
triggerall = hitcount = 1 || hitcount = 3 || hitcount =  5
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 30,-60
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 2
triggerall = hitcount = 1 || hitcount = 3 || hitcount =  5
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 30,-60
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7003) = 0
triggerall = hitcount = 2 || hitcount = 4 || hitcount =  6
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = -5,-55
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1



[State 1560, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 1560, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,1
volume = 0
channel = -1



[State 1560, 2]
type = HitDef
trigger1 = animelem = 2 || Animelem = 3 || AnimElem = 6 || AnimElem =  7 || AnimElem =  10 || AnimElem =  11 
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
pausetime = 11,10
sparkno = -1
sparkxy = 0,-30
guard.sparkno = s7005
hitsound   = s0, 7
guardsound = s0, 8
ground.type = Low
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = 1, -5
airguard.velocity = 1,-.5
air.type = High
air.velocity = 1,-6
air.hittime = 30
envshake.time = 10
envshake.freq = 80
envshake.ampl = ifelse(Random <477,-2.6,1.5)
air.juggle = 20
fall= 1


[State 1560, ChangeState]
type = ChangeState
trigger1 =  animtime = 0
value = 50
ctrl = 1


;-----------------------------------------------------------------
;Ataque Rodillazo Volador Devil
[StateDef 4500]
type = a
MoveType = a
Anim = 4520
velset = 8.3,4
SprPriority = 2
ctrl = 0



[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 5
y = -1
 
[State 1550, Explod - fx]
type = Explod
trigger1 =  (AnimElem = 1)
anim =  1659
ID =   1659
pos = 29 ,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 9,-1
accel = 0,0
random = 0,0
scale = 0.7,0.4
sprpriority = 0
ontop = 1
removeongethit = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7003) = 0
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1



[State 4520, add]
type = VelAdd
trigger1 = time=  1
x= 1

[State 4520, snd]
type = PlaySnd
trigger1 = time = 0
value = 1, 4
volume = 1

[State 4520, hit]
type = HitDef
trigger1 = animelem = 1
attr = A, SA
damage = 70,10
animtype = diagup
hitflag = MAF
guardflag = MA
sparkno = s4200
guard.sparkno = s7005
sparkxy = -10,-30
hitsound = S0,7
guardsound = S0,8
pausetime = 8,9
ground.hittime = 40
ground.type = high
ground.slidetime = 40
ground.velocity = -4.5, -7
air.velocity = -5, -7
guard.slidetime = 18
guard.hittime = 18
guard.velocity = -9
air.fall = 1
fall = 0
fall.recover = 0

[State 4500:		ChangeState]
type			= ChangeState
trigger1		= (!AnimTime)
value			= 50
ctrl = 1
;------------------------------------------------------------------
;Ataque Rodillazo Volador Fuerte
[StateDef 4530]
type = A
movetype = I
physics = N
anim = 4500
velset = 0, 0
ctrl = 0
poweradd = 20

[State 4500, screen]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4500, velset]
type = Velset
trigger1 = time = 2
x = -10.5
y = -5

[State 4500, veladd1]
type = VelAdd
trigger1 = 1
y = .3

[State 4500, gravity]
type = veladd
trigger1 = animelem = 5, > 1
y = 1

[State 4500, dust]
type = Explod
trigger1 = time = 0
anim = 4015
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
ownpal = 1
facing = -1

[State 4500, snd]
type = PlaySnd
trigger1 = time = 1
value = s105,0
volume = 255

[State 4500, snd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 5

value = 0, 0

[State 4500, wall]
type = changestate
triggerall = time >= 15
trigger1 = !backedgebodydist
value = 4540

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

[State 4500, ]
type = changestate
triggerall = time >= 15
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 0
ctrl =1

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

;Ataque Rodillazo Volador toca pared
[StateDef 4540]
type = a
MoveType = a
Anim = 4510
velset = 0, 0
sprpriority = 2
ctrl = 0

[State 4500, dust]
type = Explod
trigger1 = animelem = 3
anim = 2450
sprpriority = 1
postype = p1
pos = -7,-26
bindtime = 1
removetime = 20
ownpal = 1
facing = -1
scale = .1,.4

[State 4510, snd]
type = PlaySnd
trigger1 = !time
value = 52
volume = 255

[State 4510, voice]
type = PlaySnd
trigger1 = time = 0
value = 3000, 5

[State 4510, screen]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0, 0

[State 4510, change]
type = changestate
trigger1 = !animtime
value = 4550

; ------------------------------------
;Ataque Rodillazo Volador Rodillazo
[StateDef 4550]
type = a
MoveType = a
Anim = 4520
velset = 8.3,4
SprPriority = 2
ctrl = 0

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

[State 0, VelSet]
type = VelSet
trigger1 = time = 12
x = 3
y = -6

 
[State 1550, Explod - fx]
type = Explod
trigger1 =  (AnimElem = 1)
anim =  1659
ID =   1659
pos = 29 ,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 9,-1
accel = 0,0
random = 0,0
scale = 0.7,0.4
sprpriority = 0
ontop = 1
removeongethit = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7003) = 0
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 4520, add]
type = VelAdd
trigger1 = time=  1
x= 1

[State 4520, snd]
type = PlaySnd
trigger1 = time = 0
value = 1, 4
volume = 1

[State 4520, hit]
type = HitDef
trigger1 = animelem = 1
attr = A, SA
damage = 90,10
animtype = diagup
hitflag = MAF
guardflag = MA
sparkno = s4200
guard.sparkno = s7005
sparkxy = -10,-30
hitsound = S0,7
guardsound = S0,8
pausetime = 8,9
ground.hittime = 40
ground.type = high
ground.slidetime = 40
ground.velocity = -4.5, -7
air.velocity = -5, -7
guard.slidetime = 18
guard.hittime = 18
guard.velocity = -9
air.fall = 1
fall = 1
fall.recover = 0

[State 4500:		ChangeState]
type			= ChangeState
trigger1		= (!AnimTime)
value			= 50
ctrl = 1


;===============================================================================
;-------------------------------------------------------------------------------
;Patada Con giro desde arriba
[Statedef 1600]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1600
sprpriority = 2

[State 1600, Velset]
type = VelSet
trigger1 = AnimElem = 1
x = 8
y = -6



[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7002) = 0
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 55,-20
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999

[State 200, Spark CVS]
type = Explod
triggerall = numexplod(7007) = 0
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 55,-20
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1
ignorehitpause  = 1

[State 1800, Explod - fx]
type = Explod
trigger1 =  (AnimElem = 5)
anim =  1655
ID =   1655
pos = 5 ,20
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 = 0.65,0.80
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1600, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,1
volume = 0
channel = -1



[State 1600, 2]
type = HitDef
trigger1 = animelem = 4 || Animelem = 5
attr = S, NA
animtype  = Medium
damage    = 50
guardflag = MA
pausetime = 5,15
sparkno = s7020
sparkxy = -30,-30
guard.sparkno = s7005
hitsound   = s0, 7
guardsound = s0, 8
ground.type = Low
ground.slidetime = 10
ground.hittime  = -4
ground.velocity = -3, -7
air.velocity = -2,-6
slidetime = 8, 15
fall = 1


[State 1600, ChangeState]
type = ChangeState
trigger1 =  animtime = 0
value = 50
ctrl = 1

[State 1600, 0]
type = ChangeState
triggerall = time >= 10
trigger1 = command = "a"
value = 1500

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


;===============================================================================
;-------------------------------------------------------------------------------
;Yubisaka-Kara Energy Electrico
[Statedef 1700]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -150
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 2

[State 3000, Explod]
type = Explod
trigger1 = time = 1
anim = 1450
ID = 1450
pos = 52,-56
postype = p1
facing = 1
vfacing = 1
bindtime = 9999
scale = 0.5,0.5
Ontop = 1
removetime = 39
removeongethit = 1
supermove = 1
pausemove = 1
sprpriority = 3

[State 1400: Helper]
type		= Helper
trigger1	= (time = 6) && (Power > 50)
helpertype	= Normal
name		= "explocion de ki"
id		= 1750
pos		= 52,-56
postype		= p1
facing		= 1
stateno		= 1750
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.5
size.yscale     = 0.5



[State 900, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  0
ctrl= 1

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

;-------------------------------------------------------------------------------
;Yubisaka-Kara Energy Electrico proyectile
[Statedef 1750]
movetype	= A
anim		= 1450
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 1450:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1

[STate 1450: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1450:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA



[State 1001, VelSet]
type            = VelSet
trigger1        = time = 40
x               = 2
y               = 0


[State 1450:	Hitdef]
type            = Hitdef
;triggerall      = hitcount < 8
trigger1        = time = 0 ;animelem = 1 ||animelem = 3 || animelem = 5 || animelem = 7 || animelem = 9  || animelem = 11 || animelem = 13 || animelem = 15
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 150,10
pausetime	= 8, 8
sparkno		= -1
sparkxy		= 0, 50
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
getpower	= 0
givepower	= 35
hitsound	= s3,39
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.type = High
ground.slidetime = 120
ground.hittime  = 120
ground.velocity = 0, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = 0, 0
fall = 0
fall.recover = 1
kill = 1
guard.kill = 1
palfx.time	= 120
Palfx.add       = 10,-200,10
Palfx.sinadd   = 40,30,0,3
Palfx.color     = 0
Palfx.invertall = 1


[State 3000]
type = Explod
trigger1 = time = 20
anim = 3305
ID = 3305
pos = -8,-6
vel = 2, 0
sprpriority = 2
supermove = 1
removetime = -1
bindtime = -2
ownpal = 1
scale = 0.3,0.3
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movecontact
trigger2 = time = 150
id = 3305

[State 1450, PlaySnd]
type = PlaySnd
trigger1 =   time = 0
value = S3,38
volume = 0
channel = -1

[State 3000]
type = Explod
trigger1 = time%50 = 0
anim = 6470
ID = 6470
pos = -8,-6
vel = 2, 0
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 60
ownpal = 1
scale = 0.7,0.7
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1



[State 1450, Explod]
type = Explod
trigger1 = movecontact = 1
anim =  1451
ID = 1451
pos = 12,-60
postype = p2
facing = 1
vfacing = 1
;bindtime = 999
scale = 0.8, 0.8
Ontop = 1
removetime = 30
removeongethit = 0

[State 2250, rayos en el p2]
type = Explod
trigger1 = Movehit
anim = 6470
ID = 6470
sprpriority = 3
postype = p2
vel = 0, 0
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+20
random = 40, 40
removetime = 100
scale = .5, .6
ownpal = 1
bindtime = -2
 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Movehit
value = S3,40
volume = 0
channel = 1

[State 1450:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 5;(Parent, NumProjID(1002) = 0)
trigger2                = time = 200
;===============================================================================
;-------------------------------------------------------------------------------
;Yubisaka-Kara Energy devil
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -100
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 2

