

;*****************************************************************************************
;                                                                                        *                               *
;Seiya de Pegasus  Autor  Grafica : Tecla2000 (base general de sprit Claudio Ricci(MIM)) *
;                          Programacion : Tecla2000                                      *
;                                                                                        *                               *
;*****************************************************************************************



;Cometa Pegaso Aereo (Pegasus Suiseken air)


[Statedef 3100]
type = A
movetype = A
physics = N
anim = 3100
poweradd = -1000
juggle = 5
velset = 0,0
ctrl = 0

[State 3100, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100]
type = VelSet
trigger1 = AnimElem = 7
x = 8
y = 8

[State 3100]
type = VelAdd
trigger1 = Time > 21
y = .5

[State 3100, pepp voce]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1600,0
channel = 0
volume = 250

[State 3100]
type = PlaySnd
trigger1 = Time = 22
value = 1000,1
volume = 200

;Bg effect
[State 3100, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 200
mul = 150,150,222
sinadd = 34,56,67,240
add = 5,5,5

[State 3100]
type = SuperPause
trigger1 = Time = 0
time = 35
darken = 0
anim = S70015
pos = -26,-100
movetime = 0

[State 3100]
type = PlaySnd
trigger1 = Time = 0
value = 900,1
volume = 200

[State 3100, lucione]
type = Explod
trigger1 = Time = 0
anim = 70028
pos = -20,-20
postype = p1
sprpriority = 8
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3100, spause]
type = Explod
trigger1 = AnimElem = 2
anim = 7031
ID = 7031
pos = -55,20
postype = p1
sprpriority = 5
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3100] 
type = AssertSpecial
trigger1 = 1
flag = noFG

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

[State 3100, fondo]
type = Explod
trigger1 = Time = 0
anim = 7033
ID = 7033
pos = -320,0
postype = right
sprpriority = -5
supermove = 1
removetime = 100
ignorehitpause = 1
ownpal = 0
bindtime = -1
persistent = 0
removeongethit = 1

[State 3100, fondo]
type = Explod
trigger1 = Time = 0
anim = 7034
ID = 7034
pos = -320,0
postype = right
sprpriority = -7
supermove = 1
removetime = 100
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

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

[State 3100, cometa]
type = Explod
triggerall = NumExplod(7032) = 0
trigger1 = AnimElem = 7
anim = 7032
ID = 7032
pos = 40,-30
postype = p1
sprpriority = -2
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

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

[State 3100, hit]
type = HitDef
trigger1 = 1
priority = 7
attr = A, HA
damage = 27, 3
priority = 7 
animtype = hard
guardflag = MA
sparkxy = 0,-40
sparkno = s7035
hitsound = S260,0
guardsound = S310,0
pausetime = 2,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -5,-5
air.velocity = -3,-3
fall = 1
envshake.time = 25           
envshake.ampl = 4
envshake.freq = 176
fall.recover = 0             
fall.damage = 10             
fall.envshake.ampl = 3       
fall.envshake.freq = 178
fall.envshake.time = 55
Palfx.time          = 40
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1

[state 3100, white fadeout]
type = BGPalFx
trigger1 = p2life = 0
add = 255,255,255
sinadd = 300,300,300,60
time= 40
ignorehitpause = 1
persistent= 0

[State 3100]
type = BGPalfx
trigger1 = Pos Y >= 0
ignorehitpause = 1
time = 1
mul = 150,150,222
sinadd = 34,56,67,240
add = 5,5,5


[State 3100]
type = ChangeState
triggerAll = movehit >= 1
trigger1 = Pos Y >= 0
value = 3101
ctrl = 1

[State 3100]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1


[Statedef 3101]
type = A
movetype = I
physics = N
anim = 3101
velset = -5,-8
ctrl = 0

[State 3101]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3101]
type = PlaySnd
trigger1 = Time = 0
value = 52,0

[State 3101, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3101]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 3101, lampi]
type = BGPalfx
trigger1 = time = 1
ignorehitpause = 1
time = 20
sinadd = 90,90,90,8
add = 5,5,5
invertall = 0

[State 3101, removeEX]
type = RemoveExplod
triggerall = NumExplod(3719) >= 1
trigger1 = Time = 0
ID = 3719

[State 3101]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 50
ctrl = 1

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

[Statedef 3000]
type = S
movetype = A
physics = S
anim = 3000
poweradd = -1000
juggle = 5
velset = 7
ctrl = 0

[State 3000, nohit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3000, Spause]
type = Superpause
trigger1 = AnimElem = 1
anim = S70015
pos = 25,-70
Time = 55
movetime = 0
darken = 0

[State 2199, cosmo]
type = Explod			
trigger1 = AnimElem = 1
anim = 7086
ID = 7086
pos = -0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = 68
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 100,Explod]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
ID = 7038
anim = 7038
pos = -15,-20
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 0.6,.85
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1


;polvere
[State 3000]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
anim = 7012
postype = p1
pos = 10,0
supermove = 1
ownpal = 1
sprpriority = 4

;flash
[State 3000]
type = Explod
trigger1 = AnimElem = 1
anim = 70028
postype = p1
pos = 17,10
bindtime = 1
supermove = 1
ownpal = 0
sprpriority = 4

[State 3000 ,spause]
type = PlaySnd
trigger1 = AnimElem = 3
value = 900,1
volume = 200

[State 3000 ,peppvoice]
type = PlaySnd
trigger1 = Time = 0
value = 1600,4
volume = 250


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

[State 3000, Fondo]			
type = Explod
trigger1 = AnimElem = 4
anim = 7039
ID = 7039
pos = -320,0
postype = right
sprpriority = -6
supermove = 1
removetime = 160
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3000, Fondo]			
type = Explod
trigger1 = AnimElem = 4
anim = 7040
ID = 7039
pos = -320,0
postype = right
sprpriority = -7
supermove = 1
removetime = 160
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3100, fondo]
type = Explod
trigger1 = Time = 0
anim = 70033
ID = 70033
pos = -320,0
postype = right
sprpriority = -8
supermove = 1
removetime = 72
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3100, fondo]
type = Explod
trigger1 = Time = 0
anim = 70034
ID = 7039
pos = -320,0
postype = right
sprpriority = -9
supermove = 1
removetime = 72
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

;Bg effect
[State 2199, super]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
ID = 3570
time = 160
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

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

[State 3000]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 5
x = 4

[State 3000]
type = PosAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
x = 30

[State 3000]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 11
priority = 7   
attr = S, HA     
damage = 10
animtype = hard
guardflag = MA
sparkxy = -35,-55
sparkno = s7037
hitsound = S220,1
guardsound = S310,0
pausetime = 12,35
ground.hittime = 19
ground.type = low
ground.slidetime = 9
ground.velocity = -10
air.velocity = -3,-3
envshake.time =  10 
envshake.freq = 10  
envshake.ampl = 10 
envshake.phase = 10
numhits = 10

[State 3000]
type = Explod
trigger1 = moveguarded = 1
anim = 7041
pos = 85,-85
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State 3000]
type = Explod
trigger1 = projcontact = 1
anim = 7037
pos = 5,-80
postype = P2
scale = 0.75,0.75
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1


[State 3000, one]
type = Projectile
trigger1 = AnimElem = 4, = 1
trigger2 = AnimElem = 5, = 2
trigger3 = AnimElem = 7, = 1
trigger4 = AnimElem = 8, = 2
trigger5 = AnimElem = 9, = 3
attr = S, HP
projanim = 7024          
projhitanim = 70025      
offset = 12,0    
velocity = 10
damage = 7,1
animtype = Hard
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 80,-80
hitsound = S250,1
guardsound = S310,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -15
air.velocity = 1,1
envshake.time =  5 
envshake.freq = 5     
envshake.ampl = 5  
envshake.phase = 5
numhits = 10
Palfx.time          = 35
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1


[State 3000, two]
type = Projectile
trigger1 = AnimElem = 4, = 0
trigger2 = AnimElem = 5, = 3
trigger3 = AnimElem = 6, = 5
trigger4 = AnimElem = 8, = 7
trigger5 = AnimElem = 9, = 8
guardflag = MA
attr = S, HP
projanim = 7024
projhitanim = 70025     
offset = 20,15   
velocity = 11
damage = 6, 4
sparkno = -1
sparkxy = 80,-80
hitsound = S220,1
guardsound = S310,0
pausetime = 0,12
ground.hittime  = 16
ground.velocity = -2


[State 3000, three]
type = Projectile
trigger1 = AnimElem = 4, = 3
trigger2 = AnimElem = 5, = 0
trigger3 = AnimElem = 6, = 2
trigger4 = AnimElem = 8, = 6
trigger5 = AnimElem = 9, = 5
guardflag = MA
attr = S, HP
projanim = 7024      
projhitanim = 70025       
offset = -12, 25
velocity = 12
damage = 6, 4
sparkno = -1
sparkxy = 80,-80
hitsound = S250,1
guardsound = S310,0
pausetime = 0,12
ground.hittime  = 16
ground.velocity = -2

[State 3000 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001

[Statedef 3001]
type = S
movetype = A
phsyics = N
anim = 3001
velset = 7

[State 100,Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
ID = 7038
anim = 7038
pos = -15,-20
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 0.6,.85
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 3001, nohit]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = SCA

;polvere
[State 3001]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
anim = 7012
postype = p1
pos = 30,0
supermove = 1
ownpal = 1
sprpriority = 4

[State 3001]
type = PlaySnd
trigger1 = Time = 0
value = 1000,7
volume = 120

[State 3001]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
x = 20

[State 3001, afterimage]
type = AfterImage
trigger1 = time = 4
time = 40
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 107,107,222 
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 3001]
type = VelSet
trigger1 = Time > 0
x = 5

[State 3001]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 11
priority = 7
attr = S, HA     
damage = 7
animtype = hard
guardflag = MA
sparkno = s7037
sparkxy = -40,-80
hitsound = S220,1
guardsound = S310,0
pausetime = 0,4
ground.hittime = 19
ground.type = low  
envshake.time = 10          
envshake.ampl = 2
envshake.freq = 176

[State -3]
type = Explod
trigger1 = moveguarded = 1
anim = 7041
pos = 85,-85
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State 3001]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
priority = 7
attr = S, HA     
damage = 7
animtype = hard
guardflag = MA
sparkno = s7037
sparkxy = -35,-55
hitsound = S250,1
guardsound = S310,0
pausetime = 0,4
ground.hittime = 19
ground.type = high
envshake.time = 10           
envshake.ampl = 2
envshake.freq = 176


[State 3001]
type = ChangeState
trigger1 = Time = 20
value = 3002


[Statedef 3002]
type = S
movetype = A
phsyics = N
anim = 3002
velset = 0,0  

[State 2199, cosmo]
type = Explod			
trigger1 = AnimElem = 7
anim = 70886
ID = 70886
pos = -0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = 55
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 100,Explod]
type = Explod
trigger1 = AnimElem = 3
ID = 7038
anim = 7038
pos = -15,-20
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 0.6,.85
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 3002, nohit]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = SCA

;polvere
[State 3002]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
anim = 7012
postype = p1
pos = 30,0
supermove = 1
ownpal = 1
sprpriority = 4

[State 3002 ,kiai]
type = PlaySnd
trigger1 = Time = 0
value = 1500,11
volume = 200

[State 3002]
type = VelAdd
trigger1 = AnimElem = 5
x = 20

[State 3002]
type = HitDef
trigger1 = AnimElem = 6
priority = 7
attr = S, HA      
damage = 20
animtype = hard
guardflag = MA
sparkno = S33065
sparkxy = -25,-80
hitsound = S260,0
guardsound = S320,0
pausetime = 0,60
p2stateno = 3003
p1stateno = 3005
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          = 38
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1

[State -3]
type = Explod
trigger1 = moveguarded = 1
anim = 7041
pos = 15,-85
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State 3002, screenmove]
type = Screenbound
trigger1 = AnimElem = 6
value = 50
movecamera = 1,1

[State 3002]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3005]
type = S
movetype = A
phsyics = N
anim = 3005
velset = 0,0  

[State 3002]
type = Explod
trigger1 = time = 0
anim = 7012
postype = p1
pos = 30,0
supermove = 1
ownpal = 1
sprpriority = 4
bindtime = -1

[State 100,Explod]
type = Explod
trigger1 = time = 0
trigger2 = time = 20
ID = 7038
anim = 7038
pos = -10,-20
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 0.6,0.85
sprpriority = -3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

;-----------------------------
[State 3002, hit]
type = Explod
trigger1 = time = 0
pos = -10,-30
anim = 33061
ID = 33061
postype = p2
scale = 0.5,0.5
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 50

[State 3002, hit]
type = Explod
trigger1 = time = 0
pos = -40,-100
anim = 33062
ID = 33062
postype = p2
scale = 0.5,0.5
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 50

