;Sauzer blade
[Statedef 2100]
type = A
movetype = A
physics = N
anim = 2200
poweradd = -1000
velset = 0
ctrl = 0

[State 2200, juggle]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

[state 2000, superpause]
type = superpause
trigger1 = time = 0
time = 37
movetime = 37
anim = -1

[State 2100, Aura]
type = Explod
trigger1 = animelem = 2
anim = 2700
sprpriority = 5
postype = p1
pos = -10,-30
removetime = 30
removeongethit = 1
supermove = 1
bindtime = -1
ownpal = 1

[State 2100, dust]
type = Explod
trigger1 = AnimElem = 2
anim = 4025
ID = 4025
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermovetime = 26
ownpal = 1
removeongethit = 1
facing = -1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
y = -0.2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
y = 0

[State 52, jump Sound]
type = PlaySnd
trigger1 = animelem = 2
value = s100,0

[State 1301, ki]
type = Explod
trigger1 = animelem = 2
anim = 1801
postype = p1
pos = 0,-10
bindtime = -1
sprpriority = 5
ownpal = 1
removetime = 33
removeongethit = 0
ignorehitpause = 1
supermove = 1
ontop = 1

[State 2200, snd1];w—­‚ß‚é‰¹x
type = PlaySnd
trigger1 = AnimElem = 4
value = 3000,6
channel = 10

[State 2200, snd2];wŒ‚‚Â‰¹x
type = PlaySnd
trigger1 = AnimElem = 4
value = 2000,1

[State 2200, voice];wƒCƒ‰ƒCƒ‰‚·‚é‚ñ‚¾‚æIx
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000,1
volume = 255

[State 2000, aura]
type = PlaySnd
trigger1 = animelem = 3
value = 3000,0
volume = -100
channel = 11

[State 0, StopSnd]
type = StopSnd
trigger1 = AnimElem = 4
channel = 11

[State 2100, proj]
type = Explod
trigger1 = AnimElem = 4
anim = 2250
sprpriority = 2
postype = p1
pos = 0,-20
bindtime = -1
removeongethit = 1
removetime = 12
supermove = 0
ownpal = 1
ignorehitpause = 0

[State 2100, hit]
type = Projectile
trigger1 = AnimElem = 4
projanim = 2260;2501
projhitanim = -1
projID = 2260
projremove = -1
projremovetime = 12
projhits = 1
velocity = 0
projshadow = 150,150,150
attr = S, HP
projpriority = 5
postype = p1
offset = -2,-15;-5,5
attr = S, SP
damage = 280, 20
animtype = heavy
hitflag = MAF
guardflag = MA
sparkno = s2251
guard.sparkno = s4500
sparkxy = ceil (p2dist x) + -10, -75
hitsound = S1,7
getpower = 0
guardsound = S3,0
pausetime = 0,10
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -13.5, -4.7
air.velocity = -12.5
air.fall = 1
fall=1
fall.recover = 0
air.juggle = 10
envshake.time = 10
envshake.ampl = 4
yaccel = .5
removeongethit = 1


[State 2100, dust]
type = explod
trigger1 = animelem = 4;time = 25
anim = 4040
pos = 35,10
sprpriority = 2
bindtime = 1
ownpal = 1
removeongethit = 1
facing = -1
removetime = 33

[State 2100, dust]
type = explod
trigger1 = animelem = 4
anim = 4030
pos = 85,10
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1
facing = 1
removetime = 24
velocity = 11.5
ignorehitpause = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 42
channel = 10

[State 2200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 950



;Air Sauzer blade
[Statedef 2300]
type = A
movetype = A
physics = N
anim = 2300
poweradd = -500
velset = 0
ctrl = 0

[State 4000, superpause]
type = SuperPause
trigger1 = animelem = 1
time = 37
movetime=37
sound = S3001,0
pos = -5,-450000000000000
;darken = 1



[State 3081, sfondo scuro]
type = Explod
trigger1 =  AnimElem = 1
pos = 0,0
anim = 1001
ID = 8000
postype = back
sprpriority = -9
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 1
removetime = 5


[State 2200, juggle]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

[State 2200, Aura]
type = Explod
trigger1 = animelem = 2
anim = 2700
sprpriority = 5
postype = p1
pos = -10,-30
removetime = 30
removeongethit = 1
supermove = 1
bindtime = -1
ownpal = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
y = 0

[State 1301, ki]
type = Explod
trigger1 = animelem = 2
anim = 1801
postype = p1
pos = 0,-10
bindtime = -1
sprpriority = 5
ownpal = 1
removetime = 30
removeongethit = 0
ignorehitpause = 1
supermove = 1
ontop = 1

[State 2300, snd1];w—­‚ß‚é‰¹x
type = PlaySnd
trigger1 = AnimElem = 3
value = 3000,6
channel = 10

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 42
channel = 10

[State 2300, snd2];wŒ‚‚Â‰¹x
type = PlaySnd
trigger1 = AnimElem = 3
value = 2000,1

[State 2300, voice];wƒCƒ‰ƒCƒ‰‚·‚é‚ñ‚¾‚æIx
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,1

[State 2000, aura]
type = PlaySnd
trigger1 = animelem = 2
value = 3000,0
volume = -100
channel = 11

[State 0, StopSnd]
type = StopSnd
trigger1 = AnimElem = 3
channel = 11

[State 2200, proj]
type = Explod
trigger1 = AnimElem = 3
anim = 2250
sprpriority = 2
postype = p1
pos = 0,-20
bindtime = -1
removeongethit = 1
removetime = 12
supermove = 0
ownpal = 1
ignorehitpause = 0

[State 2200, hit]
type = Projectile
trigger1 = AnimElem = 3
projanim = 2260;2501
projhitanim = -1
projID = 2260
projremove = -1
projremovetime = 12
projhits = 1
velocity = 0
projshadow = 150,150,150
attr = S, HP
projpriority = 5
postype = p1
offset = -2,-15;-5,5
attr = S, SP
damage = 150
animtype = heavy
;hitflag = MAF
guardflag = MA
sparkno = s2251
guard.sparkno = s4500
sparkxy = ceil (p2dist x) + -10, -75
hitsound = S1,7
getpower = 0
guardsound = S3,0
pausetime = 0,10
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -13.5, -4.7
air.velocity = -12.5
air.fall = 1
fall=1
fall.recover = 0
air.juggle = 10
envshake.time = 10
envshake.ampl = 4
yaccel = .5
removeongethit = 1