[State 3000, Explod]
type = Explod
trigger1 = time = 1
anim = 1450
ID = 1450
pos = 50,-57
postype = p1
facing = 1
vfacing = 1
bindtime = 9999
scale = 0.3,0.3
Ontop = 1
removetime = 39
removeongethit = 1
supermove = 1
pausemove = 1
sprpriority = 3

[State 1400: Helper]
type		= Helper
trigger1	= (time = 6) && (Power > 50)
helpertype	= Normal
name		= "explocion de ki devil"
id		= 1450
pos		= 50,-57
postype		= p1
facing		= 1
stateno		= 1450
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.3
size.yscale     = 0.3



[State 900, 4]
type =  ChangeState
trigger1 = AnimTime = 0
value =  0
ctrl= 1



;-------------------------------------------------------------------------------
;Yubisaka-Kara Energy devil proyectile
[Statedef 1450]
movetype	= A
anim		= 1450
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 1450:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow
ignorehitpause = 1

[STate 1450: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1450:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA



[State 1001, VelSet]
type            = VelSet
trigger1        = time = 40
x               = 3
y               = 0

;ignorehitpause = 
;persistent = 





[State 1450:	Hitdef]
type            = Hitdef
;triggerall      = hitcount < 8
trigger1        = time = 0 ;animelem = 1 ||animelem = 3 || animelem = 5 || animelem = 7 || animelem = 9  || animelem = 11 || animelem = 13 || animelem = 15
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 100,10
pausetime	= 8, 8
sparkno		= -1
sparkxy		= 0, 50
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound	= s3,39
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -4
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 0
air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
getpower	= 0
givepower	= 35
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4
fall = 1
palfx.time	= 25
Palfx.add       = 10,-200,10
Palfx.sinadd   = 40,30,0,3
Palfx.color     = 0
Palfx.invertall = 1

[State 3000]
type = Explod
trigger1 = time = 20
anim = 3305
ID = 3305
pos = -4,-4
vel = 2, 0
sprpriority = 2
supermove = 1
removetime = -1
bindtime = -2
ownpal = 1
scale = 0.2,0.2
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movecontact
trigger2 = time = 150
id = 3305



[State 1450, PlaySnd]
type = PlaySnd
trigger1 =   time = 0
value = S3,38
volume = 0
channel = -1


[State 1450, Explod]
type = Explod
trigger1 = movecontact = 1
anim =  1451
ID = 1451
pos = 12,-54
postype = p2
facing = 1
vfacing = 1
;bindtime = 999
scale = 0.7, 0.7
Ontop = 1
removetime = 30
removeongethit = 0



[State 1450:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 5;(Parent, NumProjID(1002) = 0)
trigger2                = time = 200


;===============================================================================
;-------------------------------------------------------------------------------
;Raigeki Shuu Devil
[Statedef 1850]
type 		= A
movetype	= A
physics		= N
anim		= 1850
velset		= 0,0
ctrl		= 0
poweradd = 100
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 32,-27
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 1
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 32,-27
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1050:	PlayerPush]
type			= PlayerPush
trigger1		= 1
value			= 0

[State 1050:	VelSet]
type			= VelSet
trigger1		= (AnimElem = 2)
x			= 8
y			= 7

[State 1050:	VelAdd]
type			= VelAdd
trigger1		= (AnimElem = 2, > 0)
x			= 0.45
y			= 0.65

[State 1050:	PlaySnd]
type			= PlaySnd
trigger1		= (AnimElem = 2)
value			= S0,2
channel		= 0


[State 1050:	HitDef]
type		= HitDef
trigger1	= (AnimElem = 2)
attr		= A, SA
hitflag		= MAF
guardflag	= H
animtype	= Light
air.animtype	= Back
priority	= 5, Hit
damage		= 40
pausetime	= 0,12
guard.pausetime	= 0,12
sparkno		= -1
guard.sparkno	= s7005
sparkxy		= 0,0
hitsound	= S0,5
guardsound	= S0,8
ground.type	= Low
air.type	= Low
ground.slidetime = 15
ground.hittime	= 12
air.hittime	= 15
yaccel		= 0.45
ground.velocity	= -6
guard.velocity	= -3
air.velocity	= -3,-4.2
airguard.velocity = -3,-4.2
ground.cornerpush.veloff = -3
id		= 1040
getpower	= 20
givepower	= 20

[State 1300,0]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 1400, Explod - arena]
type = Explod
trigger1 =  (AnimElem = 2)
anim =  6201
ID =    1470
pos =  18,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = (Pos Y >= 0)
id = 1470


[State 1055:	ChangeState]
type		= ChangeState
trigger1	= moveguarded = 1
value		= 1870

[State 1050:	ChangeState]
type			= ChangeState
trigger1		= (Pos Y >= 0)
value			= 52

;---------------------------------------------------------------------------
;Raigeki Shuu Fuerte
[Statedef 1860]
type 		= A
movetype	= A
physics		= N
anim		= 1850
velset		= 0,0
ctrl		= 0
poweradd = 100
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 1055:	PlayerPush]
type		= PlayerPush
trigger1	= 1
value		= 0

[State 1055:	VelSet]
type		= VelSet
trigger1	= (AnimElem = 2)
x		= 6
y		= 7

[State 1055:	VelAdd]
type		= VelAdd
trigger1	= (AnimElem = 2, > 0)
x		= 0.65
y		= 0.45

[State 1055:	PlaySnd]
type		= PlaySnd
trigger1	= (AnimElem = 2)
value		= S0,2
channel		= 0


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 2
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 32,-27
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 1
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 32,-27
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1055:	HitDef]
type		= HitDef
trigger1	= (AnimElem = 2)
attr		= A, SA
hitflag		= MAF
guardflag	= H
animtype	= Light
air.animtype	= Back
priority	= 5, Hit
damage		= 40
pausetime	= 7,9
guard.pausetime	= 7,9
sparkno		= -1
guard.sparkno	= s7005
sparkxy		= -5,-10
hitsound	= S0,6
guardsound	= S0,8
ground.type	= Low
air.type	= Low
ground.slidetime = 15
ground.hittime	= 12
air.hittime	= 15
yaccel		= 0.45
ground.velocity	= -2,-8
guard.velocity	= -3
air.velocity	= -2,-8
airguard.velocity	= -3,-4.2
ground.cornerpush.veloff = -3
fall = 1

[State 1450,0]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 1450, Explod - arena]
type = Explod
trigger1 =  (AnimElem = 2)
anim =  6201
ID =    1470
pos =  18,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 1450, RemoveExplod]
type = RemoveExplod
trigger1 = (Pos Y >= 0)
trigger2 = stateno = 1460
id = 1470


[State 1450:	ChangeState]
type		= ChangeState
trigger1	= Movecontact = 1
value		= 1870


[State 1450:	ChangeState]
type		= ChangeState
trigger1	= (Pos Y >= 0)
value		= 52


;-------------------------------------------
;Raigeki Shuu - Revote
[Statedef 1870]
type 		= A
movetype	= A
physics		= N
anim		= 1860
velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 5
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -2
y = -5

[State 0, VelAdd]
type = VelAdd
trigger1 = time >= 5
y = 0.3

[State 0, CtrlSet]
type = CtrlSet
trigger1 = Time >= 5
value = 1



[State 1460:	ChangeState]
type		= ChangeState
trigger1	= Time = 20
value		= 50
;===================================================================================
;---------------- Speciales de ki ---------------------------------------------------
;===================================================================================
;===============================================================================
;-------------------------------------------------------------------------------
;ki gaiser
[Statedef 2000]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 2000
poweradd = -400


[State 0, Explod]
type = Explod
trigger1 =  time = 0
anim = 2053
ID = 2053
pos = 28, -56
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 9999999
vel = 0,0
accel = 0,0
random = 0,0
removetime = 999
supermove
pausemove
scale = 0.2,0.2
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 =  time = 26
anim = 2053
ID = 2053
pos = 28, -56
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 9999999
vel = 0,0
accel = 0,0
random = 0,0
removetime = 999
supermove
pausemove
scale = 0.4,0.4
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 =  time = 65
anim = 2053
ID = 2053
pos = 28, -56
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 9999999
vel = 0,0
accel = 0,0
random = 0,0
removetime = 999
supermove
pausemove
scale = 0.6,0.6
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = time > 14
trigger1 = command != "hold_c"
trigger2 = time = 95
id =  2053
;ignorehitpause =
;persistent =

[State 2300, 1]
type = PlaySnd
trigger1 =  time% 35 = 0
value = 3, 19
volume = 200
channel = 1

[State 2300, StopSnd]
type = StopSnd
triggerall = time > 14
trigger1   = command != "hold_c"
trigger2   = time = 95
;trigger3   = vel x > 0 || vel x < 0
channel = 1

;[State 2200, PlaySnd]
;type = PlaySnd
;triggerall = time > 4
;trigger1 =  time% 35 = 0
;value = S3,24
;channel = 1

;[State 2200, StopSnd]
;type = StopSnd
;triggerall = time > 20
;trigger1 = time = 100
;trigger2 = command != "hold_c"
;channel = 1

[State 3000]
type = Explod
trigger1 = time = 1
trigger2 = time = 25
trigger3 = time = 64
anim = 6470
ID = 6470
pos = 25,-53
vel = 2, 0
sprpriority = 4
supermove = 1
removetime = 20
bindtime = 60
ownpal = 1
scale = 0.5,0.5
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1



[State 2500, 2]
type = changestate
trigger1 = time >= 65
trigger1 = command != "hold_c"
trigger2 = time = 95
value =  2003
ctrl = 0

[State 2500, 2]
type = changestate
trigger1 = time >= 26
trigger1 = command != "hold_c"
value =  2002
ctrl = 0

[State 2300, 4]
type =  ChangeState
triggerall = time > 14
trigger1 = command != "hold_c"
value =  2001
ctrl = 1




;-------------------------------------------------------------------------------
;ki gaiser fire 1
[Statedef 2001]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 2001
poweradd = 0

[State 3000]
type = Explod
trigger1 = time = 4
anim = 6470
ID = 6470
pos = 25,-53
vel = 0, -2
sprpriority = 4
supermove = 1
removetime = 20
bindtime = 60
ownpal = 1
scale = 0.5,0.5
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, Explod]
type = Explod
trigger1 =  animelem = 2
anim = 2051
ID = 2051
pos = 110, 10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 42
supermove
pausemove
scale = 0.4,0.4
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod Geiser]
type = Explod
trigger1 =  time = 10
anim = 192
ID = 2052
pos = 110, 12
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 = 0.2, 1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = S3,54
volume = 50
channel = -1

[State 2002:		Helper]
type		= Helper
trigger1	= (AnimElem = 2)
helpertype	= Normal
name		= "Ki gaiser"
id		= 2011
pos		= 110,0
postype		= p1
facing		= 1
stateno		= 2011
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;ki gaiser fire 2
[Statedef 2002]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 2001
poweradd = 0

[State 3000]
type = Explod
trigger1 = time = 4
anim = 6470
ID = 6470
pos = 25,-53
vel = 0, -2
sprpriority = 4
supermove = 1
removetime = 20
bindtime = 60
ownpal = 1
scale = 0.5,0.5
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1
value = S4,26
volume = 50
channel = -1

