;Gemini no Final attack
;------------------------------------------------------------------------
[Statedef 4150, Gemini no Final attack]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 8000

[State 4150, voce Canon]
type = PlaySnd
trigger1 = time =0
value = 212,20

[State 4150, 1]
type = SUPERPAUSE
trigger1 = time = 0
TIME =50
pos = 0,-70
;postype = p1
;bindtime =0
;removetime =0
;sprpriority = 5
;ontop = 1
;removeongethit = 1

[State 4150,2]
type = Explod
trigger1 = animelem =1
anim = 10040
ID = 10040
pos =0
postype =back
sprpriority =-4
supermove = 0
removetime =290
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 4150, 19]
type = Explod
trigger1 = animelem =1
ID = 4078
anim = 4078
postype = p1
pos = 15,-80
removetime =26
ownpal = 1
sprpriority = 3
scale = 1,1
persistent = 0
bindtime = -1
removeongethit = 1
ignorehitpause = 1



;[State 4150, 0]
;type = SuperPause
;trigger1 = AnimElem = 6
;pos = 0, -51
;anim = 31


[State 4150, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = F20, 0

[State 4150, 2]
type = PowerAdd
trigger1 = Time = 0
value = -3000

[State 4150, 3]
type = Velset
trigger1 = AnimElem = 2, >= 0
trigger1 = movecontact = 0
x = 45

[State 4150, 4]
type = Velset
trigger1 = MoveContact
x = 0

[State 4150, 6]
type = PlaySnd
trigger1 = Animelem = 1
value = 0,0

[State 4150, 7]
type = HitDef
trigger1 =  time =0
attr = S, HA
animtype  = Hard
damage    = 123, 123
guardflag = MA
priority = 3
pausetime = 9,10
sparkxy = -10,-58
hitsound   = S88,88
guardsound = S69,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 9
ground.velocity = 1

[State 4150, 8]
type = ChangeState
trigger1 = MoveContact
value = 4151

[State 4150, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 4151]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 172

[State 4151, 0.1]
type = PlaySnd
trigger1 = animelem =5
trigger2=animelem =8
trigger3= animelem =13
value = 99,99

[State 4151, 5]
type = HitDef
trigger1 =  AnimElem = 2
trigger2 =  AnimElem = 10
trigger3 =  AnimElem = 19
trigger4 =  AnimElem = 24
attr = S, HA
damage    = 50, 50
animtype  = light
hitflag = MAFD
guardflag = MA
pausetime = 3, 20
sparkxy = -10,-58
hitsound   = 5,2
guardsound = S1900,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = 0

[State 4151, 5]
type = HitDef
trigger1 =  AnimElem = 6
trigger2 =  AnimElem = 15
trigger3 =  AnimElem = 21
attr = S, HA
damage    = 90, 90
animtype  = Light
hitflag = MAFD
guardflag = MA
pausetime = 3, 20
sparkxy = -16,-37
hitsound   = s99,99
guardsound = -1
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = 0

[State 4151, 0.1]
type = PlaySnd
trigger1 = animelem =21
trigger2=animelem =23
trigger3= animelem =25
value = 88,88

[State 4151, 6]
type = HitDef
trigger1 =  AnimElem = 29
attr = S, HA
damage    = 130, 130
animtype  = medium
hitflag = MAFD
guardflag = MA
pausetime = 5,20
sparkxy = -10,-58
hitsound   = 5,3
guardsound = -1
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = 0,-5
air.velocity = 0,-6

[State 4151, 0.1]
type = PlaySnd
trigger1 = animelem =34
value = 0,12

[State 4151, 7]
type = HitDef
trigger1 =  AnimElem = 34
attr = S, HA
damage    = 100, 100
animtype  = Light
hitflag = MAFD
guardflag = MA
pausetime = 5,20
sparkxy = -10,-58
hitsound   = 5,3
guardsound = -1
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = 0,-5
air.velocity = 0,-5

[State 4151, 7]
type = HitDef
trigger1 =  AnimElem = 38
attr = S, HA
damage    = 50, 50
animtype  = medium
hitflag = MAFD
guardflag = MA
pausetime = 5,20
sparkxy = -10,-58
hitsound   = 5,4
guardsound = -1
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = 0,-5
air.velocity = 0,-5

[State 4151, 19]
type = Explod
trigger1 = win = 1
ID = 10041
anim = 10041
postype = back
pos = 0,0
ownpal = 1
sprpriority = -5
persistent = 0
bindtime = -1
removetime = 230
removeongethit = 1
ignorehitpause = 1

[State 4151, AssertSpecial]
type = assertspecial
trigger1 = win = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1

[State 4151, 5]
type = GameMakeAnim
trigger1 = time >= 1
trigger1 = TimeMod = 3, 0
trigger1 = time <= 56
pos = 30, -50
value = 2
random = 100

[State 4151, 5]
type = HitAdd
trigger1 = time >= 3
trigger1 = TimeMod = 3, 0
trigger1 = time <= 56
value = 1

[State 4151, 5]
type = HitAdd
trigger1 = time >= 3
trigger1 = TimeMod = 3, 0
trigger1 = time <= 56
value = 1

[State 4151, 8]
type = EnvShake
Trigger1 = MoveContact
time = 12
ampl = 4
freq = 127

[State 4152, suono sangue]
type = PlaySnd
trigger1=animelem =28
trigger2= animelem =42
trigger3= animelem =50
trigger4=animelem =65
value = 13,7
volume = 510

[State 4152, suono sangue 2]
type = PlaySnd
trigger1=animelem =1
trigger2= animelem =20
trigger3= animelem =45
trigger4=animelem =60
value = 13,6
volume = 510

[State 4152, blood]
type = Explod
trigger1=animelem =4
anim = 3001
ID = 3001
pos = 0,0
postype = p2
sprpriority = 7
supermove = 1
removetime = 160
ignorehitpause = 0
ownpal = 1
bindtime = -1
persistent = 0


[State 4151, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 4152

;------------------------------------------------------
[Statedef 4152]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 8765

[State 4152, voce Canon]
type = PlaySnd
trigger1 = time =0
value = 8,13

;[State 4152, 1]
;type = SuperPause
;trigger1 = AnimElem = 2
;time = 50
;pos = 0, -31
;anim = 31

[State 4152, blood]
type = Explod
trigger1 = animelem =1
anim = 3002
ID = 3002
pos = 0,0
postype = p2
sprpriority = 8
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 4152, 3]
type = Velset
trigger1 = Time > 0
x = 2