[State 2200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 950


;Deadly Piercing
[Statedef 2500]
type = A
movetype = A
physics = S
anim = 2500
poweradd = -1000
velset = 0,0
ctrl = 0
juggle = 1
sprpriority = 3



[State 22008, striscie2]
type = Explod
trigger1 = Time = 1
anim = 3735
ID = 3735
pos = -320, 0
postype = right
sprpriority = -7
supermove = 1
removetime = 150
removeongethit = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 2000, Aura1]
type = Explod
trigger1 = time = 0
postype = p1
pos = -25,-35
anim = 51
sprpriority = -2
scale= 0.6,0.5
bindtime = -1
removetime = 54
removeongethit = 1
supermove = 1

[State 2000, Aura2]
type = Explod
trigger1 = time = 54
postype = p1
pos = -20,-35
anim = 51
sprpriority = -2
scale= 0.6,0.5
bindtime = 1
removetime = 6
removeongethit = 1
supermove = 1
ownpal = 1

[State 2000, dust]
type = explod
removetime = 300
trigger1 = time = 4
anim = 4040
pos = 27,5
sprpriority = 3
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermove = 1
facing = -1

[State 9368]
type = Explod
trigger1 = AnimElem = 27
anim = 2330
ID = 2330
pos = -3,-108
postype = p1
sprpriority = 5
supermove = 1
removeongethit = 1
scale = 0.4,0.4
removetime = 200
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 2000, aura]
type = PlaySnd
trigger1 = time = 0
value = 3000,1
volume = -100

[State 2000, voice];w‚Í[[x
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,8
volume = 255

[State 2200, snd1];w—­‚ß‚é‰¹x
type = PlaySnd
trigger1 = AnimElem = 27
value = 3000,0

[State 2000, flash]
type = PalFX
trigger1 = TimeMod = 4,0
triggerall = animelem = 2, >= 1 && animelem = 25, <= 1
time = 1
add = 100,100,100

[State 2000, Shake]
type = EnvShake
trigger1 = time = 6
time = 60
freq = 110
ampl = 3

[State 2200, fx]
type = Explod
trigger1 = time = 95
anim = 2515
ID = 2515
sprpriority = 5
postype = p1
pos = 98,-92
bindtime = -1
removeongethit = 1
removetime = 180
supermove = 0
ownpal = 1
scale = 1.8,1.8

[State 2200, snd2];wŒ‚‚Â‰¹x
type = PlaySnd
trigger1 = time = 95 || time = 125 || time = 155 || time = 185 || time = 215 || time = 245 || time = 275
trigger2 = time = 105 || time = 135 || time = 165 || time = 195 || time = 225 || time = 255
trigger3 = time = 115 || time = 145 || time = 175 || time = 205 || time = 235 || time = 265
value = 2000,1

[State 2200, dust]
type = explod
trigger1 = time = 95 || time = 125 || time = 155 || time = 185 || time = 215 || time = 245 || time = 275
trigger2 = time = 105 || time = 135 || time = 165 || time = 195 || time = 225 || time = 255
trigger3 = time = 115 || time = 145 || time = 175 || time = 205 || time = 235 || time = 265
anim = 4030
pos = 85,0
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1
facing = 1
removetime = 24
velocity = 11.5
ignorehitpause = 1

[State 2200, proj]
type = Explod
trigger1 = time = 95 || time = 125 || time = 155 || time = 185 || time = 215 || time = 245 || time = 275
anim = 1102
sprpriority = 2
postype = p1
pos = 2,-8
bindtime = -1
removeongethit = 1
removetime = 17
supermove = 0
ownpal = 1

[State 2200, proj]
type = Explod
trigger1 = time = 105 || time = 135 || time = 165 || time = 195 || time = 225 || time = 255
anim = 2520
sprpriority = 2
postype = p1
pos = 2,-4
bindtime = -1
removeongethit = 1
removetime = 17
supermove = 0
ownpal = 1

[State 2200, proj]
type = Explod
trigger1 = time = 115 || time = 145 || time = 175 || time = 205 || time = 235 || time = 265
anim = 2522
sprpriority = 2
postype = p1
pos = 2,-16
bindtime = -1
removeongethit = 1
removetime = 17
supermove = 0
ownpal = 1

[State 1200, proj]
type = Projectile
trigger1 = time = 95 || time = 125 || time = 155 || time = 185 || time = 215 || time = 245
projanim = 2524
projhitanim = -1
projID = 2524
projremovetime = 20
velocity = 0
projshadow = 150,150,150
;projshadow = 150,150,150
projpriority = 1
postype = p1
offset = 40,-2
attr = A, HP
damage = 20
animtype = hard
hitflag = MAFd
guardflag = MA
sparkno = s4005
guard.sparkno = s4500
sparkxy = ceil (p2dist x) + -10, -75
hitsound = S1,7
getpower = 0
guardsound = S3,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
air.juggle = 0
yaccel = .5
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 1200, proj]
type = Projectile
trigger1 = time = 105 || time = 135 || time = 165 || time = 195 || time = 225 || time = 255
projanim = 2521
projhitanim = -1
projID = 2521
projremovetime = 17
velocity = 0
projshadow = 150,150,150
;projshadow = 150,150,150
projpriority = 1
postype = p1
offset = -20,-2
attr = A, HP
damage = 20
animtype = hard
hitflag = MAFd
guardflag = MA
sparkno = s4005
guard.sparkno = s4500
sparkxy = ceil (p2dist x) + -10, -35
hitsound = S1,7
getpower = 0
guardsound = S3,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
air.juggle = 0
yaccel = .5
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 1200, proj]
type = Projectile
trigger1 = time = 115 || time = 145 || time = 175 || time = 205 || time = 235 || time = 265
projanim = 2523
projhitanim = -1
projID = 2523
projremovetime = 17
velocity = 0
projshadow = 150,150,150
;projshadow = 150,150,150
projpriority = 1
postype = p1
offset = -20,-2
attr = A, HP
damage = 30
animtype = hard
hitflag = MAFd
guardflag = MA
sparkno = s4005
guard.sparkno = s4500
sparkxy = ceil (p2dist x) + -10, -95
hitsound = S1,7
getpower = 0
guardsound = S3,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
air.juggle = 0
yaccel = .5
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 1200, proj]
type = Projectile
trigger1 = time = 275
projanim = 2524
projhitanim = -1
projID = 2524
projremovetime = 20
velocity = 0
projshadow = 150,150,150
;projshadow = 150,150,150
projpriority = 1
postype = p1
offset = 40,-2
attr = A, HP
damage = 20
animtype = hard
hitflag = MAFd
guardflag = MA
sparkno = s4005
guard.sparkno = s4500
sparkxy = ceil (p2dist x) + -10, -75
hitsound = S1,7
getpower = 0
guardsound = S3,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -12.5,-4
air.fall = 1
fall.recover = 0
air.juggle = 10
yaccel = .5
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2200, 3]
type = ChangeState
trigger1 = Time = 300
value = 2505


