

;**********************************************************************************************
;                                                                                             *
; Seiya de Pegasus  Autor  Grafica : Claudio Ricci(MIM) y Tecla2000 Programacion : Tecla2000  *
;                                                                                             *
;**********************************************************************************************


;defensa al lebantarse

[Statedef 950]
type = C
movetype = A
physics = C
anim = 950
juggle = 1
velset = 0
ctrl = 0
poweradd= 50

[State 1560, 1]
type      = turn
trigger1  = time = 0
trigger1  = p2dist x <= 0

[State 402]
type = PlaySnd
trigger1 = Time = 0
value = 220,0

[State 201 , 1]
type = PlaySnd
trigger1 = time = 5
value = 1500,4
volume = 80

[State 201, 3]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 3

[State 402]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Hard
damage    = 45,3
guardflag = M
hitflag = MAF
pausetime = 27,29
sparkno = S7003+(random%2)
sparkxy = -20,-95
hitsound = s260,0
guardsound = S320,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1.5,-12
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 1010, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 960]
type = C
movetype = A
physics = C
anim = 960
juggle = 1
velset = 0
ctrl = 0
poweradd= 50

[State 1560, 1]
type      = turn
trigger1  = time = 0
trigger1  = p2dist x <= 0

[State 440, scia]
type = Explod
trigger1 = Animelem = 1
anim = 7012
pos = 70,1
postype = p1
sprpriority = -2
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 440, scia]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 11
anim = 7013
pos = 0,-2
postype = p1
sprpriority = 4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 440, scia]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 11
anim = 7013
pos = 30,-2
postype = p1
sprpriority = 4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 440]
type = VelAdd
trigger1 = AnimElem = 2
x = 10

[State 440]
type = PlaySnd
trigger1 = Time = 0
value = 1000,7

[State 440]
type = HitDef
trigger1 = AnimElem = 2
priority = 5
attr = C, NA
damage = 50,5
animtype = hard
guardflag = LA
sparkno = S7000
sparkxy = 0,-10
hitsound = S250,1
guardsound = S310,0
pausetime = 12,12
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = -2,-4
air.velocity = -2,-3
envshake.time = 10
envshake.freq = 15
envshake.ampl = 10
envshake.phase = 10
air.fall = 1
fall = 1

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

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

[Statedef 1400]
type = S
physics = S
anim = 1400
juggle = 5
velset = 0
ctrl = 0

[State 144000]
type = PlaySnd
trigger1 = AnimElem = 1
value = 240,0

[State 144000]
type = ReversalDef
priority = 7
trigger1 = time = 0
reversal.attr = S, NA
p1stateno = 1401
hitsound = S330,0
sparkno = -1
sparkxy = 0, 0
pausetime = 2,50

[State 144000]
type = ChangeState
trigger1 = Time = 25
value = 1403
ctrl = 0

[Statedef 1401]
type = S
movetype = I
physics = S
anim = 1401
poweradd = 100
juggle = 5
velset = 0
ctrl = 0

[State 802 , 2]
type = VelAdd
trigger1 = time = 0
trigger2 = time = 10
x = -3

[State 144001]
type = PlaySnd
trigger1 = Time = 0
value = S320,0

[State 144002]
type = PlaySnd
trigger1 = time = 10
value = S1600,3
volumen = 190


[State 144001]
type = Explod
trigger1 = MoveContact = 1
anim = 7016
ID = 7016
pos = -20,-23
postype = p1
sprpriority = 5
supermove = 1
removetime = 35
ignorehitpause = 1
scale = 0.75 ,0.75
bindtime = -1
persistent = 0
ownpal = 1
removeongethit = 1

[State 144001]
type = Explod
triggerall = NumExplod(110) = 0
trigger1 = Time = 40
anim = 7015
ID = 110
pos = 0,-78
postype = p1
sprpriority = 5
supermove = 1
ignorehitpause = 1
bindtime = -1
persistent = 0
ownpal = 1
removeongethit = 1