;State 4152, 7]
;type = AfterImage
;trigger1 = AnimElem =1
;Time = 90

[State 4152, 8]
type = HitDef
trigger1 = time =0
attr = S, HA
animtype  = Hard
damage    = 299, 299
guardflag = MA
priority = 3
pausetime = 1,5
sparkxy = -10,-58
hitsound   = S0,11
guardsound = S1900,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5,-2
air.velocity = -5,-1
fall = 1
fall.yvelocity = -2.5
fall.recover = 0

[State 4152, 5]
type = HitAdd
trigger1 = time >= 3
trigger1 = TimeMod = 3, 0
trigger1 = time <= 56
value = 1

[State 4152, 5]
type = HitAdd
trigger1 = time >= 3
trigger1 = TimeMod = 3, 0
trigger1 = time <= 56
value = 1

[State 4152, 5]
type = GameMakeAnim
trigger1 = time >= 1
trigger1 = TimeMod = 3, 0
trigger1 = time <= 56
pos = 30, -50
value = 2
random = 100

[State 4152, 9]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl =1

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

;pugno diabolico (genmaken)
[Statedef 4001]
type = S
movetype = A
physics = S
anim = 98
poweradd = -2000
juggle = 5
velset = 7
ctrl = 0

;[State 901, POLVERE]
;type = Explod
;trigger1 = AnimElem = 1
;pos = 0,4
;anim = 401
;sprpriority = -2
;supermove = 1
;removeongethit = 1
;ID = 401
;scale = 1,1



[State 901, POLVERE]
type = Explod
trigger1 = AnimElem = 1
anim = 461
ID = 461
pos = 0
postype = p1
sprpriority = -2
supermove = 1
removetime = 110
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 901, POLVERE 2]
type = Explod
trigger1 = AnimElem = 1
anim = 402
ID = 402
pos = 0
postype = p1
sprpriority = 2
supermove = 1
removetime = 110
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;[State 901, POLVERE]
;type = Explod
;trigger1 = AnimElem = 1
;pos = -2,2
;anim = 402
;sprpriority = 2
;supermove = 1
;removeongethit = 1
;ID = 402
;scale = 1,.8

[State 4001, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,16
volume = 510

[State 4001, filmato]
type = Explod
trigger1 = AnimElem = 1
anim = 4008
pos = -320,-0
postype = right
sprpriority = -2
supermove = 1
removetime = 72
ignorehitpause = 0
ownpal = 1
bindtime = -1
persistent = 0

[State 4001,raggio elettrico]
type = Explod
trigger1 = AnimElem = 3
anim = 4003
ID = 4003
pos = 0
postype = p1
sprpriority = 5
supermove = 1
removetime = 28
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;[State 4001,2,aura rossastra]
;type = Explod
;trigger1 = AnimElem = 5
;anim = 3670
;ID = 3670
;pos = 0
;postype = p2
;sprpriority = 1
;supermove = 1
;removetime = 600
;ignorehitpause = 1
;ownpal = 1
;bindtime = -1
;persistent = 0

[State 4001, 4]
type = hitdef
trigger1 = AnimElem = 4
trigger2= AnimElem = 5
sprpriority = 6
forcestand = 1
attr = S, SP
projanim = 98
projhitanim = 3667
postype = p1
damage = 100,1
animtype = light
guardflag = 1
pausetime = 3,3
sparkno = s4001
guard.sparkno = -1
hitsound   = S13,4
guardsound = S1000,2
ground.type = low
ground.slidetime = 0
ground.hittime  = 580
ground.velocity = -8
air.velocity = -1,0
palfx.time = 560
palfx.mul = 90,160, 170
palfx.sinadd = 110,115,160,220
palfx.add = 49,153,221

;palfx.sinadd = 110,180,190

;tende a verde
;palfx.mul = 120,240,120
;palfx.sinadd = 110,115,160,220
;palfx.add = 114,150,221

;tende a rosso
;palfx.mul = 240,192,128
;palfx.sinadd = 96,128,160,16
;palfx.add = 224,128,64


[State 4001 , 8]
type = VelAdd
trigger1 = AnimElem = 5
x = 30

[State 4001 , 9]
type = VelAdd
trigger1 = AnimElem = 6
x = 80

[State 4001 , 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 4002
;-----------------------------------------------------------
[Statedef 4002]
type = S
movetype = A
physics = S
anim = 1352
juggle = 0
velset = -1
ctrl = 0

;type = S
;movetype = A
;phsyics = N
;anim = 0     ;1352
;velset = 0,0  ;30


[State 4002 , voce Canon ride]
type = PlaySnd
trigger1 = AnimElem = 1
value = 212,2;181,0

[State 4002, filmato]
type = Explod
trigger1 = AnimElem = 1
anim = 4010
pos = -320,-0
postype = right
sprpriority = -2
supermove = 1
removetime = 65
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 4002,1]
type = ChangeState
trigger1 = Time >= 65
trigger1 = command = "genmaken final" && power >= 1000
value = 4004

[State 4002 , changestate]
type = ChangeState
trigger1 = time = 95
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;intervallo per colpire(genmaken)
;[Statedef 4003]
;type = S
;physics = S
;sprpriority = 0

;[State 4003,1]
;type = ChangeState
;trigger1 = Time >= 1
;trigger1 = command = "genmaken final" && power >= 1000
;value = 4004

;[State 4003, 1]
;type = ChangeState
;trigger1 = Time = 1000
;value = 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
 ;pugno diabolico finale (genmaken)
[Statedef 4004]
type = S
movetype = A
physics = S
anim = 99
poweradd = -1000
juggle = 6
velset = 7
ctrl = 0

;[State 4004 , 1]
;type = SuperPause
;trigger1 = Time = 0
;time = 100
;anim = 98
;darken = 0
;supermove = 1
;movetime = 225

[State 3081, sfondo scuro]
type = Explod
trigger1 =  AnimElem = 4
pos = 0,0
anim = 8727
ID = 8727
postype = back
sprpriority = -8
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 1
removetime = 31

[State 3081, sfondo scuro]
type = Explod
trigger1 =  AnimElem = 4
pos = 0,0
anim = 87277
ID = 87277
postype = back
sprpriority = -9
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 1
removetime = 40


[State 901, POLVERE]
type = Explod
trigger1 = AnimElem = 1
pos = 0,4
anim = 461
sprpriority = -2
supermove = 1
removeongethit = 1
ID = 401
scale = 1,1

[State 901, RAGGIO LUMINOSO]
type = Explod
trigger1 = AnimElem = 1
pos = 0,0
anim = 415
postype = p1
removetime = 120
sprpriority = 1
supermove = 1
bindtime = 70
ontop = 1
removeongethit = 1