[Statedef 2504,antares]
type = A
movetype = A
physics = S
anim = 1987
poweradd = -1000
velset = 0,0
ctrl = 0
juggle = 1
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S3961,0
volumescale = 255
channel = -1
;lowpriority = -1
freqmul = 1.0



;projectil 1
[State 22008, 1]
type = Projectile
trigger1 = animelem = 4
attr = A, SP
ignorehitpause = 1
projanim = 1986
projscale = 0.5,0.5
projpriority = 9
offset = 115,-97
velocity = 5
damage = 200,50
getpower = 60
givepower = 30
animtype = light
guardflag = MA
sparkno = s23302
sparkxy = 87,-70
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
Palfx.time          = 600
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1





[State 2200, 3]
type = ChangeState
trigger1 = time = 120
value = 2505


;Deadly Piercing (end)
[Statedef 2505]
type = A
movetype = A
physics = S
anim = 2505
velset = 0,0
ctrl = 0
juggle = 1
sprpriority = 3

[State 2200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;-----------------‚©‚·‚½‚Þ‚·‚Ä[‚Æ

; HITC_SHAKE
[Statedef 7010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 7010, HitBy]
type = HitBy
trigger1 = 1
value = A,HA

[State 7010, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 7010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 7010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a
phics = a

[State 7010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 7030



; HITA_UP (initial going up)
[Statedef 7030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 7030, HitBy]
type = HitBy
trigger1 = 1
value = A,HA

[State 7030, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 7030, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 7030, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 7030, 1]
type = VelAdd;Gravity
trigger1 = time > 5
y = GetHitVar(yaccel)

[State 7030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 7030, 4]
type = ChangeState
trigger1 = HitOver
trigger2 = Vel Y > 0 ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 7050 ;HITA_FALL

[State 7030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 7035 ;HITA_UP (transition)


;------------------------------------------------
; HITA_UP_T (transition)
[Statedef 7035]
type    = A
movetype= H
physics = N

[State 7035, HitBy]
type = HitBy
trigger1 = 1
value = A,HA

[State 7035, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 7035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 7035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 7035, 2]
type = VelMul
trigger1 = 1
x = .99

[State 7035, 4]
type = ChangeState
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0 ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0  ;No transition anim
trigger4 = Anim != 5035 ;.
value = 7050 ;HITA_FALL


;-------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 7050]
type    = A
movetype= H
physics = N

[State 7050, HitBy]
type = HitBy
trigger1 = 1
value = A,HA

[State 7050, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 7050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0  ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 7050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 7050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 7035, 2]
type = VelMul
trigger1 = 1
x = .99

[State 7050, Vel]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
trigger1 = Vel X < -5
x = -5

[State 7050, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE




;ANTARES ------------------------Gerome Viavant -:- g.viavant@terre-net.fr
[Statedef 3951]
type = S
movetype = A
physics = S
anim = 39913
poweradd = -1000
juggle = 5
velset = 7
ctrl = 0

[State 3951]
type = Explod
trigger1 = AnimElem = 4
anim = 9987
ID = 9987
pos = 0,0
postype = p1
sprpriority = -4
supermove = 1
removetime = 28
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0



;fond d'animation d'Antares
[State 3710,2]
type = Explod
trigger1 = AnimElem = 1
anim = 12345
ID = 12345
pos = 0, 0
postype = back
sprpriority =-1
supermove = 1
removetime = 100
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 3951 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3961

;-----------------------------------
;Antares
[Statedef 3961]
type = S
movetype = A
physics = S
anim = 3961
;poweradd = -1000
juggle = 5
velset = 7
ctrl = 0

[State 3961]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3961,9


[State 3961, polvere]
type = MakeDust
trigger1 = time = 0
pos = -15,3
pos2 = -22,-3
spacing = 2


[State 3961, nothittable]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = , NA, AP


[State 3961]
type = Explod
trigger1 = AnimElem = 1
anim = 39912
ID = 39912
pos = -320,0
postype = right
sprpriority = -3
supermove = 1
removetime = 132
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 3961 , 2]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 5
x = 4

[State 3961 , 2.1]
type = PosAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
x = 30


[State 3961 , 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1300,1

[State 3961 , 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1300,1
volume = 255

[State 3961 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3962
;--------------------------------------------------------------------
[Statedef 3962]
type = S
movetype = A
phsyics = N
anim = 3971
velset = 7

[State 3962, nothittable]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = , NA, AP


[State 3962 , 0]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
x = 20


[State 3962 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1300,2

[State 3962 , 2]
type = VelSet
trigger1 = Time > 0
x = 5

[State 3962, SuperPause]
type = SuperPause
trigger1 = animelem = 1
anim =-1
time = 60
movetime = 60
darken = 0

[State 3962 , 4]
type = HitDef
trigger1 = anim = 3971
priority = 7
attr = S, HA
damage = 300
animtype = hard
guardflag = -1
sparkno = S33065
sparkxy = -25,-80
hitsound = S260,0
guardsound = S320,0
pausetime = 0,60
p2stateno = 3964
p1stateno = 3963
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -10
air.velocity = -3,-8
fall = 1
air.fall = 1
fallrecover = 0
envshake.time = 25
envshake.ampl = 3
envshake.freq = 176
fall.damage = 10
fall.envshake.ampl = 3
fall.envshake.freq = 178
fall.envshake.time = 25
Palfx.time          = 200
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1


[State 3962 , 6]
type = ChangeState
trigger1 = Time = 45
value = 3963

[State 3962, hit]
type = Explod
trigger1 = movecontact = 1
;trigger1 = time = 0
pos = 5,-40
anim = 9368
ID = 9368
postype = p2
scale = 0.7,0.7
sprpriority = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
removetime = 200

[State 3962, hit]
type = Explod
trigger1 = movehit
;trigger1 = time = 0
pos = 0,-20
anim = 9368
ID = 3801
postype = p2
scale = 0.7,0.7
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
removetime = 200