[State 0, Explod Geiser]
type = Explod
trigger1 =  time = 10
anim = 192
ID = 2052
pos = 150, 0
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 = 0.6, 1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 =  animelem = 2
anim = 2051
ID = 2051
pos = 150, 10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 42
supermove
pausemove
scale = 0.5,0.5
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =



[State 3000:	humo contra el p2]
type		= Explod
trigger1 = time = 8
anim		= 2059
id		= 2059
pos		= 150, -30
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= 1
vel		= 0,-3
accel		= 0,0
random		= 0,0
removetime	= -2
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.5,0.6
sprpriority	= 5
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 0, Explod chiquitito atras]
type = Explod
trigger1 =  time = 11
anim = 2051
ID = 2051
pos = 130, 10
postype = p1 
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 42
supermove
pausemove
scale = 0.2,0.2
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, Explod chiquitito adelante]
type = Explod
trigger1 =  time = 18
anim = 2051
ID = 2051
pos = 170, 10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 42
supermove
pausemove
scale = 0.3,0.3
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, Explod chapuzon adelante]
type = Explod
trigger1 =  time = 18
anim = 2052
ID = 2052
pos = 150, 10
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 = 0.7, 0.7
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = S3,54
volume = 50
channel = -1

[State 2002:		Helper]
type		= Helper
trigger1	= (AnimElem = 2)
helpertype	= Normal
name		= "Ki gaiser"
id		= 2012
pos		= 150,0
postype		= p1
facing		= 1
stateno		= 2012
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

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


;-------------------------------------------------------------------------------
;ki gaiser fire 3
[Statedef 2003]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 2001
poweradd = 0

[State 3000]
type = Explod
trigger1 = time = 4
anim = 6470
ID = 6470
pos = 25,-53
vel = 0, -2
sprpriority = 4
supermove = 1
removetime = 20
bindtime = 60
ownpal = 1
scale = 0.5,0.5
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1749, Cámara lenta]
type = Pause
triggerall = time > 4
triggerall = numhelper(2013) = 0
trigger1 = time = [0, 40]
time = 1
movetime = 0

[State 0, Explod]
type = Explod
trigger1 =  time = 4
anim = 2057
ID = 2057
pos = 150, 0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 26
supermove
pausemove
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 =  time = 4
anim = 2058
ID = 2058
pos = 150, 0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 26
supermove
pausemove
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 =  time = 4
anim = 2056
ID = 2056
pos = 150, 0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove
pausemove
scale = 0.6,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 3000:	humo contra el p2]
type		= Explod
trigger1 = time = 8
anim		= 2059
id		= 2059
pos		= 150, -30
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= 1
vel		= 0,-3
accel		= 0,0
random		= 0,0
removetime	= -2
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.8,0.9
sprpriority	= 5
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 0, Explod chapuzon adelante]
type = Explod
trigger1 =  time = 10
anim = 2052
ID = 2052
pos = 150, 0
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 = 1, 1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod Geiser]
type = Explod
trigger1 =  time = 10
anim = 192
ID = 2052
pos = 150, 0
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 = 1, 1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = S3,53
volume = 50
channel = -1



[State 2002:		Helper]
type		= Helper
trigger1	= (AnimElem = 2)
helpertype	= Normal
name		= "Ki gaiser"
id		= 2013
pos		= 150,0
postype		= p1
facing		= 1
stateno		= 2013
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;ki gaiser Projectile   1
[Statedef 2011]
movetype	= A
anim		= 2011
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 1,5
sparkno		= s8000
sparkxy		= 0,-40
guard.sparkxy   = 0,-40
guard.sparkno	= s8000
hitsound	= -1
guardsound	= -1
ground.type	= low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= 1, -8
guard.velocity	= -1
air.velocity	= 2, -8
airguard.velocity = -1,-3
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity	= 1
fall.yvelocity	= -5
fall.recover	= 0
;air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 1
getpower	= 0
givepower	= 35
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4



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

;---------------------------------------------------------------------------------
;ki gaiser Projectile 2
[Statedef 2012]
movetype	= A
anim		= 2012
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = Animelem = 1 || Animelem = 2 || Animelem = 3
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 80,30
pausetime	= 3,8
sparkno		= s8000
sparkxy		= 0,-40
guard.sparkxy   = 0,-40
guard.sparkno	= s8000
hitsound	= -1
guardsound	= -1
ground.type	= low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= 2, -6
guard.velocity	= -1
air.velocity	= 2, -10
airguard.velocity = -1,-3
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity	= 1
fall.yvelocity	= -5
fall.recover	= 0
;air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 1
getpower	= 0
givepower	= 35
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4



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

;-------------------------------------------------------------------------------
;ki gaiser Projectile   3
[Statedef 2013]
movetype	= A
anim		= 2013
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 150,50
pausetime	= 1,5
sparkno		= s8000
sparkxy		= 0,-40
guard.sparkxy   = 0,-40
guard.sparkno	= s8000
hitsound	= -1
guardsound	= -1
ground.type	= low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -2, -11
guard.velocity	= -1
air.velocity	= -2, -13
airguard.velocity = -1,-3
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity	= -1
fall.yvelocity	= -5
fall.recover	= 0
;air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 1
getpower	= 0
givepower	= 35
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4





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


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


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


;===============================================================================
;-------------------------------------------------------------------------------
;kienzan chargue
[Statedef 2200]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 2200
poweradd = -200

[State 2200, PlaySnd]
type = PlaySnd
triggerall = animelem = 1
trigger1 =  time% 35 = 0
value = S3,24
channel = 1

[State 2200, StopSnd]
type = StopSnd
triggerall = time > 20
trigger1 = time = 100
trigger2 = command != "hold_c"
channel = 1


[State 2200, Explod]
type = Explod
trigger1 = time = 4
anim =  2056
ID = 2601
pos = -15,-87
postype = p1
facing = 1
vfacing = 1
bindtime = 999
scale = 0.5, 0.5
Ontop = 1
removetime = -1
removeongethit = 1


[State 2200, Explod]
type = Explod
trigger1 = time = 4
anim =  2601
ID = 2601
pos = -15,-90 
postype = p1
facing = 1
vfacing = 1
bindtime = 999
scale = 1, 0.9
Ontop = 1
removetime = 999
removeongethit = 1


[State 2200, RemoveExplod]
type = RemoveExplod
triggerall = time > 25
trigger1   = command != "hold_c"
trigger2 = time = 100
id =  2601



[State 2200, 4]
type =  ChangeState
triggerall = time > 25
trigger1 = command != "hold_c"
trigger2 = time = 100
value =  2201
ctrl= 1
;-------------------------------------------------------------------------------
;kienzan fire
[Statedef 2201]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 2201
poweradd = 0

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3,25

[State 1050, Explod Arena Vertical]
type = Explod
trigger1 = Time = 1
anim =  3254
ID = 3254
pos = 30,7
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = -2
removeongethit = 0


[State 2201: Helper]
type		= Helper
trigger1	= (AnimElem = 1) && (Power > 50)
helpertype	= Normal
name		= "kienzan"
id		= 2250
pos		= 33,-54
postype		= p1
facing		= 1
stateno		= 2250
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 0.9

[State 2201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 7

[State 2201, 4]
type =  ChangeState
trigger1 = animtime =  0
value =  0
ctrl= 1


;-------------------------------------------------------------------------------
;kienzan Proyectile
[Statedef 2250]
movetype	= A
anim		= 2650
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

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



[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA





[State 0, VarAdd]
type = VarAdd
trigger1 = time > 0
fv = 10
value = -25

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = fvar(10)


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

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


[State 2250, Fade In]
type = VelSet
trigger1 = !time
x = 10*(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 2250:	Hitdef]
type            = Hitdef
triggerall      = hitcount < 5
trigger1        = animelem = 1 ||animelem = 3 || animelem = 5 || animelem = 7
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,10
pausetime	= 8, 6
sparkno		= -1
sparkxy		= 0, 50
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound	= s3,23
guardsound	= s3,23
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 1001:	AssertSpecial]
type			= AssertSpecial
trigger1		= 1
;flag			= Invisible
flag			= NoShadow

[State 2250, Explod]
type = Explod
trigger1 = movecontact = 1
anim =  2652
ID = 2652
pos = 10,-36
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5, 0.5
Ontop = 1
removetime = -2


[State 2250:	DestroySelf]
type			= DestroySelf
trigger1 		= time = 200;(Parent, NumProjID(1002) = 0)
trigger2

;-------------------------------------------------
;Bola de Fuego
[Statedef 4600]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 4600
poweradd = -200

[State 2200, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 2
value = S3,11
channel = 1

[State 2200, StopSnd]
type = StopSnd
triggerall = time > 20
trigger1 = time = 100
trigger2 = command != "hold_c"
channel = 1

[State 2200, Explod]
type = Explod
trigger1 = AnimElem = 2
anim =  4604
ID = 2249
pos = -5,-43
postype = p1
facing = 1
vfacing = 1
bindtime = 999
scale = 0.3, 0.3
Ontop = 1
removetime = 999
removeongethit = 1


[State 2200, RemoveExplod]
type = RemoveExplod
triggerall = time > 25
trigger1   = command != "hold_c"
trigger2 = time = 100
id =  2249

[State 640, 1]
type = PlaySnd
trigger1 = time = 60
value = 4, 7


[State 2200, 4]
type =  ChangeState
triggerall = time > 25
trigger1 = command != "hold_c"
trigger2 = time = 100
value =  4601
ctrl= 1
;-------------------------------------------------------------------------------
;Bola de Fuego (Lanzar)
[Statedef 4601]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 4601
poweradd = 0

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,6

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -8
y = 0
;ignorehitpause = 
;persistent = 
 
[State 4601, Explod]
type = Explod
trigger1 = Animelem = 1
anim =  4646
ID = 4646
pos = 23,-55
postype = p1
vel = -2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.4,0.4
Ontop = 1
removetime = 16
removeongethit = 1


[State 2201: Helper]
type		= Helper
trigger1	= (AnimElem = 1) && (Power > 50)
helpertype	= Normal
name		= "Bola de fuego"
id		= 2250
pos		= 39,-54
postype		= p1
facing		= 1
stateno		= 4605
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 0.7

[State 2201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 7

[State 2201, 4]
type =  ChangeState
trigger1 = animtime =  0
value =  0
ctrl= 1


;-------------------------------------------------------------------------------
;Bola de Fuego proyectile
[Statedef 4605]
movetype	= A
anim		= 4605
;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
ignorehitpause = 1