;[State 901, POLVERE]
;type = Explod
;trigger1 = AnimElem = 1
;pos = -2,2
;anim = 402
;sprpriority = 2
;supermove = 1
;removeongethit = 1
;ID = 402
;scale = 1,.8

[State 4004, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 212,11
volume = 510

[State 4004, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 13,3


[State 4004, filmato]
type = Explod
trigger1 = AnimElem = 1
anim = 4009
pos = -320,-0
postype = right
sprpriority = -2
supermove = 1
removetime = 173
ignorehitpause = 0
ownpal = 1
bindtime = -1
persistent = 0

[State 4004,raggio elettrico]
type = Explod
trigger1 = AnimElem = 4
anim = 412
ID = 412
pos = 0
postype = p1
sprpriority = 5
supermove = 1
removetime = 28
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 4004, 4]
type = hitdef
trigger1 = AnimElem = 6
trigger2= AnimElem = 7
sprpriority = 6
forcestand = 1
attr = S, SP
projanim = 99
projhitanim = 3000
postype = p1
damage = 900
animtype = light
guardflag = 1
pausetime = 4,4
sparkno = s4001
guard.sparkno = -1
hitsound   = S13,7
guardsound = S1000,2
ground.type = low
ground.slidetime = 0
ground.hittime  = 580
ground.velocity = -8
air.velocity = -1,0
palfx.time = 560
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64
palfx.sinadd = 110,180,190

[State 4001,blood]
type = Explod
trigger1 = AnimElem = 7
anim = 3000
pos = 0
postype = p2
sprpriority = 1
supermove = 1
removetime = 50
ignorehitpause = 0
ownpal = 1
bindtime = -1
persistent = 0
 ;  projanim = 98
; projhitanim = 3670

;tende a verde
;palfx.mul = 120,240,120
;palfx.sinadd = 110,115,160,220
;palfx.add = 114,150,221

;tende a rosso
;palfx.mul = 240,192,128
;palfx.sinadd = 96,128,160,16
;palfx.add = 224,128,64

[State 4004 , 8]
type = VelAdd
trigger1 = AnimElem = 5
x = 30

[State 4004 , 9]
type = VelAdd
trigger1 = AnimElem = 6
x = 80

[State 4004 , 10]
type = ChangeState
trigger1 = AnimElem = 8
value =0
ctrl = 1

;Sacro gemini
[Statedef 3080]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 110
sprpriority = -1

[State 3080]
type = PlaySnd
trigger1 = time = 0
value = 8, 25

[State 3080, Spause]
type = Superpause
trigger1 = Time = 0
anim = -1
pos = 0,0
Time = 100
movetime = 0
darken = 1

[State 3080, afterimage]
type = AfterImage
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
time = 35
PalBright = 10,10,10
PalContrast = 128,200,200
trans = Add1

[State 3080, POLVERE]
type = null
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
pos = 36,3
anim = 400
sprpriority = 5
supermove = 1
scale = 0,0
removeongethit = 1



[State 3080, Velset]
type = VelSet
trigger1 = Time >= 1
x = 15

[State 3080]
type = PlaySnd
trigger1 = Time = 10
value = 212, 1

[State 3015]
type = ChangeState
trigger1 = P2Dist X <= 80
value = 3081
ctrl = 1

[State 3015, Velset]
type = VelSet
trigger1 = time = 69
x = 0

[State 3080]
type = ChangeState
trigger1 = Time = 70
value = 0
ctrl = 1

[Statedef 3081]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 207
poweradd = 0
sprpriority = 2

[State 3081, Spause]
type = Superpause
trigger1 = Time = 0
anim = s530
pos = 50,-80
Time = 40
movetime = 0
darken = 0

[State 3081]
type = PlaySnd
trigger1 = Time = 0
value = 16, 0

[State 3081, sfondo]
type = Explod
trigger1 = Time = 1
pos = -320,0
anim = 437
ID = 437
postype = right
sprpriority = -7
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 1
removetime = 60

[State 3081, sfondo]
type = null
trigger1 = Time = 1
pos = -320,0
anim = 433
ID = 433
postype = back
sprpriority = -9
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 1
removetime = 60


[State 3081, removeEX]
type = null
triggerall = NumExplod(353) = 1
trigger1 = Time = 0
ID = 353

[State 3081, Cosmo]
type = null
trigger1 = AnimElem = 1
anim = 352
ID = 352
pos = 0,0
postype = p1
sprpriority = -2
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 0
Scale = 1,.99

[State 3081, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 60
PalBright = 10,10,10
PalContrast = 128,200,200
trans = Add1

[State 3081, Velset]
type = VelSet
trigger1 = Time = 0
x = 5

[State 3081]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
value = 0, 0

[State 3081]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
attr = S, HA
damage = 20
animtype = Light
guardflag = -1
hitflag = MAF
priority = 3, Hit
pausetime = 2,9
sparkno = s560
sparkxy = -10, -80
hitsound   = S240,0
guardsound = S6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 10
air.velocity = 10,2
air.type = High
air.hittime = 12
envshake.time =  10
envshake.freq = 10
envshake.ampl = 5
envshake.phase = 5

[State 3081]
type = ChangeState
trigger1 = AnimTime = 0
value = 3082
ctrl = 1

[Statedef 3082]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 9876
sprpriority = -1

[State 181]
type = PlaySnd
trigger1 = AnimElem = 3
value = 16, 1

[State 3082, Spause]
type = Superpause
trigger1 = Time = 0
anim = s550
pos = -55,-102
Time = 8
movetime = 0
darken = 0

[State 3082, Cosmo]
type = null
trigger1 = AnimElem = 1
anim = 354
ID = 354
pos = 0,0
postype = p1
sprpriority = -2
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 0
Scale = 1,.99

[State 3082, POLVERE]
type = Explod
trigger1 = time = 10
trigger2 = time = 15
trigger3 = time = 20
pos = 36,3
anim = 400
sprpriority = 5
supermove = 1
scale = 0,0
removeongethit = 1

[State 3082, Velset]
type = VelSet
trigger1 = AnimElem = 3
x = 20

[State 3082, Velset]
type = VelSet
trigger1 = time = 25
x = 40

[State 3082]
type = PlaySnd
trigger1 = Time = 10
value = 0, 1

[State 3082]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Medium
damage    = 110
guardflag = MA
pausetime = 2,9
sparkno = s405
sparkxy = -30,-100
hitsound   = S1200,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5,-2
envshake.time =  50
envshake.freq = 50
envshake.ampl = 5
envshake.phase = 5
p2stateno = 3085