[State 3962, hit]
type = Explod
trigger1 = movecontact = 1
;trigger1 = time = 0
pos = 5,0
anim = 9368
ID = 3661
postype = p2
scale = 0.5,0.5
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
removetime = 200


[State 3962, hit]
type = Explod
trigger1 = time = 0
pos = -0,-0
anim = 39912
ID = 39912
postype = left
scale = 1,1
sprpriority = -3
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
removetime = 210

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


[State 3962]
type = VelAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 2
x = 2

[State 3962]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------
[Statedef 3963]
type = S
movetype = A
phsyics = N
anim = 3981
velset = 0,0  ;30


[State 3963, nothittable]
type = NotHitBy
trigger1 = 1
value = , NA, AP


[State 3963, screenmove]
type = Screenbound
trigger1 = AnimElem = 6
value = 50
movecamera = 99,99


[State 3963 , 1]
type = VelAdd
trigger1 = AnimElem = 5
x = 20

[State 3963 , 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3966
ctrl = 0

;-----------------------------------------------
;Efecto Caida P2
[Statedef 3964]
type = A
movetype = H
physics = N

[State 3964, vel]
type = Velset

trigger1 = time = [1,59]
x = 0
y = 0

[State 3964 , 1]
type = VelSet
trigger1 = Time = 60
x = 0
y = -5
z = 0

[State 3962, hit]
type = Explod
trigger1 = time = 0
pos = 5,-40
anim = 9368
ID = 9368
postype = p2
scale = 0.7,0.7
sprpriority = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
removetime = 200

[State 3962, hit]
type = Explod
trigger1 = time = 0
pos = 0,-20
anim = 9368
ID = 3801
postype = p2
scale = 0.7,0.7
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
removetime = 200

[State 3962, hit]
type = Explod
trigger1 = time = 0
pos = 5,0
anim = 9368
ID = 3661
postype = p2
scale = 0.5,0.5
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
removetime = 200

[State 3694, pelicula de fondo]
type = Explod
trigger1 = TIME = 0
anim = 3480
pos = 0,0
postype = back
removetime = 160
supermove = 1
sprpriority = 5
supermove = 1
ignorehitpause = 1
bindtime = -1
ownpal = 1
ontop = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = p2life =0
trigger2 = time >=0
value = 6030
ignorehitpause = 1

[State 3964 , 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 5030

[State 3964 , 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3965

;----------------------------------
[Statedef 3965]
type = A
movetype = H
physics = N
velset = -1.7,-11

[State 3965 , 1]
type = VelAdd
trigger1 = Time > 0
y = .4
x = -.4

[State 3965 , 2]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;------------end of antares---------------------------------
;------------antares ---------------------------------
[Statedef 3966]
type = S
movetype = A
physics = S
anim = 40200
juggle = 5
ctrl = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 250
sound = S10,0
pos = 0,0
anim = -1
darken = 0
p2defmul = 0
poweradd = 0
unhittable = 1
movetime = 250
;ignorehitpause = 
;persistent = 


[State 5648]
type = PlaySnd
trigger1 = Time = 0
value = 3961,10

[State 3966 , 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;心宿二
[Statedef 22008]
type = S
movetype = A
physics = S
anim = 22707
poweradd = 10
ctrl = 0

[State 2200 , 4]
type = PlaySnd
trigger1 = Animelem = 2
value = 3961,2


[State 9368]
type = Explod
trigger1 = time = 10
anim = 2330
ID = 2330
pos = 2,-97
postype = p1
sprpriority = 5
supermove = 1
scale = 0.3,0.3
removetime = 20
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 9368]
type = Explod
trigger1 = animelem=4
anim = 2330
ID = 2330
pos = 95,-92
postype = p1
sprpriority = 5
supermove = 1
scale = 0.3,0.3
removetime = 22
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


;projectil 1
[State 22008, 1]
type = Projectile
trigger1 = time = 38
attr = A, SP
ignorehitpause = 1
projanim = 37067
projscale = 0.6,0.1
offset = 30,-75
velocity = 19
damage = 200
getpower = 60
givepower = 30
animtype = light
guardflag = ;MA
sparkno = s4005
sparkxy =  120,-25
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
fall = 1
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 22008, 心宿二]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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

[Statedef 2600]
type=S
physics=N
movetype=A
anim=2600
ctrl=0
velset=0,0
poweradd = -500
sprpriority=1

[State 2600]
type = PlaySnd
trigger1 = Animelem = 1
value = 3961,0

[State 2600]
type = Explod
trigger1 = Time = 2
anim = 8009
ID = 8009
pos = 100,-91
scale = 0.2,0.2
postype = p1
removetime = 70
sprpriority = 7
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -125
persistent = 0

[State  2600]
type = Explod
trigger1 = Animelem = 5
anim = 1290
sprpriority = 5
pos = -350,-99
postype = p1
ignorehitpause = 0
ownpal = 1
bindtime = -1
persistent = 0
supermove = 1
removetime = 50
supermovetime = 1


[State 22008, striscie2]
type = Explod
trigger1 = Time = 1
anim = 3737
ID = 3737
pos = -320, 0
postype = right
sprpriority = -7
supermove = 1
removetime = 65
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0





[State 10390:        velset]
type                = VelSet
trigger1            = Time = [10, 50]
x                   = 8

[State 10390:        velset]
type                = Velset 
trigger1            = frontedgebodydist <= 0
trigger2            = movecontact
x                   = 0

[State 2600]
type=Projectile
trigger1= time = 1
projanim=40050
projid=40050
projpriority=999999999
projsprpriority=999999999
projremove=1
projremovetime=2
projscale=0,0
postype=p2
attr=SCA,AA,AP,AT
animtype=hard
damage=200,100
priority=8,H
givepower=-99999,-99999
hitflag=MAFD
guardflag=MA
pausetime=0,60
sparkno= -2
sparkxy= -1
getpower=0,0
hitsound= S3,49
guardsound= S3,49
ground.type=High
ground.slidetime=22
ground.hittime=22
ground.velocity=-4,-6
guard.velocity=-11
air.velocity=-4,-6
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
fall=1


[State 10390:        Playsnd]
type                = playsnd
trigger1            = !time
value               = 1080,2
channel             = 20
ignorehitpause      = 1
persistent          = 1

[state rdef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
pausetime = 0,5
;p1stateno = 999427
p2stateno = 427020
sparkno = -1
hitsound = s0,6