[State 144001]
type = ChangeState
trigger1 = Time = 40
value = 1402
ctrl = 0

[Statedef 1402]
type = S
movetype = A
physics = S
anim = 1402
poweradd = 100
juggle = 5
velset = 0
ctrl = 0

[State 144002]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1600,8
volumen = 180
channel = 0

;Bg effect
[State 2199, super]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 135
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

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

[State 144002]
type = Explod
trigger1 = AnimElem = 2             
anim = 7071
sprpriority = -2
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ownpal = 1

[State 1402]
type = Explod
trigger1 = time = 63
anim = 740001
ID = 740001
postype = p1
pos = 2,0
sprpriority = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
removeongethit = 1
removetime = 150
;---------------------------------------------------

[State 144002]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2100,1

[State 144002]
type = HitDef
trigger1 = AnimElem = 3
priority = 5
attr = S, NA
damage = 30
animtype  = Up
guardflag = -1
sparkno = -1
hitsound = -1
guardsound = -1
pausetime = 1,1
ground.hittime = 1
ground.type = High
ground.slidetime = 1
ground.velocity = -5,-12
air.velocity = -5,-12
envshake.time =  20
envshake.freq = 50    
envshake.ampl = 25
envshake.phase = 25
fall = 1
fall.recover = 0
fall.damage = 60
fall.envshake.ampl = 10       
fall.envshake.freq = 50
fall.envshake.time = 10          
yaccel = .8 
p2stateno = 1404

[State 0, Shunshunrikka]
type           = PlaySnd
trigger1       = MoveContact = 1
value          = S1000,12
channel        = -1
ignorehitpause = 1

[State 144002]
type = Explod
trigger1 = AnimElem = 3
anim = 7014
postype = p1
pos = 5,0
sprpriority = -2
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
removeongethit = 1
removetime = 48



[State 144002]
type = ChangeState
trigger1 = Time = 150
value = 0
ctrl = 1

[Statedef 1403]
type = S
physics = S
anim = 1403
juggle = 5
velset = 0
ctrl = 0

[State 144003]
type = PlaySnd
trigger1 = time = 0
value = 210,0

[State 144003]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; explosion spin
[Statedef 1404]
type    = A
movetype= H 
physics = N

[State 7002]
type = ChangeAnim2
trigger1 = 1
value = 1404
ctrl = 0

[State 7002]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 7002]
type = VelAdd
Trigger1 = Time >= 0
y = .3

[State 7002]
type = Offset
Trigger1 = Time >= 1
y = -50

[State 7002]
type = AngleSet
trigger1 = Time = 1
value = 0

[State 7002]
type = AngleAdd
trigger1 = Time >= 1
value = 22.5

[State 7002]
type = AngleDraw
trigger1 = Time >= 1
trigger1 = Pos Y <= 10

[State 7002 ouch] 
type = SelfState
Trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = time = 150
value = 5100

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

; Recarga de cosmo

[Statedef 730000]
type = S
movetype = I
physics = S
anim = 730000
velset = 0
ctrl = 0

[State 730000, Var]
type = VarSet
triggerall = var(59) = 1
trigger1 = Time = 0
v = 10
value = 1

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1600, 8

[State 730000, 1]
type = ChangeState
trigger1 = AnimTime= 0
value =735000

; Charge
[Statedef 735000]
type = S
movetype = I
physics = S
anim = 735000

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 900, 0

[State 735000, 1]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = command != "charge"
trigger2 = command != "charge 1"
value =740000

[state 730001, End]
type = ChangeState
triggerall = time >= 1
triggerall = Var(59) = 1
trigger1 = random <= 10
value = 740000
ctrl = 1

[State 735000, cosmo]
type = Explod
trigger1 = AnimElem = 1
pos = 0,0
anim = 7072               
ID = 6148
sprpriority = -1
removetime = 40
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

[State 735000, cosnstelacion]
type = Explod
trigger1 = AnimElem = 1
pos = -5,-5
anim = 7017
ID = 6148
sprpriority = -2
scale = 0.70, 0.70
removetime = 40
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