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

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

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


[State 950:	VelSet]
type			= VelSet
trigger1		= (!Time)
x			= 3
y			= 0


[State 950:	VelMul]
type		= VelMul
trigger1	= (Time > 0)
x		= 1.06
y		= 1.06

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


[State 2250:	Hitdef]
type            = Hitdef
trigger1        = animelem = 1 ||animelem = 2 || animelem = 3 || animelem = 4||animelem = 5 || animelem = 6 || animelem = 7||animelem = 8 || animelem = 9 || animelem = 10
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 1, Hit
damage		= 32,10
pausetime	= 8, 6
sparkno		= s4610
sparkxy		= 12, 0
guard.sparkxy   = 12, 0
guard.sparkno	= s4610
hitsound	= s1,7
guardsound	= s3,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,-3
air.hittime = 12
Palfx.time          = 20
palfx.add           = 224,88,0
palfx.sinadd        = 48,50,32,16
Palfx.color         = 0
Palfx.invertall     = 0
fall = 1
fall recover = 1



[State 2250, Llamas en el p2]
type = Explod
trigger1 = Movehit
anim = 4615
ID = 4615
sprpriority = 3
postype = p2
vel = -.2, -.75
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+40
random = 40, 40
removetime = -2
scale = .3, .3
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Movehit = 4 
value = S4,22
volume = 0
channel = 1

[State 2250, Llamas detras del proyectile]
type = Explod
trigger1 = animelem = 1 ||animelem = 2 || animelem = 3 || animelem = 4||animelem = 5 || animelem = 6 || animelem = 7||animelem = 8 || animelem = 9 || animelem = 10
anim = 4615
ID = 4615
sprpriority = 3
postype = p1
vel = -.2, -.75
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+60
random = 40, 40
removetime = -2
scale = .3, .3
ownpal = 1

[State 2250:	DestroySelf]
type			= DestroySelf
trigger1 		= time = 150;(Parent, NumProjID(1002) = 0)
trigger2
;===============================================================================
;-------------------------------------------------------------------------------
;===============================================================================
;-------------------------------------------------------------------------------
;ki bomb
[Statedef 2400]
type = A
movetype = A
physics =S
juggle = 4
ctrl = 0
anim = 2400
poweradd = -200
;velset = 0,0

[State 2400:	PalFX]
type			= PalFX
trigger1		= (!Time)
time			= 40
add			= 10,-200,10
mul			= 150,256,200
sinadd		        = -40,30,0,3
invertall		= 0
color			= 256




[State 2400:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 2)
time			= 12
freq			= 120
ampl			= -7
phase			= 90

[State 2600, VelMul]
type = VelMul
trigger1 = !Time
x = 1.5
y = .125



[State 2400, PlaySnd]
type = PlaySnd
trigger1 =   animelem = 2
value = S3,31
volume = 0
channel = -1

[State 0]
type = Explod
triggerall = pos y = 0
trigger1 = animelem = 2
anim = 2057
pos = 3,2
ID = 2057
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.6,0.6
sprpriority = -1
removeongethit = 1

[State 0]
type = Explod
triggerall = pos y = 0
trigger1 = animelem = 2
anim = 2057
pos = -3,2
ID = 2057
postype = p1
facing = -1
vfacing = 1
bindtime = 1
scale = 0.6,0.6
sprpriority = -1
removeongethit = 1

[State 2400:		Helper]
type		= Helper
trigger1	= (AnimElem = 2)
helpertype	= Normal
name		= "ki bomb"
id		= 2450
pos		= 0, 0
postype		= p1
facing		= 1
stateno		= 2450
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 2400, Explod]
type = Explod
trigger1 =  animelem = 2
anim = 2450
ID = 2450
pos = 0, -60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 20
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

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

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


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

;---------------------------------------
;Ki Bomb Projectile
[Statedef 2450]
movetype	= A
anim		= 2451
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[STate 2450: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2450:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

[State 2400, PlaySnd]
type = PlaySnd
trigger1 =   time = 0
value = S4,9
volume = 100
channel = -1

[State 2450:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 120,10
pausetime	= 1,5
sparkno		= s8000
sparkxy		= 0,-40
;guard.sparkxy   = 30, 20
guard.sparkno	= s8000
hitsound	= -1
guardsound	= -1
ground.type	= low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -2,-8
guard.velocity	= -6
air.velocity	= -2,-5
airguard.velocity = -6,-2
ground.cornerpush.veloff = 0
fall = 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
palfx.mul	= 50,150,150
Palfx.add       = 10,-200,10
Palfx.sinadd   = 40,30,0,3
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4



[State 2450:	DestroySelf]
type			= DestroySelf
trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger2                = animtime = 0
ground.hittime  = 11
ground.velocity = -7
airguard.velocity = -5,-1
air.velocity = -5,-1
envshake.time   = 5
envshake.freq   = 140
envshake.ampl   = -2
envshake.phase  = 90



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



;===================================================================================
;---------------- Supers ---------------------------------------------------
;===================================================================================
;===============================================================================
;-------------------------------------------------------------------------------
;Gyaric ho
[Statedef 3100]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd = -2000
ctrl = 0
anim = 3100
sprpriority = 2
;velset = 0, 0

[State 3100, VelMul]
type = VelMul
trigger1 = !Time
x = .0
y = .0 ;.2

[State 3100, SuperPause]
type = SuperPause
trigger1 = time = 10
time = 35
movetime = 30
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1

[State 3100,GoDown2]
type = VelSet
Trigger1 = pos Y > -1
y = 0

[State 3100,GoDown2]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = pos Y > -1
y = 0


[State 3100, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3100, VarAdd]
type = VarAdd
trigger1 = time >= 5 && Var(12) < 0
v = 12
value = 6

[State 3100, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3100, Cámara lenta]
type = Pause
trigger1 = time = [45, 60]
time = 1
movetime = 0

[State 3100:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 50
freq			= 120
ampl			= -2
phase			= 50


[State 3100, super charge]
type = Explod
trigger1 = time = 0
anim =  7400
ID = 7400
pos = 15,-66
postype = p1
facing = 1
vfacing = 1
bindtime = 9999
scale = 0.5,0.5
Ontop = 1
removetime = -2
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  time = 10
value = S3,9
volume = 50
channel = -1

[State 1000, Explod]
type = Explod
trigger1 = time = 33
anim =  3151
ID = 3151
pos = 14,-112
postype = p1
facing = 1
vfacing = 1
bindtime = 9999
scale = 0.8,0.8
Ontop = 0
removetime = 115
removeongethit = 1
supermove = 1
pausemove = 1
sprpriority = -2

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = animelem = 2
ID = 3151
pos = 30,0



[State 1000, Explod]
type = Explod
trigger1 = time = 45
anim =  3152
ID = 3152
pos = 9,-80
postype = p1
facing = 1
vfacing = 1
bindtime = 9999
scale = 0.1,0.1
Ontop = 1
removetime = 60
removeongethit = 1
supermove = 1
pausemove = 1
sprpriority = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  time = 35
value = S3,7
volume = 20
channel = -1


[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim =  3155
ID = 3155
pos = 30,-43
postype = p1
facing = 1
vfacing = 1
bindtime = 9999
scale = .7, .7
Ontop = 1
removetime = 42
removeongethit = 1
supermove = 1
pausemove = 1
sprpriority = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  time = 35
value = S3,7
volume = 20
channel = -4


[State 0, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = S4,11
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  time = 100
value = S4,27
volume = 20
channel = 2


[State 700:		Helper]
type		= Helper
trigger1	= (time = 100)
helpertype	= Normal
name		= "garlick hoo Vacío"
id		= 3150
pos		= -20,-120
postype		= p1
facing		= 1
stateno		= 3150
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.6
size.yscale     = 1.6


[State 700:		Helper]
type		= Helper
trigger1	= (time = 100)
helpertype	= Normal
name		= "garlick hoo"
id		= 3151
pos		= -10,-90
postype		= p1
facing		= 1
stateno		= 3151
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 3
size.yscale     = 3



[State 700, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 700, StopSnd]
type = StopSnd
trigger1 = (time = 100)
channel = -4
 


;-------------------------------------------------------------------------------
;Gyaric ho - Fx
[Statedef 3150]
movetype	= A
anim		= 3150
;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 = 15,-75


[State 2350:	DestroySelf]
type			= DestroySelf
Trigger1                = Parent, stateno != 3100
trigger2 		= animtime = 0;(Parent, NumProjID(1002) = 0)

;-------------------------------------------------------------------------------
;Gyaric ho - Hit
[Statedef 3151]
movetype	= A
anim		= 3149
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


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

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


[State 0, BindToParent]
type = BindToParent
trigger1 = Time >= 0
pos = 25,-50


[State 2350, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 26
volume = 50


[State 1001:	Hitdef]
type            = Hitdef
trigger1	= animelem = 1 || animelem = 2 || animelem = 3 || animelem = 4
trigger2        = animelem = 5 || animelem = 6 || animelem = 7
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= hard
priority	= 5, Hit
damage		= 150,30
pausetime	= 4,4
;P2stateno       = 3280
sparkno		= -1
sparkxy		= 0,-40
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound	=  s3,13
guardsound	=  s1,5
ground.type	= trip
air.type	= Trip
ground.slidetime= 5
ground.hittime	= 5
air.hittime	= 5
ground.velocity	= -10, -3
guard.velocity	= -1
air.velocity	= -5, -1.5
airguard.velocity = -1,-2
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity	= 1
fall.yvelocity	= -5
fall.recover	= 0
;air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
envshake.time = 10
envshake.freq = 80
envshake.ampl = ifelse(Random <490,-3.6,2.5)
Palfx.time       = 60
Palfx.add       = 10,-200,10
Palfx.sinadd   = 40,30,0,3
Palfx.color     = 0
Palfx.invertall = 1


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

[State 2350, Explod]
type = Explod
trigger1 = movecontact = 1
anim =  2365
ID = 2365
pos = 0,-53
postype = p2
facing = 1
vfacing = 1
;bindtime = 999
scale = 0.5, 0.5
Ontop = 1
removetime = 30
removeongethit = 0



[State 2350:	DestroySelf]
type			= DestroySelf
Trigger1                = Parent, stateno != 3100
trigger2 		= animtime = 0;(Parent, NumProjID(1002) = 0)

;===============================================================================
;-------------------------------------------------------------------------------
;Flash Dead To Nappa
[Statedef 3200]
type = S
movetype = I
physics = S
anim = 3200
poweradd = -2000
ctrl = 0
velset = 0, 0

[State 3200, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 80
movetime = 50
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1

[State 7030:	PlaySnd]
type			= PlaySnd
trigger1		= time= 60
value			= S3,1
channel		= 1

[State 7030:	PlaySnd]
type			= PlaySnd
trigger1		= time= 60
value			= S3,2
channel		= 2

[State 7030:	Explod]
type		= Explod
trigger1	= time= 60
anim		= 2056
id		= 2056
pos		= 0,0
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= -1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= 100
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.8,0.5
sprpriority	= 0
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 7030:	Explod]
type		= Explod
trigger1        = time= 60
anim		= 1716
id		= 1716
pos		= 0,-10
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= -1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= 100
scale		= 0.3,0.4
sprpriority	= 4
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 3200, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3200, VarAdd]
type = VarAdd
trigger1 = time >= 0 && Var(12) < 0
v = 12
value = 6