[State 3002, hit]
type = Explod
trigger1 = time = 0
pos = 20,-80
anim = 33063
ID = 33063
postype = p2
scale = 0.5,0.5
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 50


[State 3002, hit]
type = Explod
trigger1 = time = 0
pos = -10,-30
anim = 33064
ID = 33064
postype = p2
scale = 0.5,0.5
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 60

[State 3002, hit]
type = Explod
trigger1 = time = 0
pos = -40,-100
anim = 33064
ID = 33064
postype = p2
scale = 0.5,0.5
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 60

[State 3002, hit]
type = Explod
trigger1 = time = 0
pos = 20,-80
anim = 33064
ID = 33064
postype = p2
scale = 0.5,0.5
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 60
;-----------------------------


[State 3002]
type = VelAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 2
x = 2

[State 3002]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------

;Efecto Caida P2

[Statedef 3003]
type = A
movetype = H
physics = N


[State 3201, vel]
type = Velset
trigger1 = time = [1,59]
x = 0
y = 0

[State 3003 , 1]
type = VelSet
trigger1 = Time = 60
x = 0
y = -5
z = 0

[State 3003 , 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 3003

[State 3003 , 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3004

[Statedef 3004]
type = A
movetype = H
physics = N
velset = -1.7,-11

[State 3004 , 1]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 3004 , 2]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

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

[Statedef 3200]
type = S
movetype = A
physics = S
anim = 3200
poweradd = -2000
velset = 0
ctrl = 0

[State 2199] 
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 2199, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 3100, fondo]
type = Explod
trigger1 = Time = 0
anim = 70033
ID = 70034
pos = -320,0
postype = right
sprpriority = -8
supermove = 1
removetime = 230
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3100, fondo]
type = Explod
trigger1 = Time = 0
anim = 70034
ID = 70034
pos = -320,0
postype = right
sprpriority = -9
supermove = 1
removetime = 230
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

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

[State 2163 , 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1600,13
volume = 250

[State 2163 , 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1600,12
volume = 180

[State 2163 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1600,14
volume = 200

[State 2199]
type = SuperPause
trigger1 = Time = 0
time = 207
anim = S70015
pos = 9,-80
darken = 0
supermove = 1
movetime = 207

[State 3000 ,spause]
type = PlaySnd
trigger1 = Time = 0
value = 1000,11
volume = 200

[State 3000]
type = Explod
trigger1 = Time = 0
anim = 70028
postype = p1
pos = 1,0
bindtime = 1
supermove = 1
ownpal = 0
sprpriority = 4

;Bg effect
[State 2199, super]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
ID = 3570
time = 99
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

;Bg effect
[State 2199, super]
type = BGPalfx
trigger1 = time >= 10
ignorehitpause = 1
ID = 3570
time = 500
mul = 107,107,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 2199, kosumo]
type = Explod			
trigger1 = AnimElem = 1
anim = 7087
ID = 7087
pos = -0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = 210
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 2199]
type = AfterImage
trigger1 = time = 0
time = 300
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 2200 , 4]
type = PlaySnd
trigger1 = Time = 200
value = 1600,11
volume = 250

[State 2199]
type = ChangeState
trigger1 = AnimTime = 0
value = 3210

;-----------------------------------------
[Statedef 3210]
type = S
movetype = A
physics = S
anim = 3210
velset = 0
ctrl = 0

[State 2210, removeEX]
type = RemoveExplod
trigger1 = time = 0
ID = 7087

[State 2199, kosumo]
type = Explod			
trigger1 = AnimElem = 1
anim = 7088
ID = 7088
pos = -0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

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

[State 3000, Fondo]			
type = Explod
trigger1 = time = 0
anim = 7039
ID = 7039
pos = -320,0
postype = right
sprpriority = -7
supermove = 1
removetime = 505
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3000, Fondo]			
type = Explod
trigger1 = time = 0
anim = 7040
ID = 7039
pos = -320,0
postype = right
sprpriority = -6
supermove = 1
removetime = 505
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

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

[State 2200]
type = AfterImage
trigger1 = time = 0
time = 5
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 2200] 
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 2200, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2200 ]
type = SuperPause
trigger1 = Time = 0
time = 170
anim = S70091
pos = 20,-121
darken = 0
supermove = 1
movetime = 170

[State 3000 ,spause]
type = PlaySnd
trigger1 = Time = 0
value = 1000,11
volume = 256

[State 3000 ,spause]
type = Explod
trigger1 = Time = 0
anim = 7042
sprpriority = 4
postype = p1
pos = 10,0
bindtime = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

;lens flare andata
[State 2200 , 5]
type = Explod
trigger1 = Time = 0
anim = 70028
sprpriority = 2
postype = p1
pos = 19,-33
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1


[State 2200]
type = PlaySnd
trigger1 = AnimElem = 5
value = 220,0

[State 2200]
type = PlaySnd
trigger1 = AnimElem = 75
value = 1500,5
volume = 256
channel = 0


[State 2200, light]
type = Explod
triggerall = NumExplod(70028) = 0
trigger1 = AnimElem = 5
ignorehitpause = 1
anim = 70028
ID = 70028
pos = 38,-5
postype = p1
sprpriority = -1
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = 800

[State 2200, polvere]
type = Explod
triggerall = NumExplod(70062) = 0
trigger1 = AnimElem = 5
ignorehitpause = 1
anim = 70062
ID = 70062
pos = 5,0
postype = p1
sprpriority = -3
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = 800

[State 2200, hit]
type = Explod
triggerall = NumExplod(7037) = 0
trigger1 = projhit(3201) >= 1
pos = 15,-66
anim = 7037
ID = 7037
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
scale = .8, .8

[State 2200, hit]
type = Explod
triggerall = NumExplod(33061) = 0
trigger1 = projhit(3201) >= 1
pos = 0,-30
anim = 33061
ID = 33061
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
scale = .8, .8

[State 2200, hit]
type = Explod
triggerall = NumExplod(33063) = 0
trigger1 = projhit(3201) >= 1
pos = -15,-90
anim = 33063
ID = 33063
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
scale = .8, .8

[State 1251, projetil 1]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 14
trigger3 = AnimElem = 19
trigger4 = AnimElem = 34
trigger5 = AnimElem = 39
trigger6 = AnimElem = 49
trigger7 = AnimElem = 54
trigger8 = AnimElem = 59
trigger9 = AnimElem = 64
trigger10 = AnimElem = 74
attr = S, SP
ProjAnim = 3201
ProjHitAnim = -1    
ProjRemAnim = 8210
offset = 0,0
velocity = 15, 0    
remvelocity = .7, 0     
accel = 0, 0            
damage    = 2, 1
animtype  = Hard
givepower = 30
guardflag = MA
pausetime = 3,4
sparkno = -1
sparkxy = 43, -87
guard.sparkno = S7025
hitsound   = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -3.5      
air.type = Low
air.velocity = -3
air.juggle = 3
Palfx.time          = 5
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1

[State 1251, projetil 2]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 20
trigger5 = AnimElem = 25
trigger6 = AnimElem = 35
trigger7 = AnimElem = 40
trigger8 = AnimElem = 50
trigger9 = AnimElem = 60
trigger10 = AnimElem = 70
trigger11 = AnimElem = 75
attr = S, SP
ProjAnim = 3201
ProjHitAnim = -1   
ProjRemAnim = 8210
offset = 0,0
velocity = 15, -0.6  
remvelocity = .7, 0     
accel = 0, 0            
damage    = 2, 1
animtype  = Hard
givepower = 30
guardflag = MA
pausetime = 3,4
sparkno = -1
sparkxy = 43, -87
guard.sparkno = S7025
hitsound   = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -3.5      
air.type = Low
air.velocity = -3
air.juggle = 3
Palfx.time          = 5
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1

[State 1251, projetil 3]
type = Projectile
trigger1 = AnimElem = 6
trigger2 = AnimElem = 11
trigger3 = AnimElem = 21
trigger4 = AnimElem = 31
trigger5 = AnimElem = 36
trigger6 = AnimElem = 46
trigger7 = AnimElem = 51
trigger8 = AnimElem = 61
trigger9 = AnimElem = 66
trigger10 = AnimElem = 76
attr = S, SP
ProjAnim = 3201
ProjHitAnim = -1
ProjRemAnim = 8210
offset = 0,0
velocity = 8, 5
remvelocity = 15, 5   
accel = 0, 0            
damage    = 1, 0
animtype  = Hard
givepower = 30
guardflag = MA
pausetime = 3,4
sparkno = -1
sparkxy = 43, -87
guard.sparkno = S7025
hitsound   = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -3.5      
air.type = Low
air.velocity = -3
air.juggle = 3
Palfx.time          = 5
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1

[State 1251, projetil 4]
type = Projectile
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 17
trigger4 = AnimElem = 27
trigger5 = AnimElem = 32
trigger6 = AnimElem = 37
trigger7 = AnimElem = 42
trigger8 = AnimElem = 52
trigger9 = AnimElem = 57
trigger10 = AnimElem = 62
trigger11 = AnimElem = 72
attr = S, SP
ProjAnim = 3201
ProjHitAnim = -1
ProjRemAnim = 8210
offset = 0,0
velocity = 8, 3
remvelocity = 15, 3   
accel = 0, 0            
damage    = 2, 0
animtype  = Hard
givepower = 30
guardflag = MA
pausetime = 3,4
sparkno = -1
sparkxy = 43, -87
guard.sparkno = S7025
hitsound   = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -3.5      
air.type = Low
air.velocity = -3
air.juggle = 3


[State 1251, projetil 5]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = AnimElem = 18
trigger3 = AnimElem = 23
trigger4 = AnimElem = 28
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
trigger7 = AnimElem = 43
trigger8 = AnimElem = 48
trigger9 = AnimElem = 58
trigger10 = AnimElem = 63
trigger11 = AnimElem = 73
attr = S, SP
ProjAnim = 3201
ProjHitAnim = -1
ProjRemAnim = 8210
offset = 0,0
velocity = 8, 1
remvelocity = 15, 1   
accel = 0, 0            
damage    = 1, 0
animtype  = Hard
givepower = 30
guardflag = MA
pausetime = 3,4
sparkno = -1
sparkxy = 43, -87
guard.sparkno = S7025
hitsound   = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2
air.juggle = 3
Palfx.time          = 5
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1

[State 2200]
type = ChangeState
trigger1 = AnimTime = 0
value = 3220
ctrl = 1

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

[Statedef 3220]
type = S
movetype = A
physics = S
anim = 3220
velset = 0
ctrl = 0

[State 2210, removeEX]
type = RemoveExplod
trigger1 = time = 0
ID = 7088

[State 2199, kosumo]
type = Explod			
trigger1 = AnimElem = 1
anim = 73088
ID = 73088
pos = -0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 2210, removeEX]
type = RemoveExplod
trigger1 = AnimElem = 77
ID = 73088

[State 2210] 
type = AssertSpecial
trigger1 = 1
flag = noFG


[State 2210, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2210, removeEX]
type = RemoveExplod
triggerall = NumExplod(70028) >= 1
trigger1 = AnimElem = 72
ID = 70028

[State 2210, removeEX]
type = RemoveExplod
triggerall = NumExplod(70062) >= 1
trigger1 = AnimElem = 73
ID = 70062

[State 2210, removeEX]
type = RemoveExplod
triggerall = NumExplod(7037) >= 1
trigger1 = time = 0
ID = 7037

[State 2210, removeEX]
type = RemoveExplod
triggerall = NumExplod(33061) >= 1
trigger1 = time = 0
ID = 33061

[State 2210, removeEX]
type = RemoveExplod
triggerall = NumExplod(33063) >= 1
trigger1 = time = 0
ID = 33063


[State 2210, hit]
type = Explod
triggerall = NumExplod(7037) = 0
trigger1 = projhit(3201) >= 1
pos = 10,-66
anim = 7037
ID = 7037
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
scale = 0.9,0.9

[State 2210, hit]
type = Explod
triggerall = NumExplod(33061) = 0
trigger1 = projhit(3201) >= 1
pos = 0,-30
anim = 33061
ID = 33061
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
scale = 0.9,0.9

[State 2210, hit]
type = Explod
triggerall = NumExplod(33062) = 0
trigger1 = projhit(3201) >= 1
pos = -10,-90
anim = 33062
ID = 33062
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
scale = 0.9,0.9

[State 2210, hit]
type = Explod
triggerall = NumExplod(33063) = 0
trigger1 = projhit(3201) >= 1
pos = -15,-45
anim = 33063
ID = 33063
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
scale = 0.9,0.9