[State 3082]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; paralisi state
[Statedef 3085]
type = S
movetype= H
physics = N
velset = 0,0

[State 3085, PosAdd]
type = PosAdd
trigger1 = Time = 0
y = 0

[State 3085]
type = ChangeAnim2
trigger1 = Time = 0
value = 5007

[State 3085, VELSET]
type = velset
trigger1 = time = 0
X = 0
Y = 0

[State 3085]
;type = ChangeState
type = SelfState
trigger1 = time = 250
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 4050, Ultime Phoenix]
type = S
movetype = I
physics = S
anim = 2201
poweradd = -3000
velset = 0
ctrl = 0

[State 4050, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 36, 0
channel = 0

[State 4050, Tux1]
type = PlaySnd
trigger1 = (Time != 0) && (Time % 45 = 0)
value = 3, 3

;bg flamme
[state 4050, explod]
type = Explod
triggerall = NumExplod(2101) = 0
triggerall = stateno = 2100
trigger1 = time = 0
anim = 2101
id = 2101
pos = 0,0
postype = LEFT
sprpriority = -4
removetime = 60
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1

;sign
[State 4050, 0]
type = Explod
triggerall = NumExplod(2102) = 0
triggerall = stateno = 2100
trigger1 = Time = 0
anim = 2102
id = 2102
pos = 0,0
postype = p1
sprpriority = -3
removetime = 50
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1

[State 4050, EXPLOS Cosmos]
type = Explod
;triggerall = NumExplod(2002) = 0
trigger1 =  AnimElem = 1;Elem=1
anim =8108
id = 2002
pos = 0,10
postype = p1
sprpriority = 2
removetime = -2
bindtime = -1
ownpal = 1
supermove = -2
removeongethit = 1
supermovetime = 700

;7ème sens
[state 4050, 7sens]
type = explod
triggerall = NumExplod(2104) = 0
triggerall = stateno = 2100
trigger1 = time = 0
anim = 2104
id = 2104
pos = 0,0
postype = left
sprpriority = -2
supermove = 1
removetime = 210
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;cosmo standing remove
[State 4050,2]
type = RemoveExplod
trigger1 = 1
ID = 2

[State 4050, 0]
type = AssertSpecial
trigger1 = Time = [0,9000]
flag = nomusic
persistent = 1

[State 4050 , 3]
type = EnvShake
trigger1 = Time = 0
time = 400

[State 4050 , 7]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000,1

[State 4050, Tux2]
type = EnvColor
trigger1 = AnimElem = 8
value = 255,255,255
under = 0
time = 5

[State 4050 , 12.1]
type = ChangeState
trigger1 = AnimTime = 0
value = 4054
ctrl = 0

;===========================================================
[Statedef 4054]
type = S
movetype = A
physics = S
anim = 8125
velset = 0,0
juggle = 0
ctrl = 0

[State 805, Hitspark]
type = Explod
trigger1=AnimElem = 3
trigger2=AnimElem = 5
trigger2=AnimElem = 6
anim = 800500
Scale= 0.25,0.25
ontop = 1
postype = p1
pos = -16,-89
bindtime = 60

[State 4054 , 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 4055
ctrl = 0
;===========================================================
[Statedef 4055]
type = S
movetype = A
physics = S
anim = 8126
velset = 0,0
juggle = 0
ctrl = 0

[State 805, Hitspark]
type = Explod
trigger1=AnimElem = 1
trigger2=AnimElem = 2
trigger2=AnimElem = 3
anim = 800500
Scale= 0.28,0.28
ontop = 1
postype = p1
pos = -16,-89
bindtime = 60

[State 4050, Tux1]
type = PlaySnd
trigger1 = Time = 0
value = 3,3

[State 4050, Tux2]
type = PlaySnd
trigger1 = Time = 0
value = 4100,2

[State 4055, Explod]
type = Explod
trigger1 = Time =9
anim = 8131
ID =8131
pos = 0,-35
postype =back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 80
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 4055, foudre asard ]
type = Explod
;trigger1 = ProjContact =1 ;Anim=3008 ;AnimElem=1,28
trigger1= Time=1
pos =80,-200
random =5000,0
anim = 8034
ID = 8050
postype = p1
sprpriority = -8
ignorehitpause = 1
ownpal = 1
bindtime = 1
;persistent = 0
;removeongethit = 1
;supermove = 1
removetime = 130
supermovetime = 700

[State 4055, sol ]
type = Explod
;trigger1 = ProjContact =1 ;Anim=3008 ;AnimElem=1,28
;trigger1 = Time
trigger1 = Time=1
pos =80,70
random =200,0
anim = 8050
ID =8050
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-3
removetime =700
supermove
pausemove
supermovetime = 700
scale = 1,1
sprpriority =0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 4055, Projectile]
type = Projectile
trigger1 = AnimElem=1
ProjID = 8129
projanim = 8129
projhitanim = -1
;projremanim =
;projcancelanim =
projscale = 1,1
projremove =0
projremovetime = 100
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss = 100
projpriority = 1
projsprpriority = 3
projedgebound = 100
projstagebound = 100
projheightbound = -240
offset = 0,-50
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 7000
pausemovetime = 7000
; HitDef
attr = S,NA;SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = -1         ;HLA
getpower = 0,0
givepower = 0,0
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 0,0
pausetime = 0,115
sparkno = 0
guard.sparkno = 0
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slide = 0
ground.hit = 0
air.hittime = 20
ground.hittime=150
ground.velocity = 0,0
air.velocity = 0,0
sprpriority = 1
;=============================
;sitouchez
[State 4055 , 11]
type = ChangeState
trigger1 =time=100;AnimTime = 0
trigger1 = p2stateno = [5000,5300]
;trigger1 = ProjContact=1
value =4056
ctrl =0
;=============================
;si  manqué
[State 4055 , 11]
type = ChangeState
trigger1 =time=100;AnimTime = 0
;trigger1 = p2stateno = [5000,5300]
;trigger1 = ProjContact=0
value =0
ctrl =1
;===========================================================
;===========================================================
;===========================================================
;P2 STATE1
[Statedef 4082]
type = S
movetype = I
physics = s
ctrl =0
;anim = 4082

[state 4082, 0]
type = changeanim2
trigger1 = time = 0
value = 4082

;[State 0, VelSet]
;type = VelSet
;trigger1 = AnimElem=1
;x = 0
;y = -10
;ignorehitpause =
;persistent =