[State 3200, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3200, Cámara lenta]
type = Pause
trigger1 = time = [80, 95]
time = 1
movetime = 0

[State 3200:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 50
freq			= 120
ampl			= -2
phase			= 50

[State 3200, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 5,-45
sprpriority = 2
removetime = 30
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 3200, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,9
volume = 50
channel = 1



[State 3200, PlaySnd - bola charge]
type = PlaySnd
trigger1 = time = 30
value = S3,33
volume = 50
channel = 2

[State 7030:	PlaySnd]
type			= PlaySnd
trigger1		= animelem = 1
value			= S4,20
channel		= 3



[State 3200:	Change]
type			= changestate
trigger1                = Time = 100
value			= 3201

;-------------------------------------------
; Flash Dead To Nappa - Fire
[Statedef 3201]
type = S
movetype = I
physics = S
anim = 3201
ctrl = 0
velset = 0, 0

[State 7030:	PlaySnd]
type			= PlaySnd
trigger1		= animelem = 1
value			= S4,21
channel		= 1
volume = 5


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3152
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3252
;ignorehitpause =
;persistent =


[State 1000, particulas]
type = Explod
trigger1  = Time > 10
trigger1 =  GameTime%5 = 0
anim = 3253
Id  = 3253
postype = p1
pos = 0,0
ontop = 1
removetime = 50
supermove = 1
scale = 0.1,0.1
ownpal = 1
random = 60,60
vel = ifelse(random <150,.8,-.0),-2 ;    IfElse(exp_cond,exp_true,exp_false)



[State 3201, PlaySnd - rayo]
type = PlaySnd
trigger1 = time = 0
value = S3,32
volume = 50
channel = 3


[State 3000, Aura]
type = Explod
trigger1 = time = 0
anim = 32520
ID = 32520
pos = 0, 0
sprpriority = -2
bindtime = 1

scale = 1,1
removetime = 70
removeongethit = 1

[State 3201, Explod Suelo]
type = Explod
trigger1 = time = 0
anim = 3254
ID = 3254
pos = 0, 10
sprpriority = 3
removetime = -2
bindtime = -1
ownpal = 1
scale = 0.7,0.7
removeongethit = 1
ontop = 0
supermovetime 	= 1
ignorehitpause  = 1


[State 3001:		Helper]
type		= Helper
trigger1	= time = 2
helpertype	= Normal
name		= "Final Flash"
id		= 3255
pos		= 5,-10
postype		= p1
facing		= 1
stateno		= 3255
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 0.7

[State 3000, Final Flash]
type = Explod
trigger1 = time = 1
anim = 3251
ID = 3251
pos = -35,-49
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
scale = 1.7,1.5
removeongethit = 1
ontop = 1
ignorehitpause  = 1


[State 3001:		Helper]
type		= Helper
trigger1	= time = 2
helpertype	= Normal
name		= "aura del proyectil"
id		= 3556
pos		= 10,-50
postype		= p1
facing		= 1
stateno		= 3556
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1


[State 3001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4,1
volume = 50
channel = 4




[State 0, RemoveExplod]
type = RemoveExplod
trigger1		= (!AnimTime)
id = 32520

[State 3001:		ChangeState]
type			= ChangeState
trigger1		= (!AnimTime)
value			= 0
ctrl		= 1
;-------------------------------------------------------------------------
;Flash Dead To Nappa - proyectile
[Statedef 3255]
movetype	= A
anim		= 3255
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

[State 0, BindToParent]
type = BindToParent
trigger1 = (!time)
pos = 5,-60

[State 1001:	Hitdef]
type            = Hitdef
trigger1	= animelem = 1 || animelem = 3 || animelem = 5 || animelem = 7
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= hard
priority	= 5, Hit
damage		= 140,80
pausetime	= 4,4
;P2stateno       = 3280
sparkno		= -1
sparkxy		= 0,-40
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound	=  s3,13
guardsound	=  s3,13
ground.type	= trip
air.type	= Trip
ground.slidetime= 5
ground.hittime	= 5
air.hittime	= 5
ground.velocity	= -10, -3
guard.velocity	= -1
air.velocity	= -5, -1.5
airguard.velocity = -1,-2
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity	= 1
fall.yvelocity	= -5
fall.recover	= 0
;air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
Palfx.time       = 60
Palfx.add       = 10,-200,10
Palfx.sinadd   = 40,30,0,3
Palfx.color     = 0
Palfx.invertall = 1

[State 0, Explod]
type = Explod
trigger1 = movecontact = 1
anim = 2365
ID = 2365
pos = 0,-40
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.8,0.8
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 1001:	DestroySelf]
type			= DestroySelf
Triggerall                = Parent, stateno != 3200
trigger1                = animtime = 0
;-------------------------------------------------------
;Barrera del sonido
[StateDef 3556]
type = A
physics = N
movetype = A
velset = 0, 0
anim = 12500
ctrl = 0
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = 18
y = 0
;ignorehitpause = 
;persistent = 




[State 12800, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 999
length = 40
palinvertall = 0
palbright = 0,0,0
palcontrast = 128,128,128
paladd = 0,0,0
timegap = 2
framegap = 2
trans = Add


[State 12500, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 12500, No Shadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1



[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 12501


;----------------------------------------------------------------------------
;Barrera del sonido end;
[StateDef 3557]
type = A
physics = N
movetype = A
velset = 0, 0
anim = 12501
ctrl = 0
sprpriority = 3

[State 12501, No Shadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 12500, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

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

;Rayo destructor de mundos
[Statedef 4700]
type = A
movetype = A
physics = S
anim = 4700
poweradd = -2000
ctrl = 0
velset = 0, 0

[State 3200, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 80
movetime = 50
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1




[State 7030:	Explod]
type		= Explod
trigger1        = time= 5
anim		= 3153
id		= 3153
pos		= 30,-59
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= -1
vel		= 0,0
accel		= 0,0
random		= 0,0
removetime	= -2
scale		= 0.2,0.2
sprpriority	= 4
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1
ignorehitpause = 0

[State 3200, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -200

[State 3200, VarAdd]
type = VarAdd
trigger1 = time >= 0 && Var(12) < 0
v = 12
value = 6

[State 3200, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3200, Cámara lenta]
type = Pause
trigger1 = time = [80, 95]
time = 1
movetime = 0

[State 3200:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 50
freq			= 120
ampl			= -2
phase			= 50

[State 3200, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 28,-45
sprpriority = 2
removetime = 30
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 3200, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,9
volume = 50
channel = 1


[State 3200:	PlaySnd]
type			= PlaySnd
trigger1		= animelem = 1
value			= S4,24
channel		= -1

[State 7030:	PlaySnd]
type			= PlaySnd
trigger1		= Time = 60
value			= S4,25
channel		= 3




[State 3200:	Change]
type			= changestate
trigger1                = Time = 70
value			= 4710



;-------------------------------------------
;Rayo destructor de mundos - Fire
[Statedef 4710]
type = S
movetype = I
physics = S
anim = 4710
ctrl = 0
velset = 0, 0

[State 7030:	PlaySnd]
type			= PlaySnd
trigger1		= animelem = 1
value			= S4,23
channel		= 1
volume = 5


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3152
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3252
;ignorehitpause =
;persistent =





[State 3001:		Helper]
type		= Helper
trigger1	= time = 1
helpertype	= Normal
name		= "Rayo"
id		= 4715
pos		= 30,-42
postype		= p1
facing		= 1
stateno		= 4715
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 0.7

[State 3001:		Helper]
type		= Helper
trigger1	= time = 2
helpertype	= Normal
name		= "Helper vacio"
id		= 4716
pos		= 30,-42
postype		= p1
facing		= 1
stateno		= 4716
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 0.7



[State 3001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4,1
volume = 50
channel = 4


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

[State 0, RemoveExplod]
type = RemoveExplod
trigger1		= (!AnimTime)
id = 32520

[State 3001:		ChangeState]
type			= ChangeState
trigger1		= (!AnimTime)
value			= 0
ctrl		= 1


;-------------------------------------------------------------------------
;Rayo destructor de mundos - proyectile
[Statedef 4715]
movetype	= A
anim		= 4715
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

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

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

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


[State 9180:	HitDef]
type		= HitDef
trigger1	= (!MoveContact)
attr		= S, HP
hitflag		= MAFDP
guardflag	= M
animtype	= Hard
priority	= 7, Hit
damage		= 200,25
pausetime	= 8, 8
sparkno		= -1
sparkxy		= 0, 50
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound	= s3,5
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -15
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -1
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       = 60
Palfx.add       = 10,-200,10
Palfx.sinadd   = 40,30,0,3
Palfx.color     = 0
Palfx.invertall = 1


[State 1450, Explod]
type = Explod
trigger1 = movecontact = 1
anim =  1451
ID = 1451
pos = 12,-45
postype = p2
facing = 1
vfacing = 1
;bindtime = 999
scale = 0.8, 0.8
Ontop = 1
removetime = 30
removeongethit = 0
sprpriority = 10


[State 2350:	DestroySelf]
type			= DestroySelf
trigger1 		= animtime = 0;(Parent, NumProjID(1002) = 0)
Trigger2                = Parent, stateno != 4710

;------------------------------
;Proyectil vacio para que choque con el suelo
[Statedef 4716]
movetype	= A
anim		= 4716
;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, Trans]
type = Trans
trigger1 = 1
trans = add

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

[State 9230:	HitDef]
type		= HitDef
trigger1        = Movecontact = 1
trigger2	= Pos y >= 0
attr		= S, HP
hitflag		= MAFDP
;guardflag	= M
animtype	= Hard
priority	= 0, Hit
damage		= 0, 30
pausetime	= 0,12
guard.pausetime	= 0,20
sparkno		= -1
guard.sparkno	= -1
sparkxy		= 0,0
hitsound	= -1
guardsound	= S0,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -2, -11
guard.velocity	= -1
air.velocity	= -2, -7
airguard.velocity = -1,-3
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity	= -1
fall.yvelocity	= -5
fall.recover	= 0
;air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
id		= 9230
getpower	= 0
givepower	= 50
palfx.time	= 40
palfx.mul	= 256,256,256
palfx.add	= 200,200,200
palfx.sinadd	= -100,-100,-100,40
envshake.time 	= 30
envshake.freq 	= 120
envshake.ampl 	= -8
ignorehitpause	= 1