State 1251, projetil 1]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 14
trigger3 = AnimElem = 19
trigger4 = AnimElem = 34
trigger5 = AnimElem = 39
trigger6 = AnimElem = 49
trigger7 = AnimElem = 54
trigger8 = AnimElem = 59
trigger9 = AnimElem = 64
trigger10 = AnimElem = 74
attr = S, SP
ProjAnim = 3201
ProjHitAnim = -1 
ProjRemAnim = 8210
offset = 0,0
velocity = 20, 0    
remvelocity = .7, 0     
accel = 0, 0            
damage    = 3, 1
animtype  = Hard
givepower = 30
guardflag = MA
pausetime = 2,44
sparkno = -1
sparkxy = 43, -87
guard.sparkno = S7025
hitsound   = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -3.5      
air.type = Low
air.velocity = -3
air.juggle = 3
Palfx.time          = 5
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1


[State 1251, projetil 2]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 20
trigger5 = AnimElem = 25
trigger6 = AnimElem = 35
trigger7 = AnimElem = 40
trigger8 = AnimElem = 50
trigger9 = AnimElem = 60
trigger10 = AnimElem = 70
attr = S, SP
ProjAnim = 3201
ProjHitAnim = -1 
ProjRemAnim = 8210
offset = 0,0
velocity = 20, -0.6  
remvelocity = .7, 0     
accel = 0, 0            
damage    = 2, 0
animtype  = Hard
givepower = 30
guardflag = MA
pausetime = 2,44
sparkno = -1
sparkxy = 43, -87
guard.sparkno = S7025
hitsound   = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -3.5      
air.type = Low
air.velocity = -3
air.juggle = 3
Palfx.time          = 5
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1


[State 1251, projetil 3]
type = Projectile
trigger1 = AnimElem = 6
trigger2 = AnimElem = 11
trigger3 = AnimElem = 21
trigger4 = AnimElem = 31
trigger5 = AnimElem = 36
trigger6 = AnimElem = 46
trigger7 = AnimElem = 51
trigger8 = AnimElem = 61
trigger9 = AnimElem = 66
trigger10 = AnimElem = 71
attr = S, SP
ProjAnim = 3201
ProjHitAnim = -1
ProjRemAnim = 8210
offset = 0,0
velocity = 8, 5
remvelocity = 20, 5   
accel = 0, 0            
damage    = 3, 1
animtype  = Hard
givepower = 30
guardflag = MA
pausetime = 2,44
sparkno = -1
sparkxy = 43, -87
guard.sparkno = S7025
hitsound   = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -3.5      
air.type = Low
air.velocity = -3
air.juggle = 3
Palfx.time          = 5
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1

[State 1251, projetil 4]
type = Projectile
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 17
trigger4 = AnimElem = 27
trigger5 = AnimElem = 32
trigger6 = AnimElem = 42
trigger7 = AnimElem = 52
trigger8 = AnimElem = 57
trigger9 = AnimElem = 62
trigger10 = AnimElem = 74
attr = S, SP
ProjAnim = 3201
ProjHitAnim = -1
ProjRemAnim = 8210
offset = 0,0
velocity = 8, 3
remvelocity = 20, 3   
accel = 0, 0            
damage    = 3, 1
animtype  = Hard
givepower = 30
guardflag = MA
pausetime = 2,44
sparkno = -1
sparkxy = 43, -87
guard.sparkno = S7025
hitsound   = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -3.5      
air.type = Low
air.velocity = -3
air.juggle = 3
Palfx.time          = 5
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1

[State 1251, projetil 5]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = AnimElem = 18
trigger3 = AnimElem = 23
trigger4 = AnimElem = 28
trigger5 = AnimElem = 33
trigger6 = AnimElem = 43
trigger7 = AnimElem = 48
trigger8 = AnimElem = 58
trigger9 = AnimElem = 63
trigger10 = AnimElem = 73
attr = S, SP
ProjAnim = 3201
ProjHitAnim = -1
ProjRemAnim = 8210
offset = 0,0
velocity = 8, 1
remvelocity = 20, 1   
accel = 0, 0            
damage    = 3, 0
animtype  = Hard
givepower = 30
guardflag = MA
pausetime = 2,44
sparkno = -1
sparkxy = 43, -87
guard.sparkno = S7025
hitsound   = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -3.5      
air.type = Low
air.velocity = -3
air.juggle = 3
Palfx.time          = 5
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1

[State 2210, Velset]
type = VelSet
trigger1 = AnimElem >= 77
x = 80

[State 2210, Velset]
type = VelSet
trigger1 = AnimElem = 79
x = 0

[State 2210, CiuccioHelper]
type = Helper
trigger1 = AnimElem = 76
stateno = 3230
id = 3230
sprpriority = -1
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0 
bindtime = -1
ownpal = 1
supermovetime = -1

[State 2210]
type = HitDef
trigger1 = AnimElem = 77
priority = 7
attr = S, HA
damage = 80, 5
animtype = hard
guardflag = MA
sparkno = S7037
sparkxy = -25,-80
guard.sparkno = S7041
hitsound = S260,0
guardsound = S320,0
pausetime = 22,65 
ground.hittime = 16
ground.type = low
ground.velocity = 3,-9
air.velocity = 3,-9
envshake.time = 10           
envshake.ampl = 3
envshake.freq = 176
p2facing = 1                 
fall = 1
fall.recover = 0             
fall.damage = 30             
fall.envshake.ampl = 3       
fall.envshake.freq = 178
fall.envshake.time = 10
Palfx.time          = 70
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1
numhits = 7

[State 2200]
type = PlaySnd
trigger1 = movehit = 1
value = 1000,11
volume = 200

[State 2200]
type = PlaySnd
trigger1 = movehit = 1
value = 1500,11
volume = 256

[State 2200, Spause]
type = Superpause
trigger1 = movehit = 1
anim = s99035 ;s3722
pos = 150,20
Time = 30
movetime = 0
darken = 0

[State 2200]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,255
under = 1
time = 4

;-----------------------------
[State 2210, hit]
type = Explod
triggerall = NumExplod(33061) = 0
trigger1 = movehit = 1
pos = 0,-20
anim = 33061
ID = 33061
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 50
scale = 0.7,0.7

[State 2210, hit]
type = Explod
triggerall = NumExplod(33062) = 0
trigger1 = movehit = 1
pos = -30,-90
anim = 33062
ID = 33062
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 50
scale = 0.7,0.7

[State 2210, hit]
type = Explod
triggerall = NumExplod(33063) = 0
trigger1 = movehit = 1
pos = 25,-70
anim = 33063
ID = 33063
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 50
scale = 0.7,0.7


[State 2210, hit]
type = Explod
triggerall = NumExplod(5) <= 4
trigger1 = movehit = 1
pos = 0,-20
anim = 33064
ID = 5
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 60
scale = 0.8,0.8

[State 2210, hit]
type = Explod
triggerall = NumExplod(5) <= 4
trigger1 = movehit = 1
pos = -30,-90
anim = 33064
ID = 5
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 60
scale = 0.8,0.8

[State 2210, hit]
type = Explod
triggerall = NumExplod(5) <= 4
trigger1 = movehit = 1
pos = 25,-70
anim = 33064
ID = 5
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 60
scale = 0.8,0.8
;-----------------------------


;polvere
[State 2210]
type = Explod
trigger1 = AnimElem = 77
anim = 7019
postype = p1
pos = 30,5
supermove = 1
ownpal = 1
sprpriority = 4


[State 2210]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;ciuccio help
[Statedef 3230]
type = S
movetype = I
physics = S
juggle  = 1
poweradd = 0
anim = 3230
ctrl = 0

[State 2212]
type = bindtoroot
trigger1 = 1
pos = 50, 0

[State 2212, afterimage]
type = AfterImage
trigger1 = time = 0
time = 500
length = 20
PalBright = 10,10,10
PalContrast = 128,128,128
trans = Add1

[State 2212, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2212]
type = DestroySelf
trigger1 = root, AnimElem = 78
trigger2 = root, stateno != 3220


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


;Escudo de Athena

[Statedef 3800]
type = S
movetype = A
physics = S
anim = 3800
poweradd = -3000
velset = 0
ctrl = 0

[State 3800, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3800, flash]
type = EnvColor
trigger1 = Time = 0
value = 255,255,255
under = 0
time = 3

[State 3300, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 400
mul = 150,150,222
sinadd = 34,56,67,240
add = 5,5,5

[State 3800]
type = PlaySnd
trigger1 = AnimElem = 1
value = 320,0

[State 3800, pepp voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1600,15
volume = 180
channel = 0

[State 3800, pepp voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 1600,16
volume = 256

[State 3800]
type = PlaySnd
trigger1 = AnimElem = 9
value = 200,0
volume = 100

[State 3800]
type = PlaySnd
trigger1 = AnimElem = 15
value = 220,2
volume = 100

[State 3800]
type = PlaySnd
trigger1 = AnimElem = 17
value = 1000,11
volume = 150

[State 3800]
type = SuperPause
trigger1 = Time = 0
time = 155
anim = S7045
pos = 40,-35
darken = 0
supermove = 1
movetime = 155

[State 3800, polvere]
type = Explod
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 70128
ID = 70128
pos = 0,90
postype = p1
sprpriority = -3
supermove = 1
ignorehitpause = 1
scale = 2,2
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3800, polvere]
type = Explod
triggerall = NumExplod(131) = 0
trigger1 = AnimElem = 19
anim = 70062
ID = 131
pos = -5,-2
postype = p1
sprpriority = -2
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = 400

[State 3800, polvere]
type = Explod
trigger1 = AnimElem = 17
anim = 7046
ID = 7046
pos = -83,-50
postype = p1
sprpriority = 5
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = 30

[State 3800, hit]
type = Explod
triggerall = NumExplod(3495) = 0
trigger1 = projhit(7043) = 1
pos = 0,-82
anim = 77096+(random%4)
ID = 7047
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
scale = 0.60,0.60

[State 3800, lampi]
type = BGPalfx
trigger1 = projhit(7043) = 1
ignorehitpause = 1
time = 75
sinadd = 90,90,90,8
add = 5,5,5
invertall = 0

[State 3800, ]
type = Explod
trigger1 = time = 0
anim = 7048
pos = 30,0
sprpriority = -6
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1
persistent = 1
facing = -1

[State 3800, cosmo1]
type = Explod				
triggerall = NumExplod(7096) = 0
trigger1 = AnimElem = 18
anim = 7096
ID = 7096
pos = 0,0
sprpriority = -3
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1
persistent = 1
removetime = 400

[State 3800, cosmo2]
type = Explod				
triggerall = NumExplod(7097) = 0
trigger1 = AnimElem = 18
anim = 7097
ID = 7097
pos = 0,0
sprpriority = -2
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1
persistent = 1
removetime = 400

[State 3800, sfondo]
type = Explod
trigger1 = time = 0
pos = -320,0
anim = 7049
ID = 7049
postype = right
sprpriority = 8
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 1
removetime = 200

[State 3800, removeEX]
type = RemoveExplod
triggerall = NumExplod(7049) = 1
trigger1 = AnimElem = 18
ID = 7049


[State 3800, rayo]
type = Projectile
trigger1 = AnimElem = 19
projanim = 7043
projid = 7043
projhits = 1000
projmisstime = 4
projpriority = 4
projremovetime = 100
offset = 0, 0
sparkno = -1
sparkxy = 180,100
velocity = 0,0 
attr = S, HP
damage = 50, 16
animtype = Heavy
guardflag = MA
pausetime = 0,9
hitsound   = S260,2
guardsound = S310,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -10,-5
air.velocity = -10,-5
air.animtype = Back
air.juggle = 3
fall = 1
fall.recover = 0             
fall.damage = 33             
fall.envshake.ampl = 6       
fall.envshake.freq = 178
fall.envshake.time = 15
Palfx.time          = 55
palfx.color = 1
palfx.add 	    = 0, 32, 64
Palfx.sinadd        = 32, 32, 32, 25
Palfx.invertall     = 1

[State 3800]
type = VarSet
triggerall = p2life < 1
trigger1 = 1
var(4) = 1

[State 3800]
type = ChangeState
trigger1 = Time = 270
value = 3810
ctrl = 1


[Statedef 3810]
type = S
movetype = A
physics = S
anim = 3810
velset = 0
ctrl = 0

[State 3810, removeEX]
type = RemoveExplod
triggerall = NumExplod(131) >= 1
trigger1 = time = 0
ID = 131


[State 3810, removeEX]
type = RemoveExplod
triggerall = NumExplod(7096) >= 1
trigger1 = time = 0
ID = 7096

[State 3810, removeEX]
type = RemoveExplod
triggerall = NumExplod(7097) >= 1
trigger1 = time = 0
ID = 7097

[State 2100]
type = VarSet
triggerall = p2life < 1
trigger1 = 1
var(4) = 1

[State 3810]
type = PlaySnd
trigger1 = time = 0
value = 320,0

[State 3810]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5100,0
volume = 180

[State 3810, pepp voce]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1600,17
volume = -60

[State 3810, Helper]
type = Helper
trigger1 = time = 0
stateno = 7044
ID = 7044
helpertype = Normal
postype = p1
pos = 2, -123
ownpal = 1