[State 4002, vsothers]
type=varset
trigger1=!time
var(40)=100

;[State 4002, end]
;type=changestate
;trigger1=animelemtime(37)>=0&&winko
;value=184
;persistent=1
;ctrl=1
[State 4002, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1


[Statedef 1900]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 17000
poweradd = -1000
velset = 0,0
sprpriority = 1 


[State 2500, superpause]
type = SuperPause
trigger1 = animelem = 1
time = 10
sound = S3001,0
pos = -5,-450000000000000
darken = 1

[State , sfondo scuro]
type = Explod
trigger1 =  AnimElem = 1
pos = 0,0
anim = 1001
ID = 8000
postype = back
sprpriority = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 1
removetime = 10

[State 4000,2 lus]
type = explod
trigger1 = animelem= 1
ignorehitpause = time=6
sprpriority = 9
anim = 7005
scale=0.5,0.5
pos= -10,-100


[State 1900]
type = PlaySnd
trigger1 = Time = 0
value = 500,0



[State 2200,fondo]
type = Explod
trigger1 =  AnimElem = 1
anim = 3730
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 70
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 1900, rayo3-4]
type = Projectile
trigger1 = AnimElem = 4
projanim = 3713
projID = 3713
projhits = 30
projmisstime = 3
projpriority = 5
projsprpriority = 5
projremovetime = 44
projscale = 0.7,0.2
offset = 100, -92
sparkno = -1
velocity = 0,0 
attr = S, HP
damage    = 30
animtype = Heavy
guardflag = MA
guard.sparkno = -1
pausetime = 0,50
hitsound   = -1
guardsound = S4006,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -3
air.animtype = Back
air.velocity = -3,-2
air.juggle = 3
envshake.time =  10 
envshake.time = 30           
envshake.ampl = 7
envshake.freq = 75
;PalFX
Palfx.time          = 60
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1



[State 1900]
type = Explod
triggerall = NumExplod(7009) = 0
trigger1 = projhit(7023) >= 1
pos = 0,-93
anim = 7041
ID = 7041
scale = 0.5,0.5
postype = p2
sprpriority = 5
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1

[State 1900]
type = Explod
triggerall = NumExplod(7009) = 0
trigger1 = projguarded(7023) >= 1
pos = 0,-93
anim = F40
ID = 7041
scale = 0.5,0.5
postype = p2
sprpriority = 5
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1

[State 1900]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Scarlet Needle 15
[Statedef 2199]
type = S
movetype = A
physics = S
anim = 3696
velset = 0
ctrl = 0


;fond d'animation de l'aiguille
[State 3710,2]
type = Explod
trigger1 = AnimElem = 1
anim = 3731
ID = 3731
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 352
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2200 , 4]
type = PlaySnd
trigger1 = Time = 3
value = 2125,1

[State 2200 , 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1111,0




[State 9368]
type = Explod
trigger1 = AnimElem = 6
anim = 2330
ID = 2330
pos = 40,-95
postype = p1
sprpriority = 3
supermove = 1
removeongethit = 1
scale = 0.3,0.3
removetime = 175
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2199 , 3]
type = SuperPause
trigger1 = Time = 1
darken = 0
anim = -1
time = 300
movetime = 300

[State 2199 , 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 2200

;-----------------------------------------
;Aguja escarlata 1
[Statedef 2200]
type = S
movetype = A
physics = S
anim = 2212
poweradd = -150
ctrl = 0


[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 110,-92
postype = p1
removeongethit = 1
sprpriority = 9
supermove = 1
scale = 0.4,0.4
removetime = 17
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10001
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;projectil 1
[State 2200, 1]
type = Projectile
trigger1 = time = 20
attr = A, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 30
animtype = light
guardflag = -1
pausetime = 0,0
sparkno = s4005
sparkxy =  80,-30
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
p1stateno = 2201
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2200 , 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------
;Aguja escarlata 2
[Statedef 2201]
type = S
movetype = A
physics = S
anim = 2210
poweradd = -150
ctrl = 0


[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 100,-93
postype = p1
removeongethit = 1
sprpriority = 9
supermove = 1
scale = 0.4,0.4
removetime = 17
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10002
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


;projectil 1
[State 2201, 1]
type = Projectile
trigger1 = time = 20
attr = A, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 30
animtype = light
guardflag = MA
pausetime = 0,0
sparkno = s4005
sparkxy =  80,-30
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
p1stateno = 2202
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2201 , 16]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------
;Aguja escarlata 3
[Statedef 2202]
type = S
movetype = A
physics = S
anim = 2213
poweradd = -150
ctrl = 0

[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 100,-93
removeongethit = 1
postype = p1
sprpriority = 9
supermove = 1
scale = 0.4,0.4
removetime = 17
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10003
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0



;projectil 1
[State 2202, 1]
type = Projectile
trigger1 = time = 20
attr = A, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 90
animtype = light
guardflag = MA
pausetime = 0,0
sparkno = s4005
sparkxy =  80,-30
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
p1stateno = 2203
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2202 , 16]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------
;Aguja escarlata 4
[Statedef 2203]
type = S
movetype = A
physics = S
anim = 2213
poweradd = -150
ctrl = 0


[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 100,-93
postype = p1
removeongethit = 1
sprpriority = 9
supermove = 1
scale = 0.4,0.4
removetime = 17
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10004
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0



;projectil 1
[State 2200, 1]
type = Projectile
trigger1 = time = 20
attr = A, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 90
animtype = light
guardflag = MA
pausetime = 0,0
sparkno = s4005
sparkxy =  80,-30
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
p1stateno = 2204
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2200 , 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------
;Aguja escarlata 5
[Statedef 2204]
type = S
movetype = A
physics = S
anim = 2213
poweradd = -150
ctrl = 0


[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 100,-93
postype = p1
sprpriority = 9
supermove = 1
removeongethit = 1
scale = 0.4,0.4
removetime = 17
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10005
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


;projectil 1
[State 2200, 1]
type = Projectile
trigger1 = time = 20
attr = A, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 30
animtype = light
guardflag = MA
pausetime = 0,0
sparkno = s4005
sparkxy =  80,-30
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
p1stateno = 2205
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1


[State 2200 , 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;Aguja escarlata 6
[Statedef 2205]
type = S
movetype = A
physics = S
anim = 2213
poweradd = -150
ctrl = 0


[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 100,-93
postype = p1
sprpriority = 9
removeongethit = 1
supermove = 1
scale = 0.4,0.4
removetime = 17
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10006
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0