[State 3000:	Expansion]
type		= Explod
trigger1 = Pos y >= 0
trigger2 = time = 38
anim		= 2052
id		= 2052
pos		= -5,-12
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		= 0.7,0.7
sprpriority	= 4
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 3000:	Geiser]
type		= Explod
trigger1 = Pos y >= 0
trigger2 = time = 38
anim		= 2051
id		= 2051
pos		= -5,-12
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		= 0.7,0.7
sprpriority	= 3
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 3000:	humo derecho]
type		= Explod
trigger1 = Pos y >= 0
trigger2 = time = 38
anim		= 2059
id		= 2059
pos		= -5,-20
postype		= p1
facing		= 1
vfacing		= 1
bindtime	= 1
vel		= 2,0
accel		= 0,0
random		= 0,0
removetime	= -2
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.4,0.5
sprpriority	= 5
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 3000:	humo izquierdo]
type		= Explod
trigger1 = Pos y >= 0
trigger2 = time = 38
anim		= 2059
id		= 2059
pos		= -5,-20
postype		= p1
facing		= -1
vfacing		= 1
bindtime	= 1
vel		= -2,0
accel		= 0,0
random		= 0,0
removetime	= -2
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.4,0.5
sprpriority	= 5
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1


[State 3005:	Helper]
type		= Helper
trigger1 	= Pos y >= 1
helpertype	= Normal
name		= "ki Geiser"
id		= 4717
pos		= 10,-5
postype		= p1
facing		= 1
stateno		= 4717
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0

[State 0]
type = parentvarset
trigger1 = helper(4719),movehit
var(14) = 3


[State 3200:	EnvShake]
type			= EnvShake
trigger1 		= Pos y >= 0
time			= 200
freq			= 150
ampl			= 3
phase			= 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Pos y >= 0
trigger2 = time = 60
value = S3,33
volume = 0
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Pos y >= 0
value = S3,27
volume = 0
channel = 2



[State 0, DestroySelf]
type = DestroySelf
trigger1 = Pos y >= 0

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

;-------------------------------------------------------------------------
;gaiser desde el suelo Projectile

[Statedef 4717]
movetype	= A
anim		= 2012
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0 
value = S3,32
volume = 0
channel = -1

[State 0, Explod Geiser]
type = Explod
trigger1 =  time = 1
anim = 192
ID = 2052
pos = 0, 0
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 = 0.6, 1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = Animelem = 1 || Animelem = 2 || Animelem = 3
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,15
pausetime	= 3,8
sparkno		= s8000
sparkxy		= 0,-40
guard.sparkxy   = 0,-40
guard.sparkno	= s8000
hitsound	= -1
guardsound	= -1
ground.type	= low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -5, -6
guard.velocity	= -1
air.velocity	= -10,-3
airguard.velocity = -1,-3
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity	= 1
fall.yvelocity	= -5
fall.recover	= 0
;air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 1
getpower	= 0
givepower	= 35
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4


[State 1]
type = helper
trigger1 = time = 10
pos		= 80,20
stateno =4718
id = 4718


[State 1]
type = helper
trigger1 = time = 20
pos		= 160,20
size.xscale     = 1
size.yscale     = 1
stateno = 4718
id = 4718

[State 1]
type = helper
trigger1 = time = 28
pos		= 240,20
size.xscale     = 1
size.yscale     = 1
stateno = 4718
id = 4718



[State 4717:	DestroySelf]
type			= DestroySelf
;trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger1                = animtime = 0

;--------------------------------------------------------------------
;gaiser desde el suelo Projectile

[Statedef 4718]
movetype	= A
anim		= 2012
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0 
value = S3,32
volume = 0
channel = -1
 


[State 7030:	Explod]
type		= Explod
trigger1        = animelem = 2
anim		= 2052
id		= 2052
pos		= 0,-8
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	= 0
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 0, Explod Geiser]
type = Explod
trigger1 =  time = 1
anim = 192
ID = 2052
pos = 0, 0
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 = 0.6, 1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[STate 1001: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 1001:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

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

[State 1001:	Hitdef]
type            = Hitdef
trigger1        = Animelem = 1 || Animelem = 2 || Animelem = 3
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 40,15
pausetime	= 3,8
sparkno		= s8000
sparkxy		= 0,-40
guard.sparkxy   = 0,-40
guard.sparkno	= s8000
hitsound	= -1
guardsound	= -1
ground.type	= low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= 2, -6
guard.velocity	= -1
air.velocity	= -10,-3
airguard.velocity = -1,-3
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity	= 1
fall.yvelocity	= -5
fall.recover	= 0
;air.fall	= 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 1
getpower	= 0
givepower	= 35
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4




[State 4717:	DestroySelf]
type			= DestroySelf
;trigger1 		= movecontact = 1;(Parent, NumProjID(1002) = 0)
trigger1                = animtime = 0


;-------------------------------------------------------------------------
;Rayo Destructor  - Hit
[Statedef 4720]
movetype	= A
anim		= 3149
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2


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

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


[State 0, BindToParent]
type = BindToParent
trigger1 = Time >= 0
pos = 25,-50


[State 2350, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 26
volume = 50


[State 9180:	HitDef]
type		= HitDef
trigger1	= (!MoveContact)
attr		= S, HP
hitflag		= MAFDP
guardflag	= M
animtype	= Hard
priority	= 7, Hit
damage		= 270,50
pausetime	= 8, 8
sparkno		= -1
sparkxy		= 0, 50
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s3,5
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -15
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
fall = 1
Palfx.time       = 60
Palfx.add       = 10,-200,10
Palfx.sinadd   = 40,30,0,3
Palfx.color     = 0
Palfx.invertall = 1


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

[State 2350, Explod]
type = Explod
trigger1 = movecontact = 1
anim =  2365
ID = 2365
pos = 0,-53
postype = p2
facing = 1
vfacing = 1
;bindtime = 999
scale = 0.5, 0.5
Ontop = 1
removetime = 30
removeongethit = 0



[State 2350:	DestroySelf]
type			= DestroySelf
trigger1 		= animtime = 0;(Parent, NumProjID(1002) = 0)
trigger2

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

;===================================================================================
;-----------------------------------------------------------------------------------
;===================================================================================
;Death Kiwi
[Statedef 3300]
type = S
movetype = A
physics =S
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 3300
poweradd = -1000
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Defenza"
ID = 6001
stateno = 6001
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
movetime = 30
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 >= 0 && Var(12) < 0
v = 12
value = 6

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

[State 3200, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 5,-50
sprpriority = 2
removetime = 28
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3200, BGColorFX]
type = BGPalFX
trigger1 = Time > 1
time = 1
add = Var(12),Var(12),Var(12)

[State 3200, Cámara lenta]
type = Pause
trigger1 = time = [35, 50]
time = 1
movetime = 0

[State 3200:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 50
freq			= 120
ampl			= -2
phase			= 50

[State 3200, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,9
volume = 50
channel = 1

[State 3200, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 1
value = S4,30
volume = 50
channel = 4

[State 100: 	AfterImage]
type 		= AfterImage
trigger1 	= (Time = 45)
time 		= 25
timegap		= 2
framegap 	= 4
length 		= 10
paladd 		= 0, 0, 0
palmul 		= .50, .50, .50
palcontrast 	= 110,110,110
trans 		= add

[State 0, Explod]
type = Explod
trigger1 = Time = 45
anim = 6002
ID = 6002
pos = -25,-32
postype = p1  ;p2,front,back,left,right
removetime = -2
facing = 1
vfacing = 1
bindtime = -1
vel = 2,0
accel = 0,0
random = 0,0
scale = 0.4,0.4
sprpriority = 0
ontop = 1
removeongethit = 1

[State 3400, VelSet]
type = VelSet
trigger1 = time > 45
x = 7

[State 3400, VelSet]
type = Veladd
trigger1 = time > 45
x = 0.4

[State 3200, PlaySnd - deslizar]
type = PlaySnd
trigger1 = Time = 45
value = S1,4
volume = 50
channel = 2

[State 1300, Explod]
type = Explod
trigger1 = time = 45
anim =   1252
ID =     1252
pos = 10, 5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 42
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = -1
;ignorehitpause =
;persistent =


[State 3400, MakeDust]
type = MakeDust
triggerall = time > 45
trigger1 = AnimElem = 2 || AnimElem = 5
pos = -1,0
spacing = 1

[State 3400, ChangeAnim]
type = Changestate
triggerall= time >=45
trigger1 = P2dist X <= 90
value = 3301

[State 3400, ChangeAnim]
type = Changestate
trigger1 = animtime = 58
value = 0
ctrl = 1

;-------------------------------------------------------------
;Death Kiwi-uppercut
[Statedef 3301]
type = S
movetype = A
physics =S
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 3301
poweradd = 0
sprpriority = 2


[State 0, VelSet]
type = VelSet
trigger1 =  AnimElem = 2
x = 8
y = 0

[State 3200, PlaySnd - golpe]
type = PlaySnd
trigger1 = Time = 12
value = S0,2
volume = 50
channel = 3

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) < 2
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 30,-65
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.5,0.5
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7007) < 2
trigger1 = Movehit = 1
anim = 7007
ID = 7007
postype = P1
pos = 30,-65
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3550:	Hitdef]
type            = Hitdef
trigger1        = animelem = 4
attr		= S, NP
hitflag		= MAFDP
guardflag	= L
animtype	= hard
priority	= 7, Hit
damage		= 88,50
pausetime	= 20,15
sparkno		= -1;s7030
sparkxy		= -10,-44
guard.sparkno	= -1;s7005
hitsound	= s0,12;s3, 5
guardsound	= s0,8;s3, 5
ground.type	= high
air.type	= high
ground.slidetime= 0
ground.hittime	= 15
air.hittime	= 0
ground.velocity	= -1,-10
guard.velocity	= 0
air.velocity	= -1,-15
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
fall = 1
down.velocity	= 0,0
down.bounce	= 0
guard.kill	= 0
getpower	= 0
givepower	= 0
envshake.time = 30
envshake.freq = 90
envshake.ampl = -3
envshake.phase = 120

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 3302
ctrl = 1

[State 3400, ChangeAnim]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------------
;Death Kiwi Fire
[Statedef 3302]
type = S
movetype = A
physics =S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 3302
poweradd = 0
sprpriority = 4

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim =  2056
ID = 2056
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
sprpriority = 0
Ontop = 1
removetime = 16
removeongethit = 1

[State 60, Explod atras]
type = Explod
trigger1 = animelem = 2
anim = 7100
ID =  7100
pos = -20,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 24
supermove = 1
pausemove =1
scale = 1, 1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0

[State 60, Explod adelante]
type = Explod
trigger1 = animelem = 2
anim = 7101
ID =  7101
pos = 20,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 24
supermove = 1
pausemove =1
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0

[State 3200, PlaySnd - golpe]
type = PlaySnd
trigger1 = animelem = 2
value = S4,29
volume = 50
channel = 1

[State 1001:		Helper]
type		= Helper
trigger1	= animelem = 2
helpertype	= Normal
name		= "Death Kiwi Proyectil"
id		= 3303
pos		= 0,-30
postype		= p2
facing		= 1
stateno		= 3303
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 3200, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 20
value = S4,31
volume = 50
channel = 3

[State 3200, Cámara lenta]
type = Pause
trigger1 = time = [20, 40]
time = 1
movetime = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = time = 65
value = 0
ctrl = 1

;-------------------------------------------------------------
;Death Kiwi Proyectil
[Statedef 3303]
type = S
movetype = A
physics =S
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 3303
poweradd = 0
sprpriority = 2