[State 3810, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3810]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;helper escudo
[Statedef 7044]
type    = A
movetype= A
physics = N
juggle  = 6
anim = 7044
ctrl = 0
sprpriority = 4

[State 7044]
type = PlaySnd
trigger1 = time = 5
value = 1000,14
volume = 100

[State 7044]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Hard
damage = 80, 15
hitflag = M-
pausetime = 0,6
sparkno = -1
sparkxy = -20,-95
hitsound = s260,0
guardsound = S320,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-3
air.velocity = -2,-9.5
guard.velocity = -9.0
envshake.time = 18
envshake.freq = 60
envshake.ampl = -4
yaccel = .5
air.fall = 1
fall = 1
fall.recover = 0
fall.damage = 5
fall.envshake.ampl = 6       
fall.envshake.freq = 178
fall.envshake.time = 15

[State -3]
type = Explod
Trigger1 = Movehit = 1
anim = 7098+(random%2)
pos = 0,-72
postype = P2
scale = 0.60,0.60
sprpriority = 1
ownpal = 0
bindtime = -1
supermove = 1
ignorehitpause = 1


[State 7044, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7044]
type = Velset
trigger1 = time = 0
x = 2
y = -10

[State 7044]
type = Veladd
trigger1 = time >= 0 
y = .35

[State 7044]
type = ChangeState
trigger1 = pos y >= 0
value = 77044
ctrl = 1

[Statedef 77044]
type    = A
movetype= A
physics = N
juggle  = 6
anim = 77044
ctrl = 0
sprpriority = 4

[State 77044, polvere]
type = MakeDust
trigger1 = time = 1
pos = 0,0
pos2 = 40,-3
spacing = 2

[State 77044, polvere]
type = MakeDust
trigger1 = time = 15
pos = 40,0
pos2 = 60,-3
spacing = 2

[State 77044, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 77044]
type = Velset
trigger1 = 1
x = 0
y = 0

[State 77044, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 77044]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
value = 340,0
volume = 100

[State 77044]
type = DestroySelf
trigger1 = AnimTime = 0

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


;Flecha Dorada de Sagitario


[Statedef 3700]
type = S
movetype = A
physics = S
anim = 3700
poweradd = -3000
velset = 0
ctrl = 0

[State 2100, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2100]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 2100]
type = SuperPause
trigger1 = AnimElem = 11
time = 200
darken = 0
anim = -1
movetime = 200

[State 2100, spause]
type = Explod
trigger1 = AnimElem = 1
anim = 70015
sprpriority = -2
postype = p1
pos = 0,-65
bindtime = 1
supermove = 1
ownpal = 1
removeongethit = 1

[State 2100, spauselight]
type = Explod
trigger1 = AnimElem = 1
anim = 70028
sprpriority = 1
postype = p1
pos = -8,0
bindtime = -1
supermove = 1
ownpal = 1
removeongethit = 1

[State 2100, spauselight]
type = Explod
trigger1 = AnimElem = 13
anim = 70028
sprpriority = -4
scale = 2,2
postype = p1
removetime = 77
pos = 5, 80
bindtime = -1
supermove = 1
ownpal = 1
removeongethit = 1

[State 2100 , 10]
type = EnvColor
trigger1 = AnimElem = 6, = 2
trigger2 = AnimElem = 9, = 2
trigger3 = AnimElem = 12, = 2
trigger4 = AnimElem = 16, = 2
trigger5 = AnimElem = 20, = 1
value = 231,231,231
time = 1

[State 2100, Sfondogoldlight]
type = Explod
trigger1 = Time = 1110
anim = 70049
pos = 0,-0
postype = Left
sprpriority = -2
ontop = 1
supermovetime = 300
removetime = 230
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1


[State  2100, dleng]
type = PlaySnd
trigger1 = Time = 0
value = 1600,19
volume = 230

[State 2100, peppvoce]
type = PlaySnd
trigger1 = AnimElem = 28
value = 1600,20
volume = 80

[State 2100, spause]
type = PlaySnd
trigger1 = time = 1
value = 1000,11
volume = 200

[State 2100 , goldencloth]
type = PlaySnd
trigger1 = Time = 0
value = 1600,21
volume = 230

[State 2100 , goldencloth]
type = PlaySnd
trigger1 = AnimElem = 24
value = 1000,17
volume = 250

[State 2100 , ciucciocloth]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,15
volume = 250

[State 2100 , ciucciocloth]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000,16
volume = 250

[State 2100 , ciucciocloth]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1000,18
volume = 250

[State 2100, antiattack]
type = HitDef
trigger1 = Time = 0
priority = 7
attr = S, HA
damage = 0
animtype = hard
guardflag = MA
sparkno = -1
;sparkxy = -10,-70
hitsound = S1000,19
pausetime = 0,12
ground.type = High		
ground.slidetime = 5		
ground.hittime  = 30     	
ground.velocity = -15
air.velocity = -4, -2
air.type = High	
ignorehitpause = 1

[State 2100, sagitter cloth]
type = Helper
trigger1 = Time = 0
postype = p1
pos = 10, -100
stateno = 3720
supermovetime = 999
helpertype = player
keyctrl = 0
ownpal = 1
bindtime = -1

[State 2100 , 10]
type = EnvColor
trigger1 = time = 117
value = 255,255,255
time = 4

[State 2100, sagitter cloth su Pepp]
type = Explod
anim = 3713
trigger1 = time = 119
pos = 0,0
postype = p1
sprpriority = 4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1


[State 2100, goldlight]
type = Explod
trigger1 = AnimElem = 26
anim = 7055
sprpriority = -4
postype = p1
scale = 0.6,0.5
removetime = 33
pos = 70,-57
bindtime = 1
supermove = 1
ownpal = 1
removeongethit = 1

[State 2100, blulight]
type = Explod
trigger1 = AnimElem = 25
anim = 70028
postype = p1
pos = 5,125
scale = 2.7,2.7
bindtime = 1
removetime = 80
supermove = 1
ownpal = 1
removeongethit = 1

;Micene o strunz!
[State 2100, aioros]
type = Explod
trigger1 = time = 157
anim = 7050
pos = 0,-25
postype = p1
sprpriority = -2
supermove = 1
;removetime = 80
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 2100, cosmo sagitario]
type = Explod
trigger1 = AnimElem = 24
anim = 7051
ID = 7051
pos = 0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = 17
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 2100, cosmo sagitario]
type = Explod
trigger1 = AnimElem = 27
anim = 77051
ID = 77051
pos = 0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = 105
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 2100, cosmo sagitario]
type = Explod
trigger1 = AnimElem = 29
anim = 77751
ID = 77751
pos = 0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = 32
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 2100, light pont Freccia]
type = Explod
trigger1 = AnimElem = 27
anim = 7052
removetime = 150
sprpriority = 4
supermovetime = 300
postype = p1
pos = 80,-33
bindtime = 1
supermove = 1
ownpal = 1
removeongethit = 1
ID = 7052

[State 99, removeEX]
type = RemoveExplod
triggerall = NumExplod(7052) >= 1
trigger1 = AnimElem = 29
ID = 7052

[State 2100, freccia d'oro dō cazz!]
type = Projectile
trigger1 = AnimElem = 29
sprpriority = 6
forcestand = 1
attr = S, HP
projanim = 3790
projhitanim = 3495
projstagebound = 40
projshadow = 255,255,255
supermovetime = 1000
offset = 0,-3
postype = p1    
velocity = 10
damage = 2000
animtype = Hard
guardflag = -1
pausetime = 15,20
sparkno = -1
guard.sparkno = -1
hitsound = S1000,20
guardsound = S340,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -15,-10
air.velocity = 8,6
fall = 1
p2stateno = 1025
envshake.time = 35           
envshake.ampl = 7
envshake.freq = 176
fall.envshake.ampl = 6       
fall.envshake.freq = 178
fall.envshake.time = 55
Palfx.time          = 5
palfx.color = 1
palfx.add 	    = 0, 32, 64
Palfx.sinadd        = 32, 32, 32, 25
Palfx.invertall     = 1

[State 3800, hit]
type = Explod
trigger1 = projhit(3790) = 1
pos = 25,-72
anim = 7098+(random%2)
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
scale = 0.60,0.60

[State 2100, arrowokosumo]
type = Projectile
trigger1 = AnimElem = 29
sprpriority = -6
attr = S, SP
projanim = 7053
projhitanim = 7053
offset = 0,-3
postype = p1    
velocity = 10

[State 2100]
type = VarSet
triggerall = p2life < 1
trigger1 = 1
var(5) = 1


[State 2100, pepp voce]
type = PlaySnd
trigger1 = time = 25
value = 1600,22
volume = 180

[State 2100]
type = ChangeState
trigger1 = AnimTime = 0
value = 3710

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

[Statedef 3720]
type = S
movetype = A
physics = S
anim = 3720
juggle = 0
velset = 0
ctrl = 0

[State 3720, cosmo]
type = Explod
trigger1 = Time = 0
anim = 7054
sprpriority = -2
supermovetime = 999
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1
removetime = 119

[State 3720, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3720]
type = DestroySelf
trigger1 = Time = 119

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

[Statedef 3710]
type = S
movetype = I
physics = S
anim = 3710
velset = 0

[State 3710, removeEX]
type = RemoveExplod
triggerall = NumExplod(7051) >= 1
trigger1 = AnimElem = 2
ID = 7051

[State 3710, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3710 , goldencloth]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,21
volume = 250

[State 3710 , goldencloth]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,21
volume = 250

[State 2100, cosmo sagitario]
type = Explod
trigger1 = AnimElem = 1
anim = 77651
ID = 77651
pos = 0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = 24
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3710, armatura]
type = Explod
trigger1 = AnimElem = 3
anim = 3711
sprpriority = 4
postype = p1
pos = 0,0
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1

[State 3710, elmo]
type = Explod
trigger1 = AnimElem = 3
anim = 3712
sprpriority = 4
postype = p1
pos = 0,0
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1

[State 3710, spause]
type = Explod
trigger1 = AnimElem = 2
anim = 7045
sprpriority = -5
postype = p1
pos = 14,-70
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1

[State 3710, luce blu]
type = Explod
trigger1 = AnimElem = 4
anim = 70028
sprpriority = -5
scale = 2,2
removetime = 55
postype = p1
pos = 5,80
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1

[State 2100 , goldencloth]
type = PlaySnd
trigger1 = time = 150
value = 1000,1

[State 3710]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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


[Statedef 3400]
type = S
movetype = A
physics = S
anim = 3410
poweradd = -3000
velset = 0
ctrl = 0

[State 3400] 
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 3400, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 3400, fondo]
type = Explod
trigger1 = Time = 0
anim = 70033
ID = 70034
pos = -320,0
postype = right
sprpriority = -8
supermove = 1
removetime = 430
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3400, fondo]
type = Explod
trigger1 = Time = 0
anim = 70034
ID = 70034
pos = -320,0
postype = right
sprpriority = -9
supermove = 1
removetime = 430
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

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

[State 3400 , 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1600,13
volume = 250
channel = 16

[State 3400 , 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1600,24
volume = 180

[State 3400 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1600,14
volume = 200
channel = 16

[State 3400]
type = SuperPause
trigger1 = Time = 0
time = 426
anim = S70015
pos = 9,-80
darken = 0
supermove = 1
movetime = 426

[State 3400 ,spause]
type = PlaySnd
trigger1 = Time = 0
value = 1000,11
volume = 200

[State 3400]
type = Explod
trigger1 = Time = 0
anim = 70028
postype = p1
pos = 1,0
bindtime = 1
supermove = 1
ownpal = 0
sprpriority = 4

;Bg effect
[State 3400, super]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
ID = 3570
time = 99
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

;Bg effect
[State 3400, super]
type = BGPalfx
trigger1 = time >= 10
ignorehitpause = 1
ID = 3570
time = 500
mul = 107,107,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 3400, kosumo]
type = Explod			
trigger1 = AnimElem = 1
anim = 7090
ID = 7090
pos = -0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = 100
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3400, kosumo]
type = Explod			
trigger1 = AnimElem = 2
anim = 7091
ID = 7091
pos = -0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = 280
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3400]
type = AfterImage
trigger1 = time = 0
time = 300
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

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

;Variable de golpes

[State 3400, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,99

[State 3400 , 7]
type = ChangeState
triggerall = Var(2) = [0,49]
trigger1 = AnimTime = 0
value = 3410

[State 3400 , 7]
type = ChangeState
triggerall = Var(2) = [50,99]
trigger1 = AnimTime = 0
value = 3500

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


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

			 ;Alternativa 1

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

[Statedef 3410]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3400
velset = 0

;-----------afterimage
[State 3410, 0]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 3410,1]
type = AfterImageTime
trigger1 = Time = [2,10000]
time = 2
;-----------afterimage