;projectil 1
[State 2200, 1]
type = Projectile
trigger1 = time = 20
attr = A, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 30
animtype = light
guardflag = MA
pausetime = 0,0
sparkno = s4005
sparkxy =  80,-30
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
p1stateno = 2206
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2200 , 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;Aguja escarlata 7
[Statedef 2206]
type = S
movetype = A
physics = S
anim = 2213
poweradd = -150
ctrl = 0


[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 100,-93
postype = p1
sprpriority = 9
removeongethit = 1
supermove = 1
scale = 0.4,0.4
removetime = 17
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10007
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0



;projectil 1
[State 2200, 1]
type = Projectile
trigger1 = time = 20
attr = A, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 30
animtype = light
guardflag = MA
pausetime = 0,0
sparkno = s4005
sparkxy =  80,-30
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
p1stateno = 2207
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2200 , 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;Aguja escarlata 8
[Statedef 2207]
type = S
movetype = A
physics = S
anim = 2213
poweradd = -150
ctrl = 0


[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 100,-93
postype = p1
sprpriority = 9
supermove = 1
scale = 0.4,0.4
removeongethit = 1
removetime = 17
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10008
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;projectil 1
[State 2200, 1]
type = Projectile
trigger1 = time = 20
attr = A, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 30
animtype = light
guardflag = MA
pausetime = 0,0
sparkno = s4005
sparkxy =  80,-30
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
p1stateno = 2208
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2200 , 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;Aguja escarlata 9
[Statedef 2208]
type = S
movetype = A
physics = S
anim = 2213
poweradd = -150
ctrl = 0


[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 100,-93
postype = p1
sprpriority = 9
supermove = 1
removeongethit = 1
scale = 0.4,0.4
removetime = 17
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10009
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;projectil 1
[State 2200, 1]
type = Projectile
trigger1 = time = 20
attr = A, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 30
animtype = light
guardflag = MA
pausetime = 0,0
sparkno = s4005
sparkxy =  80,-30
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
p1stateno = 2209
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2200 , 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;Aguja escarlata 10
[Statedef 2209]
type = S
movetype = A
physics = S
anim = 2213
poweradd = -150
ctrl = 0


[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 100,-93
postype = p1
sprpriority = 9
supermove = 1
removeongethit = 1
scale = 0.4,0.4
removetime = 17
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10010
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;projectil 1
[State 2200, 1]
type = Projectile
trigger1 = time = 20
attr = A, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 10
animtype = light
guardflag = MA
pausetime = 0,0
sparkno = s4005
sparkxy =  80,-30
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
p1stateno = 2210
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2200 , 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;Aguja escarlata 11
[Statedef 2210]
type = S
movetype = A
physics = S
anim = 2213
poweradd = -150
ctrl = 0


[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 100,-93
postype = p1
sprpriority = 9
supermove = 1
scale = 0.4,0.4
removetime = 17
ignorehitpause = 1
removeongethit = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10011
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;projectil 1
[State 2200, 1]
type = Projectile
trigger1 = time = 20
attr = A, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 90
animtype = light
guardflag = MA
pausetime = 0,0
sparkno = s4005
sparkxy =  80,-30
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
p1stateno = 2211
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2200 , 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;Aguja escarlata 12
[Statedef 2211]
type = S
movetype = A
physics = S
anim = 2213
poweradd = -150
ctrl = 0

[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 100,-93
postype = p1
sprpriority = 9
supermove = 1
scale = 0.4,0.4
removetime = 17
removeongethit = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10012
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;projectil 1
[State 2200, 1]
type = Projectile
trigger1 = time = 20
attr = A, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 30
animtype = light
guardflag = MA
pausetime = 0,0
sparkno = s4005
sparkxy =  80,-30
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
p1stateno = 2212
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2200 , 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;Aguja escarlata 13
[Statedef 2212]
type = S
movetype = A
physics = S
anim = 2213
poweradd = -150
ctrl = 0

[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 110,-93
postype = p1
sprpriority = 9
supermove = 1
scale = 0.4,0.4
removetime = 17
ignorehitpause = 1
removeongethit = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10013
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;projectil 1
[State 2200, 1]
type = Projectile
trigger1 = time = 20
attr = A, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 30
animtype = light
guardflag = MA
pausetime = 0,100
sparkno = s4005
sparkxy =  80,-30
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = low
ground.slidetime = 1
ground.hittime  = 30
ground.velocity = -8
air.velocity = -1,0
p1stateno = 2213
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2200 , 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;Aguja escarlata 14
[Statedef 2213]
type = S
movetype = A
physics = S
anim = 2211
poweradd = -150
ctrl = 0


[State 9368]
type = Explod
trigger1 = time = 18
anim = 2330
ID = 2330
pos = 110,-92
postype = p1
sprpriority = 9
supermove = 1
scale = 0.4,0.4
removeongethit = 1
removetime = 17
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 3710,2]
type = Explod
trigger1 = time = 20
anim = 3735
ID = 3735
pos = 0, 0
postype = back
sprpriority = -3
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2200,fondo]
type = Explod
trigger1 = time = 20
anim = 10014
pos = -320,0
postype = right
sprpriority = -4
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0 

;projectil 1
[State 2200, 1]
type = Projectile
trigger1 = time = 20
attr = S, SP
ignorehitpause = 1
projanim = 3706
projscale = 0.3,0.1
offset = 0,-55
velocity = 19,0
damage = 10
guardflag = -1
;pausetime = 10,200
sparkno = s4005
sparkxy =  80,-35
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
animtype = heavy
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-5
guard,velocity = -8
air.velocity = -5,-5
airguard.velocity = -5.33,-1
yaccel = .5
fall = 2
fall.recover = 0
air.fall = 1
;p1stateno = 3961
Palfx.time          = 90
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2213, Botones]
type = Explod
trigger1 = time = 20
anim = 7979
pos = 0
sprpriority = 8
postype = p1
bindtime = -1
removetime = 10
removeongethit = 1
ignorehitpause = 1

[State 2213, Contiua ANTARES]
type = ChangeState
triggerall = Time >= 20
trigger1 = command = "antares1" && power >= 500
trigger2 = var(59) = 1 && power >= 100 && random > 750
value = 22008

[State 2213, Contiua ANTARES]
type = ChangeState
triggerall = Time >= 20
trigger1 = command = "antares2" && power >= 500
trigger2 = var(59) = 1 && power >= 100 && random > 750
value = 2600


[State 2200 , 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;______________________________________________-
[Statedef 2550]
type = A
movetype = A
physics = S
anim = 2500
poweradd = -2000
velset = 0,0
ctrl = 0
juggle = 1
sprpriority = 3