[State 3050:	Hitdef]
type            = Hitdef
trigger1        = animelem = 1
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 200,50
pausetime	= 1,12
sparkno		= -1 ;s8000
sparkxy		= 0,-5
;guard.sparkxy   = 30, 20
guard.sparkno	= -1 ;s8000
hitsound	= s3,10
guardsound	= s3,10
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -3, -8
guard.velocity	= -10
air.velocity	= -3,-9
airguard.velocity = -5,-9
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       = 60
Palfx.add       = 10,-200,10
Palfx.sinadd   = 40,30,0,3
Palfx.color     = 0
Palfx.invertall = 1
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

[State 3000, Explosion]
type = Explod
trigger1 = movecontact = 1 
anim = 3320
ID =  3320
pos = 30,-55
postype = p2  
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.4,0.4
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0

[State 3000, Explosion]
type = Explod
trigger1 = movecontact = 1
anim = 2059
ID =  2059
pos = 30,-55
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0



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


;-------------------------------------------------------------------------------
;===============================================================================
;Explosion Atomica de Ki
[Statedef 3500]
type = S
movetype = A
physics =S
;velset = 0,0,0
juggle = 4
ctrl = 0
anim = 3500
poweradd = -3000
sprpriority = 2

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 10
time = 35
movetime = 30
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 = [45, 60]
time = 1
movetime = 0

[State 3200, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 5,-45
sprpriority = 2
removetime = 30
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3200, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S3,9
volume = 50
channel = 1

[State 3200, PlaySnd - bola charge]
type = PlaySnd
trigger1 = time = 1
value = S3,42
volume = 50
channel = 2

[State 3200, PlaySnd - grito]
type = PlaySnd
trigger1 = animelem = 10
value = S3,41
volume = 50
channel = 3

[State 3200, PlaySnd - explosion]
type = PlaySnd
trigger1 = animelem = 10
value = S3,43
volume = 50
channel = 4


[State 1200, Super desfensa]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 6,9
sparkno = S7004+(random%3)
sparkxy = 10
hitsound = S0,7
sprpriority = -1
numhits = 0


[State 2400, Explod charge suicide]
type = Explod
trigger1 =  time = 30
anim = 3580
ID = 3580
pos = 4, -45
postype = p1  
facing = 1
vfacing = 1
bindtime = 20
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 1
pausemove = 1
scale = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1




;----------------------------------------------------------
;Explosión 1ra parte
[State 3600:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 1, > 0) && ((GameTime%10) = 0)
time			= 50
freq			= 150
ampl			= -3
phase			= 50


[State 3600:	BGPalFX]
type			= BGPalFX
trigger1		= Time = [55,67]
time			= 60
add			= 20,20,20
mul			= 150,250,250
sinadd		        = 200,200,200,4
invertall		= 1
color			= 256


[State 1000, Explod]
type = Explod
trigger1 = animelem = 11
anim =  3155
ID = 3155
pos = 0,-40
postype = p1
facing = 1
vfacing = 1
bindtime = 9999
scale = 1, 1
Ontop = 1
removetime = 180
removeongethit = 1
supermove = 1
pausemove = 1
sprpriority = -1

[State 0]
type = Explod
triggerall = pos y = 0
trigger1 = animelem = 11
anim = 3254
pos = -50,2
ID = 2057
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.6,0.6
sprpriority = 4
removeongethit = 1

[State 0]
type = Explod
triggerall = pos y = 0
trigger1 = animelem = 11 
anim = 3254
pos = 50,2
ID = 2057
postype = p1
facing = -1
vfacing = 1
bindtime = 1
scale = 0.6,0.6
sprpriority = 4
removeongethit = 1


[State 3500, Explod Ki bomb]
type = Explod
trigger1 =  animelem = 2
anim = 2450
ID = 2450
pos = 0, -60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 20
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.8,0.8
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2400, Explod]
type = Explod
trigger1 =  animelem = 11
anim = 2450
ID = 2450
pos = 0, -60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 20
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3500, Explod Viento circular]
type = Explod
trigger1 =  animelem = 2
anim = 3581
ID = 3581
pos = 0, 15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 20
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1.2, 1.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 3500, Explod Ki bomb]
type = Explod
trigger1 =  animelem = 11
anim = 3554
ID = 3554
pos = 0, -60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 180
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 3500, Explod Ki bomb]
type = Explod
trigger1 =  time = 180
anim = 2100
ID = 2100
pos = 0, -60
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 105
SuperMove = 1
scale = 1, 1
sprpriority = 3
ownpal = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3500, Explod Ki bomb]
type = Explod
trigger1 =  time = 285
anim = 2102
ID = 2102
pos = 0, -60
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0




[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S3,20
volume = 50
channel = 3



[State 3500, Luz Suicide FX2]
type = Explod
trigger1 = time = 53
Anim = 3560
Pos = 0, -60
Id = 3560
sprpriority = 999
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 1, 1

;--------------------
; Helpers
[State 3500:		Helper]
type		= Helper
trigger1	= time = 115
helpertype	= Normal
name		= "Explosion Atomica de Ki Projectile 1"
id		= 3551
pos		= 0, 0
postype		= p1
facing		= 1
stateno		= 3551
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1




[State 0, LifeAdd]
type = LifeAdd
trigger1 = time > 0
value = -1
kill = 1



[State 2000, Luz llendose]
type = Explod
trigger1 = time = 130
Anim = 3552
Pos = 0, -68
Id = 3552
sprpriority = 999
removeongethit = 0
;removetime = 1
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = fvar(19), fvar(19)
)

[State 3602]
type = changestate
triggerall = time = 300
trigger1 = life <= 400
value = 5050

[State 240, 4]
type = ChangeState
trigger1 = time = 300
value = 5300
ctrl= 0



;---------------------------------------------------------------------------
;Explosion Atomica de Ki Projectile 1
[Statedef 3551]
movetype	= A
anim		= 3551
;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
time = 129
;facing = 0
pos = 0,-70



;-----------------------------
; Explosion Atomica de Ki 2da parte



[State 0, Trans]
type = Trans
trigger1 = (!time)
trans = add
;ignorehitpause =
;persistent =

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

[STate 3551: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 3551:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA



[State 3550:	Hitdef]
type            = Hitdef
trigger1        = (1)
attr		= S, NP
hitflag		= MAFDP
guardflag	= MA
animtype	= Hard
priority	= 7, Hit
damage		= 110,2
pausetime	= 7,3
sparkno		= -1
sparkxy		= 0,0
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound	= s3, 30
guardsound	= s3, 5
ground.type	= low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -2,-8
guard.velocity	= -6
air.velocity	= -2,-1
airguard.velocity = -6,-2
ground.cornerpush.veloff = 0
fall = 1
down.velocity	= -1,-2
down.bounce	= 1
guard.kill	= 0
getpower	= 0
givepower	= 35
palfx.time	= 25
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 3500, Spark 2]
type = Explod
trigger1 = movecontact = 1
Anim = 8000
Pos = 5+(Random%40), -40+(Random%40)
postype = p2
Id = 3061
sprpriority = 4
removeongethit = 1
removetime = -2
Postype = p1
Bindtime = 1
SuperMove = 1
ownpal = 1
scale = 1, 1


[State 2450:	DestroySelf]
type			= DestroySelf
trigger1                = animtime = 0

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


;Ohzauru--Zenkai Power
[Statedef 6000]
type 		= S
physics		= N
anim		= 6000
velset		= 0,0
ctrl		= 0
poweradd        = -3000
juggle		= 3
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 3

[State 0, Helper]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Defenza"
ID = 6001
stateno = 6001
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1


[State 3200, PlaySnd - Bola de Energia mas risa]
type = PlaySnd
trigger1 = time = 0
value = S3,48
volume = 50
channel = 1

[State 3200, PlaySnd - Explota y mezclate]
type = PlaySnd
trigger1 = time = 190
value = S3,45
volume = 50
channel = 1

[State 1000, Helper]
type = Helper
trigger1 = (time = 5)
helpertype = Normal
name = "Luna"
id = 6100
pos = 0,-40
postype = p1
facing = 1
stateno = 6100
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.8
size.yscale = 0.8


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 6020
ctrl = 0

;Mirando la luna Y Transformacion 

[Statedef 6020]
type 		= S
physics		= N
anim		= 6020
velset		= 0,0
ctrl		= 0
poweradd        = 0
juggle		= 3
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 3

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 149
value = 3000

[State 3200, PlaySnd - Latido]
type = PlaySnd
trigger1 = animelem = 3
value = S3,46
volume = 50
channel = 1

[State 3200, PlaySnd - Latido]
type = PlaySnd
trigger1 = animelem = 5
value = S3,46
volume = 50
channel = 2

[State 3200, PlaySnd - Latido]
type = PlaySnd
trigger1 = animelem = 7
value = S3,46
volume = 50
channel = 3

[State 3200, PlaySnd - Latido]
type = PlaySnd
trigger1 = animelem = 9
value = S3,46
volume = 50
channel = 4

[State 3200, PlaySnd - Latido]
type = PlaySnd
trigger1 = animelem = 11
value = S3,46
volume = 50
channel = 5

[State 3200, PlaySnd - Latido]
type = PlaySnd
trigger1 = time = 151
value = S3,49
volume = 50
channel = 6

[State 3200, SuperPause]
type = SuperPause
trigger1 = time = 149
time = 80
movetime = 50
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1


[State 3200, VarSet]
type = Varset
trigger1 = time = 149
v = 12
value = -200

[State 3200, VarAdd]
type = VarAdd
trigger1 = time >= 0 && Var(12) < 0
v = 12
value = 6

[State 3200, BGColorFX]
type = BGPalFX
trigger1 = Time > time = 149
time = 1
add = Var(12),Var(12),Var(12)

[State 3200, Cámara lenta]
type = Pause
trigger1 = time = [151, 95]
time = 1
movetime = 0

[State 3200:	EnvShake]
type			= EnvShake
trigger1 		= (AnimElem = 10, > 0) && ((GameTime%10) = 0)
time			= 50
freq			= 120
ampl			= -2
phase			= 50

[State 3001:		Helper]
type		= Helper
trigger1	= time = 245
helpertype	= Normal
name		= "hit de piernas"
id		= 6021
pos		= 0,0
postype		= p1
facing		= 1
stateno		= 6021
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 3200, Super Charge]
type = Explod
trigger1 = time = 149
anim = 7400
ID = 7400
pos = 0,-45
sprpriority = 2
removetime = 30
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 3200, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = time = 149
value = S3,9
volume = 50
channel = 1

[State 191, PalFX - Explosion CHargue]
type			= PalFX
trigger1		= time = 190 ;numhelper(3130) = 1
time			= 100
add			= 256,256,256
mul			= 256,256,256
sinadd		        = 256,256,256,140
invertall		= 0

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 6030
ctrl = 0

;Hit de Piernas
[Statedef 6021]
movetype	= A
anim		= 6021
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 3