;remove showgalaxian
[State 3410,remove]
type = RemoveExplod
trigger1 = time = 0
ID = 70034

;Bg effect
[State 2199, super]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 237
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 3410,]
type = stopsnd
trigger1 = time = 2
channel = 16

[State 3410] 
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 3410, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3410, Fondo]			
type = Explod
trigger1 = time = 0
anim = 7039
ID = 7039
pos = -320,0
postype = right
sprpriority = -7
supermove = 1
removetime = 200
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3410, Fondo]			
type = Explod
trigger1 = time = 0
anim = 7040
ID = 7039
pos = -320,0
postype = right
sprpriority = -6
supermove = 1
removetime = 200
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1


[State 3410 , 2]
type = SuperPause
trigger1 = Time = 3
time = 130
anim = S70042
darken = 0
supermove = 1
movetime = 130

[State 3410 , 6]
type = Explod
trigger1 = Time = 0
anim = 7092				
sprpriority = -1
postype = p1
pos = 0,0
removetime = 136
ignorehitpause = 1
supermove = 1
bindtime = -1
ownpal = 1
persistent = 0


[State 3410 , 3]
type = PlaySnd
trigger1 = Time = 3
value = 1000,11
volume = 180

[State 3410 , 3]
type = PlaySnd
trigger1 = Time = 5
value = 1600, 23
volume = 245


[State 3410 , 10]
type = EnvShake
trigger1 = MoveHit
time = 16
persistent = 0
ignorehitpause = 1

[State 3410 , 1]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

[State 3410, Velset]
type = VelSet
trigger1 = AnimElem >= 8
x = 80

[State 3410, Velset]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 3410, Helper]
type = Helper
trigger1 = AnimElem = 7
stateno = 3430
id = 3430
sprpriority = -1
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0 
bindtime = -1
ownpal = 1
supermovetime = -1

;polvere
[State 3410]
type = Explod
trigger1 = AnimElem = 8
anim = 7019
postype = p1
pos = 30,5
supermove = 1
ownpal = 1
sprpriority = 4

[State 3410]
type = HitDef
trigger1 = AnimElem = 8
priority = 7
attr = S, HA
damage = 450, 50
animtype = hard
guardflag = MA
sparkno = S7037
sparkxy = -25,-80
guard.sparkno = S7041
hitsound = S1000,12
guardsound = S320,0
pausetime = 22,65 
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = 3,-9
air.velocity = 3,-9
envshake.time = 10           
envshake.ampl = 3
envshake.freq = 176
p2facing = 1         
fall = 1
fall.recover = 0             
fall.damage = 50            
fall.envshake.ampl = 3       
fall.envshake.freq = 178
fall.envshake.time = 10
Palfx.time          = 70
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1
numhits = 7

[State 3002]
type = VelAdd
trigger1 = movecontact = 1
x = 10

[State 3410]
type = PlaySnd
trigger1 = movehit = 1
value = 1000,11
volume = 200

[State 3410]
type = PlaySnd
trigger1 = movehit = 1
value = 1500,2
volume = 256

[State 3410, Spause]
type = Superpause
trigger1 = movehit = 1
anim = s99435 ;s3722
pos = 150,20
Time = 30
movetime = 0
darken = 0

[State 3410]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,255
under = 1
time = 4

[State 2210, hit]
type = Explod
triggerall = NumExplod(33062) = 0
trigger1 = movehit = 1
pos = -30,-90
anim = 33062
ID = 33062
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 50
scale = 1, 1


[State 2210, hit]
type = Explod
triggerall = NumExplod(5) <= 4
trigger1 = movehit = 1
pos = -30,-90
anim = 33064
ID = 5
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 0
removetime = 60
scale = 1, 1

[State 3410 , 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3430]
type = S
movetype = I
physics = S
juggle  = 1
anim = 3230
ctrl = 0

[State 3430]
type = bindtoroot
trigger1 = 1
pos = 50, 0

[State 3430, afterimage]
type = AfterImage
trigger1 = time = 0
time = 500
length = 20
PalBright = 10,10,10
PalContrast = 128,128,128
trans = Add1

[State 3430, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3430]
type = DestroySelf
trigger1 = root, AnimElem = 9
trigger2 = root, stateno != 3410



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

			 ;Alternativa 2

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

[Statedef 3500]
type = S
movetype = A
physics = S
anim = 3500
velset = 0
ctrl = 0

[State 3500,]
type = stopsnd
trigger1 = time = 2
channel = 16

[State 3500]
type = PlaySnd
trigger1 = Time = 0
value = 1000,11
volume = 200

[State 3500, flash]
type = EnvColor
trigger1 = Time = 3
value = 255,255,255
under = 0
time = 3

[State 3500] 
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 3500, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

;remove showgalaxian
[State 3500,remove]
type = RemoveExplod
trigger1 = time = 0
ID = 70034

[State 3500, cosmo1]
type = Explod
trigger1 = AnimElem = 1
anim = 8883					
ID = 8883
pos = 0,0
sprpriority = -2
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1
persistent = 1
removetime = 45

[State 3500, cosmo1]
type = Explod
trigger1 = AnimElem = 2
anim = 88833					
ID = 88833
pos = 0,0
sprpriority = -2
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1
persistent = 1
removetime = 67

[State 3500]
type = AfterImage
trigger1 = time = 0
time = 1
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 3500]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220,0
volume = 180

[State 3500]
type = SuperPause
trigger1 = AnimElem = 1
time = 45
anim = S70091
pos = 20,-121
darken = 0
supermove = 1
movetime = 45

;lens flare andata
[State 2200 , 5]
type = Explod
trigger1 = AnimElem = 1
anim = 70028
sprpriority = 2
postype = p1
pos = 19,-33
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1

;lens flare andata
[State 3500]
type = Explod
trigger1 = AnimElem = 4
anim = 70028
sprpriority = 2
postype = p1
pos = 44,-10
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1

;lens flare andata
[State 3500]
type = Explod
trigger1 = AnimElem = 4
anim = 70091
sprpriority = 1
postype = p1
pos = 45,-98
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1

;Bg effect
[State 2199, super]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 170
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 3410, Fondo]			
type = Explod
trigger1 = time = 0
anim = 7039
ID = 7039
pos = -320,0
postype = right
sprpriority = -7
supermove = 1
removetime = 170
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3410, Fondo]			
type = Explod
trigger1 = time = 0
anim = 7040
ID = 7039
pos = -320,0
postype = right
sprpriority = -6
supermove = 1
removetime = 170
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3500, polvere]
type = Explod
trigger1 = AnimElem = 5
ignorehitpause = 1
anim = 70062
ID = 131
pos = 15,0
postype = p1
sprpriority = -3
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3500, hit]
type = Explod
triggerall = NumExplod(7057) = 0
trigger1 = projhit(7056) = 1
pos = 0,-82
anim = 7057
ID = 7057
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1

[State 3500, Fireball]
type = Projectile
trigger1 = AnimElem = 5
projanim = 7056
projHitanim = 70056
projhits = 5
ProjID = 7056
offset = 25, -88
sparkno = -1
sparkxy = 0,0
velocity = 10
attr = S, HP
damage    = 90, 10
animtype = Heavy
guardflag = MA
pausetime = 0,45
hitsound   = S260,0
guardsound = S310,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -7
air.velocity = -2.5,-5
air.animtype = Back
air.juggle = 3
envshake.time = 30           
envshake.ampl = 4
envshake.freq = 99
fall = 1
fall.recover = 0             
fall.damage = 50           
fall.envshake.ampl = 2     
fall.envshake.freq = 89
fall.envshake.time = 5
Palfx.time          = 70
Palfx.add           = -122,-30,82
Palfx.mul           = 256,256,256
Palfx.sinadd        = -112,-122,-112,3
Palfx.invertall     = 1

[State 3500, peppvoce]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1600,0
volumen = 250
channel = 0

[State 3500] 
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 3500]
type = ChangeState
trigger1 = AnimTime = 0
value = 3510
ctrl = 1


[Statedef 3510]
type = S
movetype = A
physics = S
anim = 3510
velset = 0
ctrl = 0

[State 3510]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Meteoros de Pagaso, Aereo (Pegasus ryuseiken air)

[Statedef 3300]
type = A
movetype = A
physics = A
juggle  = 5
ctrl = 0
anim = 3300
poweradd = -2000
velset = 0,-10

[State 3300]
type = Velset
trigger1 = Time = [0,300]
x = 0
y = 0

[State 3300, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 310
mul = 150,150,222
sinadd = 34,56,67,240
add = 5,5,5

[State 3300]
type = PlaySnd
trigger1 = Time = 0
value = 1000,11
volume = 200

[State 3300]
type = SuperPause
trigger1 = Time = 0
time = 100
pos = -7,-70
anim = S70091
movetime = 100

[State 3300]
type = Explod
trigger1 = Time = 0
anim = 70028
sprpriority = 2
postype = p1
pos = -6, 18
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1

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

; ver fondos

[State 3300, Fondo]			
type = Explod
trigger1 = Time = 100
anim = 7039
ID = 7039
pos = -320,0
postype = right
sprpriority = -7
supermove = 1
removetime = 200
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3300, Fondo]			
type = Explod
trigger1 = Time = 100
anim = 7040
ID = 7039
pos = -320,0
postype = right
sprpriority = -6
supermove = 1
removetime = 200
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
;-------------------------------

[State 3300, fondo]
type = Explod
trigger1 = Time = 0
anim = 70033
ID = 70034
pos = -320,0
postype = right
sprpriority = -8
supermove = 1
removetime = 100
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3300, fondo]
type = Explod
trigger1 = Time = 0
anim = 70034
ID = 70034
pos = -320,0
postype = right
sprpriority = -9
supermove = 1
removetime = 100
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

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

[State 3300]
type = PlaySnd
trigger1 = time = 70
value = 1600,4
volume = 250

[State 3300]
type = Explod
trigger1 = AnimElem = 4
anim = 3305
ID = 3305
pos = 1,24
postype = p1
sprpriority = -1
supermove = 1
removetime = 22
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3300]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1600,3
volume = 250


[State 3300]
type = Explod
trigger1 = Time = 37
anim = 3306
ID = 3306
pos = 1,24
postype = p1
sprpriority = -1
supermove = 1
removetime = 263
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3410 , 6]
type = Explod
trigger1 = AnimElem = 1
anim = 7093			
sprpriority = -1
postype = p1
pos = 0,0
removetime = 15
ignorehitpause = 1
supermove = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 3410 , 6]
type = Explod
trigger1 = AnimElem = 4
anim = 77093			
sprpriority = -1
postype = p1
pos = 0,0
removetime = 75
ignorehitpause = 1
supermove = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 3410 , 6]
type = Explod
trigger1 = AnimElem = 5
anim = 77793			
sprpriority = -1
postype = p1
pos = 0,0
removetime = 10
ignorehitpause = 1
supermove = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 3410 , 6]
type = Explod
trigger1 = AnimElem = 7
anim = 77893
ID = 77893		
sprpriority = -1
postype = p1
pos = 0,0
removetime = 300
ignorehitpause = 1
supermove = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 3300]
type = VelAdd
trigger1 = Time = 110
trigger2 = Time = 140
trigger3 = Time = 150
trigger4 = Time = 180
trigger5 = Time = 190
trigger6 = Time = 220
trigger7 = Time = 230
trigger8 = Time = 260
trigger9 = Time = 270
trigger10 = Time = 300
y = -5

[State 3300]
type = VelAdd
trigger1 = Time = 120
trigger2 = Time = 130
trigger3 = Time = 160
trigger4 = Time = 170
trigger5 = Time = 200
trigger6 = Time = 210
trigger7 = Time = 240
trigger8 = Time = 250
trigger9 = Time = 280
trigger10 = Time = 290
y = 5

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

[State 3300, hit]
type = Explod
triggerall = NumExplod(7037) = 0
trigger1 = projhit(7022) >= 1
pos = 15,-66
anim = 7037
ID = 7037
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
scale = .8, .8

[State 3300, hit]
type = Explod
triggerall = NumExplod(33061) = 0
trigger1 = projhit(7022) >= 1
pos = 0,-30
anim = 33061
ID = 33061
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
scale = .8, .8

[State 3300, hit]
type = Explod
triggerall = NumExplod(33063) = 0
trigger1 = projhit(7022) >= 1
pos = -15,-90
anim = 33063
ID = 33063
postype = p2
sprpriority = 4
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
supermove = 1
scale = .8, .8