 [State 4082 , 11]
type = ChangeState
trigger1 =Time =150
value = 4081
ctrl =0
;===========================================================
;P2 STATE 2 décolage
[Statedef 4081]
type = S
movetype = I
physics = s
ctrl =0
;anim = 4081

[state 4082, 0]
type = changeanim2
trigger1 = time = 0
value = 4081




[State 4082, VelSet]
type = VelSet
trigger1 =  AnimElem=1
x = 0
y = -10
;ignorehitpause =
;persistent =


 [State 4082 , 11]
type = ChangeState
trigger1 =Time =100
value = 4083;5030
ctrl =0

;[State 4403 , 11]
;type = ChangeState
;;trigger1 =AnimTime = 0
;value =0
;ctrl =1

 ;===========================================================
;P2 STATE 3 dans les étoille
[Statedef 4083]
type = S
movetype = I
physics = s
;anim = 4083

[state 4083, 0]
type = changeanim2
trigger1 = time = 0
value =4083

[State 4083, PosSet]
type = PosSet
trigger1 = AnimElem=1
x = 0
y = 8
;ignorehitpause =
;persistent =


[State 4083, VelSet]
type = VelSet
trigger1 = AnimElem=1
x = 0
y = -1
;ignorehitpause =
;persistent =



 [State 4083, palfx]
type = PalFX
trigger1 = time = 1
time = 250
add = 255,157,32
sinadd = 40,40,40,3

 [State 4083 , 11]
type = ChangeState
trigger1 =Time =300
value =4084;5030 ;5100
ctrl =0

;===========================================================
 ;p2 chut
[Statedef 4084]
type = S
movetype = I
physics = s
ctrl =0

[state 4084, 0]
type = changeanim2
trigger1 = time = 0
value =821

;vel feux
[State 4084, Vel]
type = VelSet
trigger1 = Anim =821
trigger1 = AnimElem =1
X = 0
Y = 7

[State 4084, LifeSet]
type = LifeSet
trigger1 = Time = 42
value =  -0

[State 4084 , 11]
type = ChangeState
trigger1 = Pos Y >= 0
value =5030;5150;5030; 5100;5030
ctrl =0
;===========================================================

;===========================================================
 ;foncé
[Statedef 4056]
type = S
movetype = A
physics = S
anim = 8127
velset = 0,0
juggle = 0
ctrl = 0

[State 4050, Tux1]
type = PlaySnd
trigger1 = Time = 0
value = 3,3

[State 4050, Tux2]
type = PlaySnd
trigger1 = Time = 30
value = 4100,2

[State 4056, afterimage]
type = AfterImage
trigger1 = AnimElem=2
time = 30
palbright = 50,50,50
palcontrast = 255,128,64
PalMul = 1,1,1
palpostbright = 0,0,0
PalAdd = 0, 0, 0
trans = Add1

[State 4056, PlayerPush]
type = PlayerPush
trigger1 =AnimElem=2
value = 0
;ignorehitpause =
;persistent =

[State 4056, PlaySnd]
type = PlaySnd
trigger1 = MoveContact=1
value = S1,6
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 4056, voix]
type = PlaySnd
trigger1 = time=0
value = 3,10
channel = 0

[State 4056, fxf]
type = PlaySnd
trigger1 = time=0
value = S2000,1
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 4056, VelSet]
type = VelSet
trigger1 = AnimElem=2
x = 70
y = 0
;ignorehitpause =
;persistent =

[State 4056, 2]
type = HitDef
trigger1 = AnimElem =2
;trigger2 = AnimElem = 3
;trigger3 = AnimElem = 4
hitflag = MAF        ;HLAFD+-
attr = S,ST
animtype  = Medium
damage    = 0
guardflag = MA
pausetime =0,12
mindist = -1 ,-1
maxdist = -1,-1
snap =15,0
sparkno =S500000
guard.sparkno = 0
sparkxy = 0,0
;hitsound   = s1,2
;uardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity =0,0
p2stateno =4082

[State 4056 , 11]
type = ChangeState
 trigger1 = MoveContact =1
trigger1 = p2stateno = [4082,4083]
;trigger1 = p2bodydist X <= 0
;trigger1 = MoveContact=1

vel= x=-70
;triggerall =
value =4057
ctrl =0

[State 4056 , 11]
type = ChangeState
trigger1 =AnimTime = 0
value =0
ctrl =1

;===========================================================
 ;décolage
[Statedef 4057]
type = S
movetype = A
physics = S
sprpriority = -2
anim = 8128
velset = 0,0
juggle = 0
ctrl = 0

[State 4050, Tux1]
type = PlaySnd
trigger1 = (Time != 0) && (Time % 100 = 0)
value = 3,3

[State 4050, Tux2]
type = PlaySnd
trigger1 = Time = (Time != 0) && (Time % 100 = 0)
value = 4100,2
channel = 4

[State 4050, Tux3]
type = PlaySnd
trigger1 = Time = ((Time % 100 = 0) + 90)
value = 4100,2
channel = 5

 [State 4057, BindToTarget]
type = BindToTarget
triggerall = P2Name != "cassios"
trigger1 =1
time = 1
ID = -1
pos =1,0,Foot

 [State 4057, BindToTarget]
type = BindToTarget
triggerall = P2Name = "cassios"
trigger1 =1
time = 1
ID = -1
pos = -10,-20,Foot

[State 4057, PlaySnd]
type = PlaySnd
trigger1 =time=150
value = S2,7
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 4057,fxfd]
type = PlaySnd
trigger1 =time=150
value = S4300,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


;Bg effect flache de lumier
[State 4057, 2]
type = BGPalfx
;trigger1 = time=10
trigger1 = AnimElem =3
ignorehitpause = 1
time = 20
mul =  255,255,255
add =  255,255,255
invertall =-1

[State 4057, PlayerPush]
type = PlayerPush
trigger1 =AnimElem=2
value = 0
;ignorehitpause =
;persistent =

[State 4057, afterimage]
type = AfterImage
trigger1 = AnimElem=3
time = 30
palbright = 50,50,50
palcontrast = 255,128,64
PalMul = 1,1,1
palpostbright = 0,0,0
PalAdd = 0, 0, 0
trans = Add1

;brat
[State 4057, Explod]
type = Explod
trigger1 = AnimElem=2
anim =8130
ID =8130
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
;removetime = 300
supermove
pausemove
scale = 1,1
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