[state 2000, superpause]
type = superpause
trigger1 = time = 0
time = 91
movetime = 91
anim = -1

[State 22008, striscie2]
type = Explod
trigger1 = Time = 1
anim = 3735
ID = 3735
pos = -320, 0
postype = right
sprpriority = -7
supermove = 1
removetime = 150
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 2000, Aura1]
type = Explod
trigger1 = time = 0
postype = p1
pos = -25,-35
anim = 51
sprpriority = -2
scale= 0.6,0.5
bindtime = -1
removetime = 54
removeongethit = 1
supermove = 1

[State 2000, Aura2]
type = Explod
trigger1 = time = 54
postype = p1
pos = -20,-35
anim = 51
sprpriority = -2
scale= 0.6,0.5
bindtime = 1
removetime = 6
removeongethit = 1
supermove = 1
ownpal = 1

[State 2000, dust]
type = explod
removetime = 300
trigger1 = time = 4
anim = 4040
pos = 27,5
sprpriority = 3
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermove = 1
facing = -1

[State 9368]
type = Explod
trigger1 = AnimElem = 27
anim = 2330
ID = 2330
removeongethit = 1
pos = -3,-108
postype = p1 
sprpriority = 5
supermove = 1
scale = 0.4,0.4
removetime = 250
removeongethit = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2200, ki]
type = Explod
trigger1 = AnimElem = 27
anim = 2510
sprpriority = 5
postype = p1
pos = 6,-10
bindtime = -1
removeongethit = 1
removetime = 33
supermove = 1
ownpal = 1
ontop = 1

[State 2000, aura]
type = PlaySnd
trigger1 = time = 0
value = 3000,1
volume = -100

[State 2000, voice];w‚Í[[x
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,8
volume = 255

[State 2200, snd1];w—­‚ß‚é‰¹x
type = PlaySnd
trigger1 = AnimElem = 27
value = 3000,0

[State 2000, flash]
type = PalFX
trigger1 = TimeMod = 4,0
triggerall = animelem = 2, >= 1 && animelem = 25, <= 1
time = 1
add = 100,100,100

[State 2000, Shake]
type = EnvShake
trigger1 = time = 6
time = 60
freq = 110
ampl = 3

[State 2200, fx]
type = Explod
trigger1 = time = 95
anim = 2515
ID = 2515
sprpriority = 5
postype = p1
pos = 98,-92
bindtime = -1
removeongethit = 1
removetime = 180
supermove = 0
ownpal = 1
scale = 1.8,1.8
[State 2200, snd2];wŒ‚‚Â‰¹x
type = PlaySnd
trigger1 = time = 95 || time = 125 || time = 155 || time = 185 || time = 215 || time = 245 || time = 275
trigger2 = time = 105 || time = 135 || time = 165 || time = 195 || time = 225 || time = 255
trigger3 = time = 115 || time = 145 || time = 175 || time = 205 || time = 235 || time = 265
value = 2000,1

[State 2200, dust]
type = explod
trigger1 = time = 95 || time = 125 || time = 155 || time = 185 || time = 215 || time = 245 || time = 275
trigger2 = time = 105 || time = 135 || time = 165 || time = 195 || time = 225 || time = 255
trigger3 = time = 115 || time = 145 || time = 175 || time = 205 || time = 235 || time = 265
anim = 4030
pos = 85,0
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1
facing = 1
removetime = 24
velocity = 11.5
ignorehitpause = 1

[State 2200, proj]
type = Explod
trigger1 = time = 95 || time = 125 || time = 155 || time = 185 || time = 215 || time = 245 || time = 275
anim = 1102
sprpriority = 2
postype = p1
pos = 2,-8
bindtime = -1
removeongethit = 1
removetime = 17
supermove = 0
ownpal = 1

[State 2200, proj]
type = Explod
trigger1 = time = 105 || time = 135 || time = 165 || time = 195 || time = 225 || time = 255
anim = 2520
sprpriority = 2
postype = p1
pos = 2,-4
bindtime = -1
removeongethit = 1
removetime = 17
supermove = 0
ownpal = 1

[State 2200, proj]
type = Explod
trigger1 = time = 115 || time = 145 || time = 175 || time = 205 || time = 235 || time = 265
anim = 2522
sprpriority = 2
postype = p1
pos = 2,-16
bindtime = -1
removeongethit = 1
removetime = 17
supermove = 0
ownpal = 1

[State 1200, proj]
type = Projectile
trigger1 = time = 95 || time = 125 || time = 155 || time = 185 || time = 215 || time = 245
projanim = 2524
projhitanim = -1
projID = 2524
projremovetime = 20
velocity = 0
projshadow = 150,150,150
;projshadow = 150,150,150
projpriority = 1
postype = p1
offset = 40,-2
attr = A, HP
damage = 20,5
animtype = hard
hitflag = MAFd
guardflag = MA
sparkno = s4005
guard.sparkno = s4500
sparkxy = ceil (p2dist x) + -10, -75
hitsound = S1,7
getpower = 0
guardsound = S3,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -4,-4
Palfx.time          = 50
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1
;air.fall = 1
;fall.recover = 0
;air.juggle = 0
;yaccel = .5
;fall = 1

[State 1200, proj]
type = Projectile
trigger1 = time = 105 || time = 135 || time = 165 || time = 195 || time = 225 || time = 255
projanim = 2521
projhitanim = -1
projID = 2521
projremovetime = 17
velocity = 0
projshadow = 150,150,150
;projshadow = 150,150,150
projpriority = 1
postype = p1
offset = -20,-2
attr = A, HP
damage = 20,5
animtype = hard
hitflag = MAFd
guardflag = MA
sparkno = s4005
guard.sparkno = s4500
sparkxy = ceil (p2dist x) + -10, -35
hitsound = S1,7
getpower = 0
guardsound = S3,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -4,-4
;air.fall = 1
;fall.recover = 0
;air.juggle = 0
;yaccel = .5
;fall = 1

[State 1200, proj]
type = Projectile
trigger1 = time = 115 || time = 145 || time = 175 || time = 205 || time = 235 || time = 265
projanim = 2523
projhitanim = -1
projID = 2523
projremovetime = 17
velocity = 0
projshadow = 150,150,150
;projshadow = 150,150,150
projpriority = 1
postype = p1
offset = -20,-2
attr = A, HP
damage = 20,5
animtype = hard
hitflag = MAFd
guardflag = MA
sparkno = s4005
guard.sparkno = s4500
sparkxy = ceil (p2dist x) + -10, -95
hitsound = S1,7
getpower = 0
guardsound = S3,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -4,-4
air.fall = 1
;fall.recover = 0
;air.juggle = 0
;yaccel = .5
;fall = 1