;------------------------
[State 3300]
type = Projectile
trigger1 = Time = 104
trigger2 = Time = 110
trigger3 = Time = 120
ProjAnim = 7022         
ProjHitAnim = -1 
ProjRemAnim = 8210
offset = 50,-45
velocity = 2,0       
remvelocity = .7, 0     
accel = 12, 9           
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 105
trigger2 = Time = 115
trigger3 = Time = 125
ProjAnim = 7022         
ProjHitAnim = -1
ProjRemAnim = 8210
offset = 50,-45
velocity = 2, -1       
remvelocity = .7, 0     
accel = 14,7           
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 110
trigger2 = Time = 120
trigger3 = Time = 130
ProjAnim =  7022    
ProjHitAnim = -1
ProjRemAnim = 8210
offset = 50,-45
velocity = 2, 1      
remvelocity = .7, 0     
accel = 12,7         
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 115
trigger2 = Time = 125
trigger3 = Time = 135
ProjAnim = 7022      
ProjHitAnim = -1 
ProjRemAnim = 8210
offset = 50,-45
velocity = 2, -0.7      
remvelocity = .7, 0     
accel = 10,7           
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 120
trigger2 = Time = 130
trigger3 = Time = 140
ProjAnim = 7022        
ProjHitAnim = -1   
ProjRemAnim = 8210
offset = 50,-45 
velocity = 2, .7      
remvelocity = .7, 0     
accel = 7,7         
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 125
trigger2 = Time = 135
trigger3 = Time = 145
ProjAnim =  7022        
ProjHitAnim = -1 
ProjRemAnim = 8210 
offset = 50,-45     
velocity = 2, .9      
remvelocity = .7, 0     
accel = 5,7           
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 130
trigger2 = Time = 140
trigger3 = Time = 150
ProjAnim = 7022     
ProjHitAnim = -1     
ProjRemAnim = 8210 
offset = 50,-45  
velocity = 2, .9      
remvelocity = .7, 0     
accel = 4,7           
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 135
trigger2 = Time = 145
trigger3 = Time = 155
ProjAnim = 7022      
ProjHitAnim = -1   
ProjRemAnim = 8210
offset = 50,-45
velocity = 2, 0      
remvelocity = .7, 0     
accel = 3,7           
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 140
trigger2 = Time = 150
trigger3 = Time = 160
ProjAnim = 7022         
ProjHitAnim = -1   
ProjRemAnim = 8210
offset = 50,-45
velocity = 2, -.8      
remvelocity = .7, 0     
accel = 16,7             
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 145
trigger2 = Time = 155
trigger3 = Time = 165
ProjAnim = 7022         
ProjHitAnim = -1    
ProjRemAnim = 8210   
offset = 50,-45     
velocity = 2, .8      
remvelocity = .7, 0     
accel = 14,7        
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 150
trigger2 = Time = 160
trigger3 = Time = 170
ProjAnim = 7022    
ProjHitAnim = -1    
ProjRemAnim = 8210   
offset = 50,-45  
velocity = 2, -1      
remvelocity = .7, 0     
accel = 12,7           
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 155
trigger2 = Time = 165
trigger3 = Time = 175
ProjAnim =  7022     
ProjHitAnim = -1    
ProjRemAnim = 8210 
offset = 50,-45
velocity = 2, 1
remvelocity = .7, 0     
accel = 10,7            
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 160
trigger2 = Time = 170
trigger3 = Time = 180
ProjAnim = 7022     
ProjHitAnim = -1   
ProjRemAnim = 8210
offset = 50,-45
velocity = 2, 0       
remvelocity = .7, 0     
accel = 7,7        
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 165
trigger2 = Time = 175
trigger3 = Time = 185
ProjAnim =  7022   
ProjHitAnim = -1    
ProjRemAnim = 8210    
offset = 50,-45
velocity = 2, -1       
remvelocity = .7, 0     
accel = 5,7           
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 170
trigger2 = Time = 180
trigger3 = Time = 190
ProjAnim = 7022   
ProjHitAnim = -1   
ProjRemAnim = 8210
offset = 50,-45
velocity = 2, 1      
remvelocity = .7, 0     
accel = 4,7           
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 175
trigger2 = Time = 185
trigger3 = Time = 195
ProjAnim = 7022         
ProjHitAnim = -1     
ProjRemAnim = 8210 
offset = 50,-45
velocity = 2, 0      
remvelocity = .7, 0     
accel = 3,7           
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 180
trigger2 = Time = 190
trigger3 = Time = 200
ProjAnim =  7022  
ProjHitAnim = -1    
ProjRemAnim = 8210   
offset = 50,-45
velocity = 2, .7      
remvelocity = .7, 0     
accel = 16,7         
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 185 
trigger2 = Time = 195
trigger3 = Time = 205
ProjAnim =  7022    
ProjHitAnim = -1   
ProjRemAnim = 8210
offset = 50,-45
velocity = 2, .9      
remvelocity = .7, 0     
accel = 14,7           
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 190
trigger2 = Time = 200
trigger3 = Time = 210
ProjAnim =  7022       
ProjHitAnim = -1 
ProjRemAnim = 8210 
offset = 50,-45
velocity = 2, .9      
remvelocity = .7, 0     
accel = 12,7          
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 195
trigger2 = Time = 205
trigger3 = Time = 215
ProjAnim =  7022     
ProjHitAnim = -1 
ProjRemAnim = 8210  
offset = 50,-45
velocity = 2, 0      
remvelocity = .7, 0     
accel = 10,7           
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 200
trigger2 = Time = 210
trigger3 = Time = 220
ProjAnim =  7022     
ProjHitAnim = -1
ProjRemAnim = 8210    
offset = 50,-45
velocity = 2, -.8      
remvelocity = .7, 0     
accel = 7,7            
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.hittime = 16
ground.type = Low
ground.slidetime = -5
ground.velocity = -6,-6
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 205
trigger2 = Time = 215
trigger3 = Time = 225
ProjAnim =  7022     
ProjHitAnim = -1
ProjRemAnim = 8210
offset = 50,-45
velocity = 2, .8      
remvelocity = .7, 0     
accel = 7,7            
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.hittime = 16
ground.type = Low
ground.slidetime = -5
ground.velocity = -6,-6
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 210
trigger2 = Time = 220
trigger3 = Time = 230
ProjAnim =  7022     
ProjHitAnim = -1
ProjRemAnim = 8210 
offset = 50,-45
velocity = 2, 1      
remvelocity = .7, 0     
accel = 7,7            
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.hittime = 16
ground.type = Low
ground.slidetime = -5
ground.velocity = -6,-6
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 215
trigger2 = Time = 225
trigger3 = Time = 235
ProjAnim =  7022     
ProjHitAnim = -1
ProjRemAnim = 8210  
offset = 50,-45
velocity = 2, -.8      
remvelocity = .7, 0     
accel = 7,7            
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.hittime = 16
ground.type = Low
ground.slidetime = -5
ground.velocity = -6,-6
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 220
trigger2 = Time = 230
trigger3 = Time = 240
ProjAnim =  7022     
ProjHitAnim = -1 
ProjRemAnim = 8210 
offset = 50,-45
velocity = 2, .8      
remvelocity = .7, 0     
accel = 7,7            
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.hittime = 16
ground.type = Low
ground.slidetime = -5
ground.velocity = -6,-6
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 225
trigger2 = Time = 235
trigger3 = Time = 245
ProjAnim =  7022     
ProjHitAnim = -1
ProjRemAnim = 8210  
offset = 50,-45
velocity = 2, -1      
remvelocity = .7, 0     
accel = 7,7            
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.hittime = 16
ground.type = Low
ground.slidetime = -5
ground.velocity = -6,-6
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 230
trigger2 = Time = 240
trigger3 = Time = 250
ProjAnim =  7022     
ProjHitAnim = -1 
ProjRemAnim = 8210   
offset = 50,-45
velocity = 2, .8      
remvelocity = .7, 0     
accel = 7,7            
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.hittime = 16
ground.type = Low
ground.slidetime = -5
ground.velocity = -6,-6
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 235
trigger2 = Time = 245
trigger3 = Time = 255
ProjAnim =  7022     
ProjHitAnim = -1
ProjRemAnim = 8210 
offset = 50,-45
velocity = 2, -.8      
remvelocity = .7, 0     
accel = 7,7            
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.hittime = 16
ground.type = Low
ground.slidetime = -5
ground.velocity = -6,-6
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 240
trigger2 = Time = 250
trigger3 = Time = 260
ProjAnim =  7022     
ProjHitAnim = -1
ProjRemAnim = 8210 
offset = 50,-45
velocity = 2, 1      
remvelocity = .7, 0     
accel = 7,7            
attr = S, SP
damage    = 4
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.hittime = 16
ground.type = Low
ground.slidetime = -5
ground.velocity = -6,-6
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 3300]
type = Projectile
trigger1 = Time = 245
trigger2 = Time = 255
trigger3 = Time = 265
ProjAnim =  7022      
ProjHitAnim = -1   
ProjRemAnim = 8210  
offset = 50,-45
velocity = 2, -.8      
remvelocity = .7, 0     
accel = 16,7            
attr = S, SP
damage    = 1
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.velocity = -4,15
air.velocity = -4,15
fall = 1
fall.recover = 0

[State 3300]
type = Projectile
trigger1 = Time = 250
trigger2 = Time = 260
trigger3 = Time = 270
ProjAnim =  7022         
ProjHitAnim = -1   
ProjRemAnim = 8210   
offset = 50,-45
velocity = 2, .8      
remvelocity = .7, 0     
accel = 14,7            
attr = S, SP
damage    = 1
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = Low
ground.velocity = -4,15
air.velocity = -4,15
fall = 1
fall.recover = 0

[State 3300]
type = Projectile
trigger1 = Time = 255
trigger2 = Time = 265
trigger3 = Time = 275
ProjAnim = 7022     
ProjHitAnim = -1   
ProjRemAnim = 8210    
offset = 50,-45
velocity = 2, -1     
remvelocity = .7, 0     
accel = 10,7            
attr = S, SP
damage    = 1
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.velocity = -4,15
air.velocity = -4,15
fall = 1
fall.recover = 0

[State 3300]
type = Projectile
trigger1 = Time = 260
trigger2 = Time = 270
trigger3 = Time = 280
ProjAnim =  7022         
ProjHitAnim = -1 
ProjRemAnim = 8210   
offset = 50,-45
velocity = 2, .8      
remvelocity = .7, 0     
accel = 7,7            
attr = S, SP
damage    = 1
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = Low
ground.velocity = -4,15
air.velocity = -4,15
fall = 1
fall.recover = 0

[State 3300]
type = Projectile
trigger1 = Time = 265
trigger2 = Time = 275
trigger3 = Time = 285
ProjAnim =  7022        
ProjHitAnim = -1  
ProjRemAnim = 8210    
offset = 50,-45
velocity = 2, -1      
remvelocity = .7, 0     
accel = 5,7            
attr = S, SP
damage    = 1
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.velocity = -4,15
air.velocity = -4,15
fall = 1
fall.recover = 0

[State 3300]
type = Projectile
trigger1 = Time = 270
trigger2 = Time = 280
trigger3 = Time = 290
ProjAnim =  7022   
ProjHitAnim = -1   
ProjRemAnim = 8210   
offset = 50,-45
velocity = 2, .8      
remvelocity = .7, 0     
accel = 4,7            
attr = S, SP
damage    = 1
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = Low
ground.velocity = -4,15
air.velocity = -4,15
fall = 1
fall.recover = 0

[State 3300]
type = Projectile
trigger1 = Time = 275
trigger2 = Time = 285
trigger3 = Time = 295
ProjAnim =  7022       
ProjHitAnim = -1  
ProjRemAnim = 8210     
offset = 50,-45
velocity = 2, -.8      
remvelocity = .7, 0     
accel = 3,7            
attr = S, SP
damage    = 1
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = High
ground.velocity = -4,15
air.velocity = -4,15
fall = 1
fall.recover = 0

[State 3300]
type = Projectile
trigger1 = Time = 280
trigger2 = Time = 290
trigger3 = Time = 300
ProjAnim = 7022     
ProjHitAnim = -1
ProjRemAnim = 8210   
offset = 50,-45
velocity = 2, 1    
remvelocity = .7, 0     
accel = 12,7            
attr = S, SP
damage    = 1
animtype  = Medium
givepower = 5
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = 10, 5
guard.sparkno = s7023
hitsound = S220,1
guardsound = S310,0
ground.type = Low
ground.velocity = -4,15
air.velocity = -4,15
fall = 1
fall.recover = 0
fall.damage = 25

[State 3300]
type = EnvColor
trigger1 = Time = 300
value = 50,200,255
under = 0
time = 5

[State 3300]
type = ChangeState
trigger1 = Time = 300
value = 3301
ctrl = 0

[Statedef 3301]
type = A
movetype = I
physics = A
anim = 3301
velset = -1, -5
juggle = 2
ctrl = 0

[State 3410,remove]
type = RemoveExplod
trigger1 = time = 0
ID = 77893

[State 3301]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


;Impacto Rodante de Pagaso (Pegasus Rolling Crush) V2

[Statedef 3691]
type = S
movetype = A
physics = S
anim = 3691
poweradd= -1000
sprpriority = 1
ctrl = 0
velset = 0,0