 [State 4057, pousier]
type = Explod
;triggerall = NumExplod(2002) = 0
trigger1 =  AnimElem=4;Elem=1
anim =8137
id = 2002
pos = 0,10
postype = p1
sprpriority = 2
;removetime = 1
bindtime = 1
ownpal = 1
supermove = -2
removeongethit = 1
supermovetime = 700

[State 4057, foudre asard ]
type = Explod
;trigger1 = ProjContact =1 ;Anim=3008 ;AnimElem=1,28
trigger1= Time=25=0
pos =80,-200
random =5000,0
anim = 8234
ID = 8050
postype = p1
sprpriority = -8
ignorehitpause = 1
ownpal = 1
bindtime = 1
;persistent = 0
;removeongethit = 1
;supermove = 1
removetime = 130
supermovetime = 300

[State 4057, sol ]
type = Explod
;trigger1 = ProjContact =1 ;Anim=3008 ;AnimElem=1,28
;trigger1 = Time
trigger1 = Time%25=0
pos =80,300
random =200,0
anim = 8050
ID = 8050
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-3
removetime =80
supermove
pausemove
supermovetime = 700
scale = 1,1
sprpriority =0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 4057, EXPLOS Cosmos]
type = Explod
;triggerall = NumExplod(2002) = 0
trigger1 =  AnimElem=1;Elem=1
anim =8143;8108 ;8143
id = 2002
pos = 0,10
postype = p1
sprpriority = -3
removetime = 130
bindtime = -1
ownpal = 1
supermove = -2
removeongethit = 1
supermovetime = 700

[State 4057, PosAdd]
type = PosAdd
trigger1 = AnimElem=1
x = 70;34
y = 0
;ignorehitpause =
;persistent =

[State 4057, VelSet]
type = VelSet
trigger1 = time=150
x = 0
y = -10
;ignorehitpause =
;persistent =

[State 4057 , 11]
type = ChangeState
trigger1 =AnimTime = 0
value =4058;5030
ctrl =1
;===========================================================
 ;spesce state
[Statedef 4058]
type =A
movetype =I
physics = S
sprpriority = -1
anim = 8132
velset = 0,0
juggle = 0
ctrl = 0

[State 4058, voix]
type = PlaySnd
trigger1 = Time = 30
value = 36,2
channel = 0

[State 4058, PosSet]
type = PosSet
triggerall = P2Name != "cassios"
trigger1 = AnimElem=1
x = 0
y = 8

[State 4058, PosSet]
type = PosSet
triggerall = P2Name = "cassios"
trigger1 = AnimElem=1
x = -8
y = 8

[State 4058, VelSet]
type = VelSet
trigger1 = AnimElem=1
x = 0
y = -1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=15
value = S3,6
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, StopSnd]
type = StopSnd
trigger1 =Time = 300
channel = -1
;ignorehitpause =
;persistent =


[State 4058 comet]
type = Explod
trigger1 =  Time =  1
;trigger1 = Pos X > 0
pos = 0,90
anim =8135
ID = 8135
scale = 1,1
postype = p1
sprpriority = 6
ignorehitpause = 3
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = -1
supermove = 1
removetime = 300
 supermovetime = 700

;fon de feux
[State 4058 fontde feux  ]
type = Explod
trigger1 =  Time =  1
;trigger1 = Pos X > 0
pos = 0,0
anim =8136
ID = 8136
scale = 2,2
postype = left
sprpriority = 1
ignorehitpause = 1
ownpal = 1
bindtime = 1
persistent = 0
removeongethit = -1
supermove = 1
removetime = 300
 supermovetime = 700

 ;rey1
[State 4058 rey1]
type = Explod
trigger1 =  Time =  1
;trigger1 = Pos X > 0
pos = 0,0
anim =8134
ID = 8134
scale = 2,2
postype = left
sprpriority = 1
ignorehitpause = 1
ownpal = 1
bindtime = 1
persistent = 0
removeongethit = -1
supermove = 1
removetime = 300
supermovetime = 700

;rey2
;[State 4058 rey2]
;type = null
;trigger1 =  Time =  1
;trigger1 = Pos X > 0
;pos = 0,0
;anim =8134
;ID = 8134
;scale = 2,2
;postype = left
;sprpriority = 6
;ignorehitpause = 1
;ownpal = 1
;bindtime = 1
;persistent = 0
;removeongethit = -1
;supermove = 1
;removetime = 300
;supermovetime = 700

[State 4058, palfx]
type = PalFX
trigger1 = time = 1
time = 250
add = 255,157,32
sinadd = 40,40,40,3

[State 4058 font ]
type = Explod
trigger1 =  Time =  1
;trigger1 = Pos X > 0
pos = 0,50
anim =8133
ID = 8133
scale = 1,1
postype = left
sprpriority = -3
ignorehitpause = 1
ownpal = 1
bindtime = 1
persistent = 0
removeongethit = -1
supermove = 1
removetime = 300
 supermovetime = 700


[State 4058 , 11]
type = ChangeState
trigger1 =Time = 300
;fall=1
value =4059;5030 ; 5100
ctrl =1
;===========================================================
 ;chut
[Statedef 4059]
type =A
movetype =A
physics = N
anim = 8138
velset = 0,0
juggle = 0
ctrl = 0

;vel feux
[State 4059, Vel]
type = VelSet
trigger1 = Anim = 8138
trigger1 = AnimElem =1
X = 0
Y = 7

[State 4059, win fon]
type = Explod
trigger1 = Pos Y >=4
anim = 31000
pos = -320,0
postype = right
sprpriority = -3
supermove = 1
removetime = 80
ignorehitpause = 0
ownpal = 1
bindtime = -1
persistent = 0
;scale = 1.3, 1.3
supermovetime = 40

[State 4059, Voice]
type = PlaySnd
trigger1 = Pos Y >= 4
value = 5000,1
channel = 0

;[State 4059, saintfinish]
;type = Explod
;trigger1 = time=25
;anim = 8151
;pos = -320,0
;postype = right
;sprpriority = 1
;supermove = 1
;removetime = 280
;ignorehitpause = 0
;ownpal = 1
;bindtime = -1
;persistent = 0
;scale = 1.3, 1.3
;supermovetime = 140


[State 4059 , 11]
type = ChangeState
trigger1 = Pos Y >=4
value =4040; 5100
ctrl =0
;===========================================================
;au sol
[Statedef 4040]
type    = A
movetype= A
physics = N
velset = 0,0
anim=8139
ctrl = 0

;chok roché
[State 4040, Explod]
type = Explod
trigger1 =AnimElem =1
anim =8142
ID = 8142
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 = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 4040, Tux]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0