[State 735000, efecto piso]
type = Explod
trigger1 = AnimElem = 1
pos = 0,0
anim = 7014
ID = 6148
sprpriority = -1
removetime = 40
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

[State 735000, efecto luces]
type = Explod
trigger1 = AnimElem = 1
pos = 0,10
anim = 7018
ID = 6148
sprpriority = 2
removetime = 40
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

[State 735000, 2]
type = PowerAdd
trigger1 = Time= [0,12]
value = 30


[State 735000, 2]
type = ChangeState
trigger1 = Power >= 3000
value =741000

[State 735000, 3]
type = ChangeState
trigger1 = AnimTime= 0
value =735000

; Charge (Fim)
[Statedef 740000]
type = S
movetype = I
physics = S
anim = 740000

[State 3505,remove]
type = RemoveExplod
trigger1 = time = 0
ID = 6148

[State 740000, 1]
type = ChangeState
trigger1 = AnimTime= 0
value =0
ctrl = 1

; Charge Parte1
[Statedef 741000]
type = S
movetype = I
physics = S
anim = 740000

[State 3505,remove]
type = RemoveExplod
trigger1 = time = 0
ID = 6148

[State 741, 2]
type = ChangeState
trigger1 = AnimTime= 0
value =0
ctrl = 1

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

;Septimo Sentido

[Statedef 2000]
type = S
movetype = I
physics = S
anim = 2000
poweradd = 0
velset = 0
ctrl = 0

;Bg effect
[State 2199, super]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 135
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 2000, NoHit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000] 
type = AssertSpecial
trigger1 = Time = 100
flag = nomusic
persistent = 1

[State 2000]
type = SuperPause
trigger1 = Time = 10
time = 55
anim = S7015
pos = 15, -75
darken = 0

[State 2000]
type = EnvShake
trigger1 = Time = 5
time = 50

[State 2000]
type = PlaySnd
trigger1 = Time = 15
value = 1000,2


[State 2000]
type = PlaySnd
trigger1 = Time = 10
value = 320,0

[State 2000]
type = LifeAdd
trigger1 = time = 15
value = 100

[State 2000]
type = VarSet
trigger1 = time = 1
v = 8
value = 1

;-----------------------
[State 2000, polvere]
type = Explod
trigger1 = AnimElem = 8
pos = 0,-1
anim = 7014
ID = 131
sprpriority = -3
ignorehitpause = 1
ownpal = 1
persistent = 0
removeongethit = 1
supermove = 1
removetime = -1

[State 2000, polverone]
type = Explod
trigger1 = AnimElem = 8
pos = -5,9
anim = 7019
ID = 131
sprpriority = 5
ignorehitpause = 1
ownpal = 1
persistent = 0
removeongethit = 1
supermove = 1


[State 2000, polverone]
type = Explod
trigger1 = AnimElem = 8
pos = 5,9
anim = 77019
ID = 131
sprpriority = 5
ignorehitpause = 1
ownpal = 1
persistent = 0
removeongethit = 1
supermove = 1


[State 2000, luce]
type = Explod
trigger1 = AnimElem = 8
pos = 0,0
anim = 740003 
ID = 131
sprpriority = -5
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
removeongethit = 1
removetime = -1

[State 2000, cosnstelacion]
type = Explod
trigger1 = AnimElem = 8
pos = -5,-5
anim = 7017
ID = 131
sprpriority = -4
scale = 0.70, 0.70
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 1
removeongethit = 1
removetime = -1


[State 2000,voce]
type = PlaySnd
trigger1 = Time = 0
value = 1600,9
channel = 0
volume = 200

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001
ctrl = 1

;---------------
[Statedef 2001]
type    = S
movetype = I
physics = S
anim = 2001
velset = 0,0
poweradd = 0
juggle = 0
ctrl = 0

[State 2001, removeEX]
type = RemoveExplod
trigger1 = time = 0
ID = 131

[State 2001]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Patada Voladora Alada

[Statedef 700]
type = A
movetype = A
physics = A
anim = 700
juggle = 2
ctrl = 0
poweradd = 100

[State 660, afterimage]
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 660 , vel]
type = VelSet
trigger1 = AnimElem = 4
x = 18
y = 13