[State 9180:	HitDef]
type		= HitDef
trigger1	= (!MoveContact)
attr		= S, HP
hitflag		= MAFDP
guardflag	= M
animtype	= Hard
priority	= 7, Hit
damage		= 100,25
pausetime	= 10,10
sparkno		= -1
sparkxy		= 0, 50
;guard.sparkxy   = 30, 20
guard.sparkno	= s1060
hitsound	= s0,10
guardsound	= s3,5
ground.type	= Low
air.type	= Trip
ground.slidetime= 20
ground.hittime	= 20
air.hittime	= 15
ground.velocity	= -15
guard.velocity	= -4
air.velocity	= -4,-3
airguard.velocity = -4,-3
ground.cornerpush.veloff = 0
fall.xvelocity	= -1
fall.yvelocity	= -3
fall.recover	= 3
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


[State 2350:	DestroySelf]
type			= DestroySelf
trigger1 		= animtime = 0;(Parent, NumProjID(1002) = 0)
trigger2

;Lanzamiento de la bola de fuego
[Statedef 6030]
type 		= S
physics		= N
anim		= 6030
velset		= 0,0
ctrl		= 0
poweradd        = 0
juggle		= 3
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 3


[State 2000:		Helper]
type		= Helper
trigger1	= time = 24
helpertype	= Normal
name		= "Auxiliar de tiempo"
id		= 6310
pos		= 40,-85
postype		= p1
facing		= 1
stateno		= 6310
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 0.5
size.yscale     = 0.5



[State 0, Turn]
type = turn
trigger1 = p2dist X < 0 && AnimElem = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 6035
ctrl = 0

;Lanzamiento de mouthblast
[Statedef 6035]
type 		= S
physics		= N
anim		= 6035
velset		= 0,0
ctrl		= 0
poweradd        = 0
juggle		= 3
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 3

[State 1200, Super desfensa]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 6,9
sparkno = 7006
sparkxy = 10
hitsound = S0,7
sprpriority = -1
numhits = 0

[State 0, Turn]
type = turn
trigger1 = p2dist X < 0 && AnimElem = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3,20
volume = 0
channel = -1

[State 700:		Helper]
type		= Helper
trigger1	= animelem = 3
helpertype	= Normal
name		= "Mouth Blast - Hit"
id		= 6400
pos		= 115,-107
postype		= p1
facing		= 1
stateno		= 6400
keyctrl		= 0
ownpal		= 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.2
size.yscale     = 1.2

[State 3000, Super Charge]
type = Explod
trigger1 = animelem = 3
anim = 6401
ID = 6401
pos = 62,-107
sprpriority = 10000
supermove = 1
removetime = 78
bindtime = -1
ownpal = 1
scale = .45,0.65
removeongethit = 0
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 6040
ctrl = 0

;Regresando a la Normalidad
[Statedef 6040]
type 		= S
physics		= N
anim		= 6040
velset		= 0,0
ctrl		= 0
poweradd        = -3000
juggle		= 3
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3,47
volume = 99999
channel = 1

[State 0, Turn]
type = turn
trigger1 = p2dist X < 0 && AnimElem = 1

[State 191, PalFX - Explosion CHargue]
type			= PalFX
trigger1		= time = 50 ;numhelper(3130) = 1
time			= 75
add			= 30,30,30
mul			= 256,256,256
sinadd		        = 256,256,256,140
invertall		= 0


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 5300
ctrl= 0
;-------------------------------------------------------------
;Luna-Helper-
[Statedef 6100]
type 		= S
physics		= N
anim		= 6100
velset		= 0,0
ctrl		= 0
poweradd        = 0
juggle		= 3
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 4

[State 1250:	VelSet]
type			= VelSet
trigger1		= time = 191
x			= -1
y			= 0

[State 1250:	VelSet]
type			= VelSet
trigger1		= time = 193
x			= -3
y			= 0

[State 1250:	VelSet]
type			= VelSet
trigger1		= time = 195
x			= 15
y			= -11

[State 1250:	VelSet]
type			= VelSet
trigger1		= time = 205
x			= 0
y			= 0

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

[State 3000]
type = Explod
trigger1 = time = 245
anim = 6150
ID = 6150
pos = 2,-1
sprpriority = 4
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1.2
removeongethit = 0
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3200, PlaySnd - explosion de bola de luna]
type = PlaySnd
trigger1 = time = 245
value = S3,50
volume = 50
channel = 1

[State 240, 4]
type = ChangeState
trigger1 = Time = 255
value = 6200
ctrl= 0

;Luna--- Brillando

[Statedef 6200]
type 		= S
physics		= N
anim		= 6200
velset		= 0,0
ctrl		= 0
poweradd        = 0
juggle		= 3
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

[State 3000]
type = Explod
trigger1 = time = 1
anim = 6150
ID = 6150
pos = 0,0
sprpriority = 2
supermove = 1
removetime = 1
bindtime = -1
ownpal = 1
scale = 1,1.2
removeongethit = 0
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

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

[State 240, 4]
type = ChangeState
trigger1 = Time = 550
value = 6300
ctrl= 0

;Explosion de Luna

[Statedef 6300]
type 		= S
physics		= N
anim		= 6300
velset		= 0,0
ctrl		= 0
poweradd        = 0
juggle		= 3
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 2

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 110

[State 240, 4]
type = ChangeState
trigger1 = Time = 188
value = 6300
ctrl= 0


;Bola de fuego Proyectil
[Statedef 6310]
movetype	= A
anim		= 6310
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 7777

[State 2050, 1]
type=PlaySnd
trigger1 = time = 1
value= s3, 51
volume = 50

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


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

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 9
fv = 1
value = -4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 9
value = fvar(1)

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

[STate 2050: hitby]
type = hitby
trigger1 = 1
value = SAC,NP,SP,HP

[State 2050:	NotHitBy]
type			= NotHitBy
trigger1		= 1
value			= SCA

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SAC,NP,SP,HP
stateno = 2055


[State 2050:	VelSet]
type			= VelSet
trigger1		= (!Time)
x			= 7
y			= 0.05; -0.3

[State 2050:	VelMul]
type		= VelMul
triggerall              = vel y < 7
trigger1	= (Time > 7)
x		= 1
y		= 1.5




[State 2050:	Hitdef]
type            = Hitdef
trigger1        = animelem = 3 || animelem = 6 || animelem = 9 || animelem = 12
attr		= S, NP
hitflag		= MAFDP
guardflag	= L
animtype	= Hard
priority	= 7, Hit
damage		= 70,60
pausetime	= 0,20
sparkno		= -1;s2055
sparkxy		= 0,-5
Fall.envshake.time = 30
Fall.envshake.freq = 60
Fall.envshake.ampl = -5
Fall.envshake.phase= 90
hitsound = S3, 13
guardsound = S3, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall=1
Palfx.time          = 70
palfx.add           = 224,88,0
palfx.sinadd        = 48,50,32,16
Palfx.color         = 0
Palfx.invertall     = 0
down.bounce = 1
fall.xvelocity = -1
Fall.yvelocity = -11
fall.damage = 30
envshake.ampl = ifelse(Random <500,-3.6,2.5)

[State 3000:	Expansion]
type		= Explod
trigger1 = Pos y = 0
trigger2 = time = 30
anim		= 6320
id		= 6320
pos		= -30,-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		= 0.5,0.5
sprpriority	= 4
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

[State 2250, Llamas en la bola de fuego]
type = Explod
trigger1 = Time >= 0
anim = 4615
ID = 4615
sprpriority = 6
postype = p1
vel = -.3, -.90
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+40
random = 40, 40
removetime = -2
scale = .3, .3
ownpal = 1


[State 2050, 1]
type=PlaySnd
trigger1 = Pos y = 0
trigger2 = time = 30
value= s3, 52
volume = 50


[State 2050:	DestroySelf]
type			= DestroySelf
triggerall              = pos y = 0
trigger1 		= movecontact = 1

;-------------------------------------------------
;Mouth Blast - FX+Hit
[Statedef 6400]
movetype	= A
anim		= 6400
;velset		= 0,0
ctrl		= 0
poweradd	= 0
juggle		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority	= 4




[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 3051, Explod]
type = Explod
trigger1 = time%10 = 0
anim =  7600
ID = 7600
pos = 5,20
vel = -.2, -.75
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+60
postype = p1
facing = -1
vfacing = 1
bindtime = 1
scale = 0.5,0.7
Ontop = 1
removetime = 9
removeongethit = 1
sprpriority = 4

[State 3051, Explod]
type = Explod
trigger1 = time%10 = 9
anim =  7700
ID = 7700
pos = -10,-15
vel = -.2, -.75
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+60
postype = p1
facing = -1
vfacing = 1
bindtime = 1
scale = 0.7,0.5
Ontop = 1
removetime = 7
removeongethit = 1
sprpriority = 4

[State 3051, Explod]
type = Explod
trigger1 = time%10 = 16
anim =  7800
ID = 7800
vel = -.2, -.75
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+60
postype = p1
facing = -1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
Ontop = 1
removetime = 9
removeongethit = 1
sprpriority = 4


[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		= 144, 33
pausetime	= 6, 8
sparkno		= -1
;sparkxy		= 0, 50
;guard.sparkxy   = 30, 20
guard.sparkno	= -1
hitsound = s3, 50
guardsound = s3, 50
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 = ifelse(Random <490,-3.6,2.5)
fall = 1
palfx.time	= 25
palfx.mul	= 150,50,150
palfx.add	= 250,50,250
palfx.sinadd 	= 175,25,5,4


[State 3000:	humo contra el p2]
type		= Explod
trigger1 = movehit =1
anim		= 2059
id		= 2059
pos		= -5,-20
postype		= p2
facing		= 1
vfacing		= 1
bindtime	= 1
vel		= -2,0
accel		= 0,0
random		= 0,0
removetime	= -2
supermove	= 0
supermovetime	= 0
pausemovetime	= 0
scale		= 0.8,0.8
sprpriority	= 5
ontop		= 0
shadow		= 0,0,0
ownpal		= 1
removeongethit	= 1

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


[State 2350:	DestroySelf]
type			= DestroySelf
trigger1 		= animtime = 0

;------------------------------------------------
;Super Defenza, helper
[Statedef 6001]
type = S
movetype = I
physics = N
juggle = 0
ctrl = 0
anim = 6001
sprpriority = 7777777777

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 0
pos = 0,0
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 6001
time = 1
ignorehitpause = 1

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


[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = Time = 1
v = 24
value = 1
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, prevstateno = 2001
trigger2 = parent, prevstateno = 2002
trigger3 = parent, prevstateno = 2003
trigger4 = parent, prevstateno = 2004
trigger5 = parent, var(19) > 0
trigger6 = parent, stateno = 0
trigger7 = parent, prevstateno = 3000
trigger8 = parent, prevstateno = 2015
trigger9 = parent, prevstateno = 2025
trigger10= parent, prevstateno = 2030
trigger11= parent, prevstateno = 2040
ignorehitpause = 1
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