[State 4040, EnvShake]
type = EnvShake
trigger1 = AnimElem =1
time =50
;freq = 60
;ampl = -4
;phase = 90
;ignorehitpause =
;persistent =

[State 4040,1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4040 , 11]
type = ChangeState
trigger1 = AnimTime = 0
value =4041
ctrl =0
;===========================================================
;soné
[Statedef 4041]
type    = A
movetype= A
physics = N
velset = 0,0
anim=8140
ctrl = 0

[State 4041, voix]
type = PlaySnd
trigger1 = Time = 330
value = 5555,20
channel = 0

[State 4041,1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4041]
type = VarSet
triggerall = p2life <= 0
trigger1 = Time = 220
var(7) = 1

[State 4041]
type = changeanim
trigger1 = anim = 8140
trigger1 = Roundstate = 2
trigger1 = alive
value = 8150


;---------------------------------------------------------------------------
; Triple Kung Fu Palm (hyper)
; CNS difficulty: medium
; Notes: Notice that the HitDefs in supers have "getpower = 0". This makes
;        sure KFM doesn't recharge his super guage as he hits.
;        Also, the attributes for the HitDefs is "HA" for "hyper attack",
;        ie. "attr = S, HA".
;        Notice how the first HitDef is reused twice by allowing it to
;        trigger on two animation elements.

[Statedef 33333]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 33333
ctrl = 0
sprpriority = 2

[State 11112, 1]
type = varset
trigger1 = var(1) != 0
trigger1 = time = 0
v = 1
value = 0

[State 11112, 2]
type = removeexplod
trigger1 = time > 0
id = 29180

[State 11112, 2]
type = removeexplod
trigger1 = time > 0
id = 6666

[State 11112, 2]
type = removeexplod
trigger1 = time > 0
id = 8888

[State 33333, Width]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 15,0

[State 33333, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = -16,-68
anim = S88
sound = 20, 0
poweradd = -2000

[State 33333, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 33333, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 33333, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 12

[State 33333, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && Time < 30
value2 = C, NA
time = 1

[State 33333,Super F]
type = PlaySnd
trigger1 = AnimElem = 2,1
value = 0,11

[State 33333, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = Animelem = 17
trigger5 = AnimElem = 24
trigger6 = Animelem = 34
trigger7 = AnimElem = 43
trigger8 = AnimElem = 46
trigger9 = AnimElem = 51
trigger10 = Animelem = 57
trigger11 = AnimElem = 64
trigger12 = Animelem = 74
trigger13 = AnimElem = 75
value = S10,10

[State 33333, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 33333, 3]
type = PosAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 16
trigger4 = AnimElem = 24
trigger5 = AnimElem = 26
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
trigger8 = AnimElem = 34
trigger9 = AnimElem = 45
trigger10 = AnimElem = 49
trigger11 = AnimElem = 56
trigger12 = AnimElem = 64
trigger13 = AnimElem = 66
trigger14 = AnimElem = 68
trigger15 = AnimElem = 72
trigger16 = AnimElem = 74
trigger17 = AnimElem = 75
x = 10

[State 33333, 4]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = AnimElem = 17
trigger5 = AnimElem = 24
trigger6 = AnimElem = 34
trigger7 = AnimElem = 43
trigger8 = AnimElem = 46
trigger9 = AnimElem = 51
trigger10 = AnimElem = 57
trigger11 = AnimElem = 64
trigger12 = AnimElem = 74
trigger13 = AnimElem = 75
x = 6

[State 33333, 4]
type = PosAdd
trigger1 = AnimElem = 2
x = 5

[State 33333, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
animtype  = Hard
damage    = 42,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = S99,99
guardsound = S69,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 33333, 6]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Hard
damage    = 42,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = S99,99
guardsound = S69,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 33333, 7]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
animtype  = Hard
damage    = 45,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 20,20
sparkno = 0
sparkxy = -10,-80
hitsound   = S88,88
guardsound = S69,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -6
guard.velocity = -12
air.velocity = -5,-4
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 0
fall.recover = 0

[State 33333, 8]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype  = Hard
damage    = 45,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 20,20
sparkno = 0
sparkxy = -10,-95
hitsound   = S88,88
guardsound = S69,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -6
guard.velocity = -12
air.velocity = -5,-4
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 0
fall.recover = 0

[State 33333, 9]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
animtype  = Hard
damage    = 42,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-70
hitsound   = S99,99
guardsound = S69,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 33333, 10]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
animtype  = Hard
damage    = 42,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = S99,99
guardsound = S69,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 33333, 11]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
animtype  = Hard
damage    = 42,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = S99,99
guardsound = S69,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0


[State 33333, 12]
type = HitDef
trigger1 = AnimElem = 21
attr = S, HA
animtype  = Hard
damage    = 42,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = S99,99
guardsound = S69,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 33333, 13]
type = HitDef
trigger1 = AnimElem = 29
attr = S, HA
animtype  = Hard
damage    = 42,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = S99,99
guardsound = S69,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 33333, 14]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
animtype  = Hard
damage    = 45,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 20,20
sparkno = 0
sparkxy = -10,-60
hitsound   = S88,88
guardsound = S69,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -6
guard.velocity = -12
air.velocity = -5,-4
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 0
fall.recover = 0

[State 33333, 15]
type = HitDef
trigger1 = AnimElem = 36
attr = S, HA
animtype  = Hard
damage    = 42,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = S99,99
guardsound = S69,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 33333, 16]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
animtype  = Hard
damage    = 42,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = S99,99
guardsound = S69,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 33333, 17]
type = HitDef
trigger1 = AnimElem = 47
attr = S, HA
animtype  = diagup
damage    = 102, 5
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = S99,99
guardsound = S69,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -50, -5
air.velocity = -50,-10
air.fall = 1
fall.animtype = Hard
fall.recover = 0
fall = 1

[State 33333, 17]
type = HitDef
trigger1 = AnimElem = 53
attr = S, HA
animtype  = diagup
damage    = 102, 5
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = S99,99
guardsound = S69,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -50, -5
air.velocity = -50,-10
air.fall = 1
fall.animtype = Hard
fall.recover = 0
fall = 1

[State 33333, Width2]
type = Width
trigger1 = AnimElem = 74, >= 0
value = 35,0

[State 33333, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 33333, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 130
length = 25
palcolor = 0
palinvertall = 1
timegap = 1
framegap = 1
PalBright   =   0,  0,  0
PalContrast = 187,107,140
PalAdd      =   0,  0,  0
;;PalMul      =  0,0,0
trans = add