[State 1200, proj]
type = Projectile
trigger1 = time = 275
projanim = 2524
projhitanim = -1
projID = 2524
projremovetime = 20
velocity = 0
projshadow = 150,150,150
;projshadow = 150,150,150
projpriority = 1
postype = p1
offset = 40,-2
attr = A, HP
damage = 20,5
animtype = hard
hitflag = MAFd
guardflag = MA
sparkno = s4005
guard.sparkno = s4500
sparkxy = ceil (p2dist x) + -10, -75
hitsound = S1,7
getpower = 0
guardsound = S3,0
pausetime = 0,13
ground.hittime = 90
ground.type = high
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -12.5,-4
Palfx.time          = 50
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 2200, 3]
type = ChangeState
trigger1 = Time = 300
value = 2554


[Statedef 2554,antares]
type = A
movetype = A
physics = S
anim = 17508
poweradd = -1000
velset = 0,0
ctrl = 0
juggle = 1
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S3000,3
volumescale = 255
channel = -1
;lowpriority = -1
freqmul = 1.0

[State 0, Explod]
type = Explod
trigger1 = animelem=4
anim = 3713
ID = 3713
scale = 0.7,0.6
pos = 133,-97
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 55
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0



[State 1200, proj]
type = Projectile
;trigger1 = animelem = 4
trigger1 = time = 35
projanim = 3713
projhitanim = -1
projID = 1956
velocity = 0
projscale = 0.7,0.2
projshadow = 150,150,150
projpriority = 1
postype = p1
offset = 133,-97
attr = A, HP
damage = 650,5
animtype = hard
hitflag = MAFd
guardflag = ;MA
sparkno = s7005
guard.sparkno = s4500
sparkxy = 125,0
hitsound = S1,7
getpower = 0
guardsound = S3,0
pausetime = 0,13
ground.hittime = 55
ground.type = high
ground.slidetime = 55
ground.velocity = -12.5
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
air.juggle = 0
yaccel = .5
fall = 1
Palfx.time          = 100
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

  
[State 2200, 3]
type = ChangeState
trigger1 = time = 120
value = 2555


;Deadly Piercing (end)
[Statedef 2555]
type = A
movetype = A
physics = S
anim = 250555
velset = 0,0
ctrl = 0
juggle = 1
sprpriority = 3

[State 2200, 3] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4000]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 1954
velset = 0,0
poweradd = -1000

[State 225, kiai]
type = PlaySnd
trigger1 = AnimElem = 3
value = 22,1
volume = 160

[State 4000, superpause]
type = SuperPause
trigger1 = animelem = 1
time = 10
sound = S3001,0
pos = -5,-450000000000000
;darken = 1

[State 3081, sfondo scuro]
type = Explod
trigger1 =  AnimElem = 1
pos = 0,0
anim = 1001
ID = 8000
postype = back
sprpriority = -9
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 1
removetime = 30

[State 4000,2 lus]
type = explod
trigger1 = animelem= 1
ignorehitpause = time=6
sprpriority = 9
anim = 7005
pos= -0,-120

[State 3081, sfondo scuro]
type = Explod
trigger1 =  AnimElem = 3
pos = -15,250
scale= 0.7,1.5
anim = 1953
ID = 1953
sprpriority = -9
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 1
removetime = 130


[State 4000, HitDef]
type = HitDef
trigger1 = animelem  = 1
attr = S, HA
hitflag = MAF
damage = 15
guardflag = MA
;pausetime = 0,10
;hitsound = S2,2
;guardsound = S3,0
;sparkno = S9992
sparkno = S7005
sparkxy = -10,-10000000000000
;guard.sparkno = S7060
animtype = Hard
ground.type = High
;priority = 5,Hit
ground.hittime  = 5
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 4000, HitDef]
type = HitDef
trigger1 = animelem  = 2
trigger2 = animelem  = 3
trigger3 = animelem  = 4
trigger4 = animelem  = 5
trigger5 = animelem  = 6
attr = S, HA
hitflag = MAF
damage = 15
guardflag = MA
pausetime = 0,10
;hitsound = S2,2
;guardsound = S3,0
;sparkno = S9992
sparkno = S7005
sparkxy = -10,-100000000
;guard.sparkno = S7060
animtype = Hard
ground.type = High
priority = 5,Hit
ground.hittime  = 3
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 4000, HitDef]
type = HitDef
trigger1 = animelem  = 7
trigger2 = animelem  = 8
trigger3 = animelem  = 9
attr = S, HA
hitflag = MAF
damage = 5
guardflag = MA
pausetime = 0,10
;hitsound = S2,2
;guardsound = S3,0
;sparkno = S9992
sparkno = S7005
sparkxy = -10,-1000000000000000
guard.sparkno = S7060
animtype = Hard
ground.type = High
ground.hittime  = 3
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1


[State 4000,2 HitDef]
type = explod
trigger1 = animelem= 1
anim = 7005
pos= -20,-120


[State 4000, ChangeState]
type = ChangeState
trigger1 = Time =150
value = 4001
ctrl = 1


[StateDef 4001]
type    = S
movetype = A
physics = S
ctrl = 1
anim = 1955
velset = 0,0
juggle = 15


[State 225, kiai]
type = PlaySnd
trigger1 = AnimElem = 3
value = 22,1
volume = 160



[State 3081, sfondo scuro]
type = Explod
trigger1 =  AnimElem = 3
pos = -15,250
scale= 0.7,1.5
anim = 1911
ID = 1911
sprpriority = -9
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 1
removetime = 12


[State 4000, HitDef]
type = HitDef
trigger1 = animelem  = 2
attr = S, NA
damage = 188,10
guardflag = MA
pausetime = 6,6
hitsound = S2,2
guardsound = S6,10
sparkno = S9992
sparkxy = 0,99999999999999999999
animtype = up
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -3,-20
guard.velocity = -4
air.velocity = -4,-2
fall = 1
Palfx.time          = 20
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

[State 4000,2]
type = explod
trigger1 = animelem= 1
anim = 7005
pos= -20,-120


[State 4000, ChangeState]
type = ChangeState
trigger1 = Time = 19
value = 12
ctrl = 1