[State 3300, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 53
mul = 150,150,222
sinadd = 34,56,67,240
add = 5,5,5

[State 3500, a6]
type = AssertSpecial
trigger1 = time = [0, 900]
flag = nobardisplay
ignorehitpause = 1

[State 3900, Super Pause]
type = SuperPause
trigger1 = animelem = 1
movetime = 35
time = 35
anim = S70091
pos = 9,-70
darken = 0

[State 3300]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000,11
volume = 200

[State 3300]
type = Explod
trigger1 = AnimElem = 1
anim = 70028
sprpriority = 2
postype = p1
pos = 8, 10
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1

[State 3000,1]
type = Playsnd
trigger1 = AnimElem = 2
value = 1500, 3
volumen = 256

[State 3900, State]
type = ChangeState
trigger1 = animtime = 0
value = 3692
ctrl = 0

[Statedef 3692]
type = A
movetype = A
physics = N
anim = 3692
sprpriority = 1
ctrl = 0
velset = 14,0
juggle = 14

[State 3300, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 15
mul = 150,150,222
sinadd = 34,56,67,240
add = 5,5,5

[State 3001]
type = PosAdd
trigger1 = movehit = 1
x = -14

[State 3500, a6]
type = AssertSpecial
trigger1 = time = [0, 900]
flag = nobardisplay
ignorehitpause = 1

[State 3000,1]
type = Playsnd
trigger1 = time = 3
value = 900, 0

[State 100,Explod]
type = Explod
trigger1 = AnimElem = 1
ID = 7038
anim = 7038
pos = -15,-20
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 0.6,.85
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 100, 1]
type = AfterImage
trigger1 = time = 1
time = 25
FrameGap = 3
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 3910, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 0, 80
animtype = Heavy
guardflag = M
hitflag = MA
p1facing = -1
p2facing = 1
p1stateno = 3610
priority = 4, Hit
pausetime = 2,14
guard.pausetime = 0,12
getpower = 0,0
forcestand = 1
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-50
hitsound = s800,0
guardsound = s320,0 
snap = 30,0
ground.velocity = 0,0
ground.type = High
ground.slidetime = 100
ground.hittime = 100
air.hittime = 100
air.velocity = 0,0

[State 3910, State]
type = playerpush
trigger1 = animelem = 2,>= 0
ignorehitpause = 1
value = 0

[State 3620, removeEX]
type = RemoveExplod
trigger1 = movehit = 1
ID = 7038

[State 3910, State]
type = ChangeState
trigger1 = animtime = 0
value = 3693
ctrl = 0

[Statedef 3693]
type = S
movetype = A
physics = S
anim = 3693
sprpriority = 2
velset = 1,0
ctrl = 0

[State 3300, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 20
mul = 150,150,222
sinadd = 34,56,67,240
add = 5,5,5

[State 3620, removeEX]
type = RemoveExplod
trigger1 = Time = 0
ID = 7038

[State 3500, a6]
type = AssertSpecial
trigger1 = time = [0, 500]
flag = nobardisplay
ignorehitpause = 1

[state 3000, cosmo]
type = explod
trigger1 = time = 0
id = 3014
anim = 3014
pos = 0, 0
postype = p1
bindtime = -1
removetime = 4
removeongethit = 1
sprpriority = -2
supermovetime = 4

[State 3815, Posadd]
type = Posadd
trigger1 = time = 0
x = 26

[State 3815, State]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

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

;Impacto Rodante de Pagaso (Pegasus Rolling Crush) V1

[Statedef 3600]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 3600
sprpriority = 2

[State 3600]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3300, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 57
mul = 150,150,222
sinadd = 34,56,67,240
add = 5,5,5

[State 3600]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = SCA
time = 1

[State 3600]
type = superPause
trigger1 = AnimElem = 2
time = 30
anim = S70091
pos = 23,-80
movetime = 30
darken = 0

[State 3300]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,11
volume = 200

[State 3300]
type = Explod
trigger1 = Time = 0
anim = 70028
sprpriority = 2
postype = p1
pos = 22, 28
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1

[State 3600]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 1500, 1
volume = 250
channel = 1

[State 3600]
type = HitDef
trigger1 = Time = 0
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
hitsound   = s800,0
p1facing = 1
p2facing = 1
p1stateno = 3610
guard.dist = 0
fall = 1

[State 3600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3610]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3601
sprpriority = 2


[State 3300, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 250
mul = 150,150,222
sinadd = 34,56,67,240
add = 5,5,5

[State 3610]
type = TargetState
trigger1 = Time = 0
value = 3650

[State 3610]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3610]
type = Width
trigger1 = Time < 34
edge = 60,0

[State 3610]
type = PlaySnd
trigger1 = Time = 0
value = 800, 1

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

; ver fondos

[State 3300, Fondo]			
type = Explod
trigger1 = Time = 0
anim = 7039
ID = 7039
pos = -320,0
postype = right
sprpriority = -7
supermove = 1
removetime = 110
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 3300, Fondo]			
type = Explod
trigger1 = Time = 0
anim = 7040
ID = 7039
pos = -320,0
postype = right
sprpriority = -6
supermove = 1
removetime = 110
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1


[State 3620, removeEX]
type = RemoveExplod
trigger1 = AnimTime = 110
ID = 7039
;-------------------------------

[State Hit]
Type = Helper
trigger1 = Time = 1
Stateno = 4700
ID = 4700
Name = "effect"
Pos = 23,-90
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3610]
type = TargetBind
trigger1 = Time < 10
pos = 15, 0
[State 3610]
type = TargetBind
trigger1 = Anim = 3601
trigger1 = Time >= 10
pos = 40, 0

[State 3610]
type = PlaySnd
trigger1 = Time = 40
value = 1600, 5
volume = 256

[State 3610]
type = PlaySnd
trigger1 = Time = 10
value = 1600, 3
volume = 250
 
[State 3610]
type = EnvShake
trigger1 = time = 10
persistent = 0
time = 15
ampl = 1
freq = 100
phase = 5
[State 3610]
type = EnvShake
trigger1 = time = 25
persistent = 0
time = 15
ampl = 2
freq = 100
phase = 5
[State 3610]
type = EnvShake
trigger1 = time = 40
persistent = 0
time = 15
ampl = 5
freq = 100
phase = 5

[State 3610]
type = PlaySnd
trigger1 = Time = 40
value = 1000, 26
[State 3610]
type = PlaySnd
trigger1 = Time = 40 || Time = 44
value = 1000, 27
channel = 11
[State 3610]
type = PlaySnd
trigger1 = Time = 48
value = 1000, 27

[State 3610]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3610]
type = ChangeAnim
trigger1 = Time = 40
value = 3610

[State 800, 0]
type = AfterImage
trigger1 = time = 40
time = 50
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 3610]
type = PosAdd
trigger1 = Time = 40
x = 10

[State 3610]
type = StateTypeSet
trigger1 = Time = 40
value = A
physics = N
ignorehitpause = 1

[State 3610]
type = velset
trigger1 = Time = 40
y = -15

[State 3610]
Type = Helper
trigger1 = Time = 40
Stateno = 3690
ID = 3690
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3610]
Type = Helper
trigger1 =Time = 40
Stateno = 4398
ID = 4398
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3610]
type = TargetBind
trigger1 = Anim = 3610
trigger1 = AnimElemTime(2) < 0
pos = 30,-71
[State 3610]
type = TargetBind
trigger1 = Anim = 3610
trigger1 = AnimElemtime(2) >= 0 && AnimElemTime(3) < 0
pos = 3,-71
[State 3610]
type = TargetBind
trigger1 = Anim = 3610
trigger1 = AnimElemtime(3) >= 0 && AnimElemTime(4) < 0
pos = -26,-71
[State 3610]
type = TargetBind
trigger1 = Anim = 3610
trigger1 = AnimElemtime(4) >= 0
pos = -3,-71

[State 3610]
type = SprPriority
trigger1 = Anim = 3610
trigger1 = AnimElemTime(2) = 0
value = 0
[State 3610]
type = SprPriority
trigger1 = Anim = 3610
trigger1 = AnimElemTime(4) = 0
value = 2

[State 3610]
type = ChangeState
trigger1 = Anim = 3610
trigger1 = Pos Y <= -1000
value = 3615


[Statedef 3615]
type    = A
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3615
sprpriority = 1

[State 3615]
type = PlaySnd
trigger1 = Time = 125
value = 1000, 28
volume = 200

[State 3615]
type = PosSet
trigger1 = 1
x = 0

[State 3615]
type = PosSet
trigger1 = Time = 0
y = 0


[State 3615]
type = Explod
trigger1 = time = 0
anim = 3608
id = 3608
sprpriority = 3
postype = p1
pos = 0,0
removetime = 210
bindtime = -1
supermove = 1
removeongethit = 1
ownpal = 1

[State 3615]
type = Explod
trigger1 = time = 0
anim = 7094
id = 3608
sprpriority = 4
postype = p1
pos = 0,25
removetime = 210
scale = 1,1.5
bindtime = -1
supermove = 1
removeongethit = 1
ownpal = 1


[State 3615]
type = TargetState
trigger1 = Time = 0
value = 3655

[State 3615]
type = PosSet
trigger1 = Time = 1
y = -(ScreenPos Y + Pos Y)+340

[State 3615]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 3615]	
type = Explod
trigger1 = Time = 0
anim = 7095
sprpriority = -5
postype = left
pos = 0,0
bindtime = -1
removetime = 150
ownpal = 1
removeongethit = 1
scale = 1.5,1.5

[State 3300, fondo]
type = Explod
trigger1 = Time = 0
anim = 7070
ID = 7070
pos = -320,4
postype = right
sprpriority = -4
supermove = 1
removetime = 150
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1


[State 3615]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2 = noFG
IgnoreHitPause = 1

[State 3615]
type = velset
trigger1 = Time = 0
y = -1.2

[State 3615]
type = TargetBind
trigger1 = AnimElemTime(3) < 0
pos = 20,-85
[State 3615]
type = TargetBind
trigger1 = AnimElemtime(3) >= 0 && AnimElemTime(4) < 0
pos = 20,-85
[State 3615]
type = TargetBind
trigger1 = AnimElemtime(4) >= 0 && AnimElemTime(5) < 0
pos = -20,-85
[State 3615]
type = TargetBind
trigger1 = AnimElemtime(5) >= 0
pos = -20,-85


[State 3615]
type = PosSet
trigger1 = time >= 150
y = -1000

[State 3615]
type = ChangeState
trigger1 = time >= 150
value = 3620


[Statedef 3620]
type    = A
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3620
sprpriority = 0


[State 3620, removeEX]
type = RemoveExplod
trigger1 = AnimTime = 0
ID = 3608

[State 3620]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3620]
type = TargetState
trigger1 = Time = 0
value = 3660

[State 3620]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 15,-83
[State 3620]
type = TargetBind
trigger1 = AnimElemtime(2) >= 0 && AnimElemTime(3) < 0
pos = -4,-86
[State 3620]
type = TargetBind
trigger1 = AnimElemtime(3) >= 0
pos = -20,-65

[State 3620]
type = ChangeState
trigger1 = AnimTime = 0
value = 3630


[Statedef 3630]
type    = A
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 3630
sprpriority = 2

[State 3630]
type = PlaySnd
trigger1 = Time = 0
value = 1500, 4
volume = 256
channel = 1

[State 3630]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3630]
type = VelAdd
trigger1 = 1
y = 1

[State 3630]
type = TargetState
trigger1 = Time = 0
value = 3670

[State 3630]
type = TargetBind
trigger1 = 1
pos = 0,-30

[State 3630]
type = SprPriority
trigger1 = AnimElemTime(2) = 0
value = 0
[State 3630]
type = SprPriority
trigger1 = AnimElemTime(4) = 0
value = 2

[State 800, 0]
type = AfterImage
trigger1 = time = 0
time = 40
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1


[State 3630]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3640


[Statedef 3640]
type    = A
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3640
sprpriority = 2

[State 3640]
type = TargetState
trigger1 = Time = 0
value = 3680

[State 3640]
type = TargetBind
trigger1 = Time = 0
pos = 20,-35

[State 3640]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3640]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 29
volume = 210

[State 3640]
Type = Helper
trigger1 =Time = 0
Stateno = 4950
ID = 4950
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0
facing = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;--------------
[State 2000, polverone]
type = Explod
trigger1 =Time = 0
pos = -5,25
anim = 7019
ID = 131
scale = 0.6,0.6
sprpriority = 5
ignorehitpause = 1
ownpal = 1
persistent = 0
removeongethit = 1
supermove = 1

[State 2000, polverone]
type = Explod
trigger1 =Time = 0
pos = 5, 25
anim = 77019
ID = 131
scale = 0.6,0.6
sprpriority = 5
ignorehitpause = 1
ownpal = 1
persistent = 0
removeongethit = 1
supermove = 1
;--------------