[State 33333, star]
type = Explod
trigger1 = Time = 1
anim = 11112
pos = -320,0
postype = right
sprpriority = -2
supermove = 1
removetime = 350
ignorehitpause = 0
ownpal = 1
bindtime = -1
persistent = 0


;Trapasso (contatto)
[Statedef 2010]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 99201
sprpriority = 1

;[State 2010, Width]
;type = Width
;trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
;value = 15,0

[State 2010, 1]
type = PlaySnd
trigger1 = Time = 2
value = 10, 11

[State 2010,Super F]
type = PlaySnd
trigger1 = AnimElem = 3
value = 240,0


[State 2010, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 280
guardflag = MA
pausetime = 0, 60
sparkno = 1
sparkxy = -10,-70
hitsound   = S88,88
guardsound = S6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 6
ground.velocity = 0
air.velocity = -2.5,-4
fall = 1
air.fall= 1

[State 2010, 5]
type = ChangeState
trigger1 = movehit
value = 2100
ctrl = 1

[State 2010, 5b]
type = ChangeState
trigger1 = moveguarded
value = 0
ctrl = 1

[State 2010, 5c]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[State 2010, 6.1]
Type = Velset
trigger1 = AnimElem = 2
x = 8

;[State 2010, 6.2]
;Type = VelMul
;trigger1 = AnimElem = 3
;x = 1.2

[State 2010, 6.3]
Type = null
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = 1.5


[State 2010, 7]
Type = VelMul
trigger1 = AnimElem = 6
x = 1.7

[State 2010,Super F]
type = PlaySnd
trigger1 = AnimElem = 2,1
value = 0,11

[State 2010,Super F]
type = PlaySnd
trigger1 = AnimElem = 2,1
value = 17503,3


[State 2010, 8]
Type = VelMul
trigger1 = AnimElem = 7
x = 2

[State 2010, 9]
Type = VelMul
trigger1 = AnimElem = 8
x = 1.1

[State 2010, star]
type = Explod
trigger1 = Time = 1
anim = 11112
pos = -320,0
postype = right
sprpriority = -2
supermove = 1
removetime = 40
ignorehitpause = 0
ownpal = 1
bindtime = -1
persistent = 0

[State 2010, afterimage]
type=null
triggerall= AnimElem = 3
trigger1 = PalNo = 1
time=30
Timegap = 1
FrameGap = 1
length = 15
Palcolor = 0
PalBright   =   0,  0,  0
PalContrast = 107,107,222
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Palinvertall = 1
Trans = Add

[State 2010, afterimage2]
type = AfterImage
triggerall= AnimElem = 3
trigger1 = PalNo = 2
time=30
Timegap = 1
FrameGap = 1
length = 15
Palcolor = 0
PalBright   =   0,  0,  0
PalContrast = 80,70,0
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Palinvertall = 1
Trans = Add

[State 2010, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = -12,-43
anim = S88
sound = 20, 0
poweradd = -1000

[State 2010, super]
type = null
trigger1 = time >= 0
trigger2 = PalNo = 1
ignorehitpause = 1
time = 18
mul = 200,100,100
add = -5,-5,-5
invertall = 1

[State 2010, super]
type = BGPalfx
trigger1 = time >= 0
trigger2 = PalNo = 1
ignorehitpause = 1
time = 18
mul = 200,100,100
add = -5,-5,-5
invertall = 1

[State 2010, nothittableanything]
type = NotHitBy
trigger1 = 1
value = SCA

;Trapasso (attraversamento del corpo)
[statedef 2100]
type = S
Movetype = I
Physics = S
Anim = 21100
ctrl = 0

[State 2100, Super B]
type=null
triggerall= Time = 0
trigger1 = PalNo = 1
time=20
Timegap = 1
FrameGap = 1
length = 15
Palcolor = 0
PalBright   =   0,  0,  0
PalContrast = 107,107,222
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Palinvertall = 1
Trans = Add

[State 2100, afterimage2]
type = null
triggerall= Time = 0
trigger1 = PalNo = 2
time=20
Timegap = 1
FrameGap = 1
length = 15
Palcolor = 0
PalBright   =   0,  0,  0
PalContrast = 80,70,0
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Palinvertall = 1
Trans = Add

[State 2100, super]
type = BGPalfx
trigger1 = time >= 0
trigger2 = PalNo = 1
ignorehitpause = 1
time = 18
mul = 200,100,100
add = -5,-5,-5
invertall = 1

[State 2100, super]
type = BGPalfx
trigger1 = time >= 0
trigger2 = PalNo = 2
ignorehitpause = 1
time = 18
mul = 200,100,100
add = -5,-5,-5
invertall = 1

[state 2100,1]
type = posadd
trigger1 = animtime = 0
x = 100

[state 2100,2]
type = changestate
trigger1 = animtime = 0
value = 2150
ctrl = 1

;Trapasso (fine)
[Statedef 2150]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 21100
sprpriority = 8

[State 2150, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

[State 2150, 1]
type = PlaySnd
trigger1 = Time = 2
value = 10, 11

[State 2010,Super F]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200,2

[State 2010,Super F]
type = PlaySnd
trigger1 = AnimElem = 1
value = 240,0

[State 2150, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 2150, 5]
type = ChangeState
trigger1 = time = 70
value = 0
ctrl = 1

[State 2150, 6.1]
Type = Velset
trigger1 = AnimElem = 1
x = 8

[State 2150, afterimage]
type=AfterImage
triggerall= Time = 0
trigger1 = PalNo = 1
time=30
Timegap = 1
FrameGap = 1
length = 15
Palcolor = 0
PalBright   =   0,  0,  0
PalContrast = 107,107,222
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Palinvertall = 1
Trans = Add

[State 2150, afterimage2]
type = AfterImage
triggerall= Time = 0
trigger1 = PalNo = 2
time=30
Timegap = 1
FrameGap = 1
length = 15
Palcolor = 0
PalBright   =   0,  0,  0
PalContrast = 80,70,0
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Palinvertall = 1
Trans = Add

[State 2150, super]
type = BGPalfx
trigger1 = time >= 0
trigger2 = PalNo = 1
ignorehitpause = 1
time = 18
mul = 200,100,100
add = -5,-5,-5
invertall = 1

[State 2100, super]
type = BGPalfx
trigger1 = time >= 0
trigger2 = PalNo = 2
ignorehitpause = 1
time = 18
mul = 200,100,100
add = -5,-5,-5
invertall = 1

[State 2150, nothittableanything]
type = NotHitBy
trigger1 = 1
value = SCA
;--------------

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