[State 3640]
type = EnvShake
Trigger1 = Time = 0
time = 20
ampl = 19
freq = 100
phase = 10

[State 3640]
type = TargetLifeAdd
trigger1 = Time = 0
value = ifelse((var(9) <= 2),-322,(ifelse((var(9) = [3,6]),-258,-136)))*1.5

[State 3640]
type = velset
trigger1 = AnimElem = 2
x = -2
y = -8

[State 3640]
type = veladd
trigger1 = AnimElemtime(2) >= 0
y = .4

[State 3640]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) >= 0
value = 52

[Statedef 3650]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 1

[State 3650]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3650]
type = ChangeAnim2
trigger1 = time = 0
value = 3650

[State 3650]
type = SelfState
trigger1 = Time >= 400
value = 5100
ctrl = 0


[Statedef 3655]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2

[State 3655]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 3655]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3655]
type = ChangeAnim2
trigger1 = time = 0
value = 3655

[State 3655]
type = SelfState
trigger1 = Time >= 400
value = 5100
ctrl = 0


[Statedef 3660]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 1

[State 3660]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3660]
type = ChangeAnim2
trigger1 = time = 0
value = 3660

[State 3660]
type = SelfState
trigger1 = Time >= 400
value = 5100
ctrl = 0


[Statedef 3670]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 1

[State 3670]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3670]
type = ChangeAnim2
trigger1 = time = 0
value = 3670

[State 3670]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
ctrl = 0


[Statedef 3680]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State 3680]
type = ChangeAnim2
trigger1 = time = 0
value = 3680

[State 920]
type = PosSet
trigger1 = Time = 0
y = -25

[State 3680]
type = velset
trigger1 = AnimElemtime(2) = 0
x = -3
y = -6

[State 3680]
type = posadd
trigger1 = AnimElemtime(2) = 0
x = -23
y = -15

[State 3680]
type = veladd
trigger1 = AnimElemtime(2) >= 0
y = .4

[State 3680]
type = turn
trigger1 = AnimElem = 3

[State 3680]
type = PlaySnd
trigger1 = time = 0
trigger1 = Life < 1
value = 5050,0

[State 3680]
type = PlaySnd
trigger1 = time = 0
trigger1 = Life >= 1
value = 5000,10

[State 3680]
type = SelfState
trigger1 = AnimElemtime(2) >= 1
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
ctrl = 0

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

[StateDef 4700]
Type = A
Physics = N
Anim = 9999
SprPriority = 8
VelSet = 0,0

[State 4700]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -5,5

[State 4700]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = -5,5

[State 4700]
Type = PosAdd
Trigger1 = Time = 0
X = Var(1)
Y = Var(2)

[State 4700]
Type = Helper
Trigger1 = Time = 0
Stateno = 4710
ID = 4710
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4700]
Type = Helper
Trigger1 = Time = 6
Stateno = 4720
ID = 4720
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4700]
Type = DestroySelf
Trigger1 = Time = 6

[StateDef 4710]
Type = A
Physics = N
Anim = 4710
SprPriority = 8
VelSet = 0,0

[State 4710]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 4710]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4710]
Type = VarAdd
Trigger1 = Time >= 1
FV = 1
Value = .05

[State 4710]
Type = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = .05

[State 4710]
Type = AngleDraw
Trigger1 = 1
Scale = 1.25-FVar(1),1.25-FVar(2)

[State 4710]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 0,360

[State 4710]
Type = AngleSet
Trigger1 = 1
Value = Var(3)

[State 4710]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4710]
Type = DestroySelf
Trigger1 = Time >= 10

[StateDef 4720]
Type = A
Physics = N
Anim = 4720
SprPriority = 8
VelSet = 0,0

[State 4720]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 4720]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4720]
Type = VarAdd
Trigger1 = Time >= 8
V = 4
Value = 20

[State 4720]
Type = Trans
Trigger1 = Time >= 8
Trans = AddAlpha
Alpha = 256-Var(4),256

[State 4720]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 0,360

[State 4720]
Type = AngleSet
Trigger1 = 1
Value = Var(3)

[State 4720]
Type = VarAdd
Trigger1 = Time >= 1
FV = 1
Value = .05

[State 4720]
Type = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = .05

[State 4720]
Type = AngleDraw
Trigger1 = 1
Scale = .5+FVar(1),.5+FVar(2)

[State 4720]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4710]
Type = DestroySelf
Trigger1 = Time >= 16

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

[StateDef 3690]
Type = A
Physics = N
Anim = 3690
SprPriority = 3
VelSet = 0,0

[State 3690]
Type = turn
Trigger1 = time = 0

[State 3690]
Type = PosSet
Trigger1 = time = 0
y = 0

[State 3690]
Type = PalFx
Trigger1 = 1
Time = 1
Add = 0,20,0

[State 3690]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 3690]
Type = VarAdd
Trigger1 = Time >= 5
V = 4
Value = -8

[State 3690]
Type = Trans
Trigger1 = Time < 5
Trans = Add

[State 3690]
Type = Trans
Trigger1 = Time >= 5
Trans = AddAlpha
Alpha = 256+Var(4),256

[State 3690]
Type = VarAdd
Trigger1 = Time >= 1
FV = 1
Value = .02

[State 3690]
Type = VarAdd
Trigger1 = Time >= 1
FV = 2
Value = .03

[State 3690]
Type = AngleDraw
Trigger1 = 1
Scale = .8+FVar(1),.8+FVar(2)

[State 3690]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3690]
Type = DestroySelf
Trigger1 = Time >= 40

;--------------------------------
[StateDef 4398]
Type = A
Physics = N
Anim = 7066
SprPriority = -2
VelSet = 0,0

[State 4398]
Type = Helper
Trigger1 = Time = 0
Stateno = 4399
ID = 1399
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4398]
Type = PalFx
Trigger1 = 1
Time = 1
Add = 80,40,0

[State 4398]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 4398]
Type = VarAdd
Trigger1 = Time >= 3
V = 4
Value = -16

[State 4398]
Type = Trans
Trigger1 = Time < 3
Trans = Add

[State 4398]
Type = Trans
Trigger1 = Time >= 3
Trans = AddAlpha
Alpha = 256+Var(4),256

[State 4398]
Type = VarAdd
Trigger1 = Time >= 1
FV = 1
Value = .07

[State 4398]
Type = AngleDraw
Trigger1 = 1
Scale = .4+FVar(1),.2+FVar(1)

[State 4398]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4398]
Type = DestroySelf
Trigger1 = Time >= 20

[StateDef 4399]
Type = A
Physics = N
Anim = 7067
SprPriority = 4
VelSet = 0,0

[State 1399]
Type = PalFx
Trigger1 = 1
Time = 1
Add = 80,40,0

[State 1399]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 1399]
Type = VarAdd
Trigger1 = Time >= 3
V = 4
Value = -16

[State 1399]
Type = Trans
Trigger1 = Time < 3
Trans = Add

[State 1399]
Type = Trans
Trigger1 = Time >= 3
Trans = AddAlpha
Alpha = 256+Var(4),256

[State 1399]
Type = VarAdd
Trigger1 = Time >= 1
FV = 1
Value = .07

[State 1399]
Type = AngleDraw
Trigger1 = 1
Scale = .4+FVar(1),.2+FVar(1)

[State 1399]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1399]
Type = DestroySelf
Trigger1 = Time >= 20

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

[Statedef 4950]
type = A
physics = N
Anim = 4950
velset = 0,0
sprpriority = 8

[State 4950]
Type = Helper
Trigger1 = Time = 0
Stateno = 4951
ID = 4951
Pos = -23,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1

[State 4950]
Type = Helper
Trigger1 = Time = 0
Stateno = 4952
ID = 4952
Pos = -20,-25
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1

[State 4950]
Type = Helper
Trigger1 = Time = 0
Stateno = 4953
ID = 4953
Pos = 32,-9
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1

[State 4950]
Type = Helper
Trigger1 = Time = 0
Stateno = 4954
ID = 4954
Pos = 16,-21
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1

[State 4950]
Type = Helper
Trigger1 = Time = 0
Stateno = 4955
ID = 4955
Pos = 0,-15
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1

[State 4950]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 4950]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4950]
Type = VarAdd
Trigger1 = Time >= 1
V = 4
Value = -5

[State 4950]
Type = Trans
Trigger1 = Time >= 1
Trans = AddAlpha
Alpha = 256+Var(4),256

[State 4950]
Type = VarAdd
Trigger1 = Time >= 1
FV = 1
Value = .05

[State 4950]
Type = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = .05

[State 4950]
Type = AngleDraw
Trigger1 = 1
Scale = .1+FVar(1),.1+FVar(2)

[State 4950]
Type = AngleSet
Trigger1 = 1
Value = 0

[State 4950]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 4950]
Type = DestroySelf
Trigger1 = Time >= 40


[StateDef 4951]
Type = A
Physics = N
Anim = 4951
SprPriority = 7
velset = -4,-.6

[State 4951]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 4951]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4951]
Type = VarAdd
Trigger1 = Time >= 2
V = 4
Value = -5

[State 4951]
Type = Trans
Trigger1 = Time >= 2
Trans = AddAlpha
Alpha = 256+Var(4),256

[State 4951]
Type = VarAdd
Trigger1 = Time >= 1
FV = 1
Value = .04

[State 4951]
Type = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = .04

[State 4951]
Type = AngleDraw
Trigger1 = 1
Scale = .1+FVar(1),.1+FVar(2)

[State 4951]
Type = AngleSet
Trigger1 = 1
Value = 0

[State 4951]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 4951]
Type = DestroySelf
Trigger1 = Time >= 40


[StateDef 4952]
Type = A
Physics = N
Anim = 4952
SprPriority = 7
velset = -3.5,-4

[State 4952]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 4952]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4952]
Type = VarAdd
Trigger1 = Time >= 2
V = 4
Value = -5

[State 4952]
Type = Trans
Trigger1 = Time >= 2
Trans = AddAlpha
Alpha = 256+Var(4),256

[State 4952]
Type = VarAdd
Trigger1 = Time >= 1
FV = 1
Value = .03

[State 4952]
Type = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = .03

[State 4952]
Type = AngleDraw
Trigger1 = 1
Scale = .1+FVar(1),.1+FVar(2)

[State 4952]
Type = AngleSet
Trigger1 = 1
Value = 0

[State 4952]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 4952]
Type = DestroySelf
Trigger1 = Time >= 40


[StateDef 4953]
Type = A
Physics = N
Anim = 4953
SprPriority = 7
velset = 3,-.8

[State 4953]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 4953]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4953]
Type = VarAdd
Trigger1 = Time >= 2
V = 4
Value = -5

[State 4953]
Type = Trans
Trigger1 = Time >= 2
Trans = AddAlpha
Alpha = 256+Var(4),256

[State 4953]
Type = VarAdd
Trigger1 = Time >= 1
FV = 1
Value = .03

[State 4953]
Type = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = .03

[State 4953]
Type = AngleDraw
Trigger1 = 1
Scale = .1+FVar(1),.1+FVar(2)

[State 4953]
Type = AngleSet
Trigger1 = 1
Value = 0

[State 4953]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 4953]
Type = DestroySelf
Trigger1 = Time >= 40


[StateDef 4954]
Type = A
Physics = N
Anim = 4954
SprPriority = 7
velset = 4,-4

[State 4954]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 4954]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4954]
Type = VarAdd
Trigger1 = Time >= 2
V = 4
Value = -5

[State 4954]
Type = Trans
Trigger1 = Time >= 2
Trans = AddAlpha
Alpha = 256+Var(4),256

[State 4954]
Type = VarAdd
Trigger1 = Time >= 1
FV = 1
Value = .04

[State 4954]
Type = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = .04

[State 4954]
Type = AngleDraw
Trigger1 = 1
Scale = .1+FVar(1),.1+FVar(2)

[State 4954]
Type = AngleSet
Trigger1 = 1
Value = 0

[State 4954]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 4954]
Type = DestroySelf
Trigger1 = Time >= 40


[StateDef 4955]
Type = A
Physics = N
Anim = 4955
SprPriority = 7
velset = 1,-5

[State 4955]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 4955]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4955]
Type = VarAdd
Trigger1 = Time >= 2
V = 4
Value = -5

[State 4955]
Type = Trans
Trigger1 = Time >= 2
Trans = AddAlpha
Alpha = 256+Var(4),256

[State 4955]
Type = VarAdd
Trigger1 = Time >= 1
FV = 1
Value = .04

[State 4955]
Type = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = .04

[State 4955]
Type = AngleDraw
Trigger1 = 1
Scale = .1+FVar(1),.1+FVar(2)

[State 4955]
Type = AngleSet
Trigger1 = 1
Value = 0

[State 4955]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 4955]
Type = DestroySelf
Trigger1 = Time >= 40


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

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

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