[State 660, pegasofly]
type = Explod
trigger1 = AnimElem = 3
anim = 7021
ID = 7021
pos = 0,0
postype = p1
removetime = 100
sprpriority = -2
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 660, cosmo]
type = Explod
trigger1 = AnimElem = 4
anim = 7073  
id = 7073                        
pos = 0,0
postype = p1
sprpriority = -2
removetime = 20
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 660 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,8
volume = 100

[State 660 , 2]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 1
volume = 180

[State 660 , 3]
type = HitDef
trigger1 = AnimElem = 4
priority = 3, Hit
attr = A, NA
damage = 80, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
sparkxy = 0,-25
sparkno = S7003+(random%2)
hitsound = S260,0
guardsound = S310,0
pausetime = 18,18
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -2   
guard.velocity = -6
air.type = High
air.velocity = -2.4,-3.5
airguard.velocity = -3 
Fall = 1


[State 660 , 4]
type = ChangeState
trigger1 = MoveContact = 1
value = 701

[State 660 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101
ctrl = 1

[Statedef 701]
type = A
movetype = A
physics = A
anim = 701
velset = -1, -5
juggle = 2
ctrl = 0

[State 660 , 2]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
volume = 220

[State 660 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1100]
type = A
movetype = A
physics = A
juggle  = 4
anim = 1100
ctrl = 0
poweradd= 100

[State 1100, afterimage]
type = AfterImage
trigger1 = time = 0
time = 25
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 680 , 9]
type = SuperPause
trigger1 = Time = 0
time = 15
anim = -1
darken = 0
supermove = -1
movetime = 15

[State 1100, light]
type = Explod
trigger1 = AnimElem = 5
anim = 7029                    
ID = 7029
pos = 10,0
scale = 0.60, 1
postype = p1
sprpriority = 2
supermove = 1
removetime = 400
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 660, pegasofly]
type = Explod
trigger1 = AnimElem = 5
anim = 70211
ID = 70211
pos = 17,0
postype = p1
removetime = 400
sprpriority = -2
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1100, kosumo]
type = Explod
trigger1 = AnimElem = 5
anim = 7074
id = 7074                        
pos = 0,0
postype = p1
sprpriority = -2
removetime = 15
supermove = 1
ignorehitpause = 1
ownpal = 0
bindtime = -1
removeongethit = 1


[State 1100 , vel]
type = VelSet
trigger1 = AnimElem = 5
x = 3
y = 14

[State 660 , 2]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 1
volume = 180

[State 680 , 2]
type = PlaySnd
trigger1 = Time = 0
value = 1500,8
volume = 100

[State 680 , 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 80, 5
priority = 3, Hit
animtype = Heavy
guardflag = MA
hitflag = MAF	
sparkno = S7001+(random%2)
sparkxy = -20,0
hitsound = S260,0
guardsound = S310,0
pausetime = 12,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4,15
air.type = High
air.velocity = -4,15
fall = 1


[State 660 , 4]
type = ChangeState
trigger1 = MoveContact = 1
value = 701

[State 680 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101
ctrl = 1

[Statedef 1101]
type = A
movetype = A
physics = A
anim = 1101
velset = -1, -5
juggle = 2
ctrl = 0

[State 660 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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


[Statedef 1080]
type = A
movetype = A
physics = A
juggle  = 5
ctrl = 0
anim = 1080
velset = 0,-8
poweradd= 100

[State 2199, snd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 6
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
value = 210, 0


[State 191 , 6]
type = Explod
trigger1 = AnimElem = 1
anim = 7075                        
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removeongethit = 1
ownpal = 1

[State 460, light]
type = Explod
trigger1 = AnimElem = 2
anim = 7028                    
ID = 0728
scale = 0.85,0.85
pos = 40, 17
postype = p1
sprpriority = -2
supermove = 1
removetime = 50
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 2199, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500, 8
volume = 140

[State 3201, vel]
type = Velset
trigger1 = time = [1,54]
x = 0
y = 0

[State 1251, projetil 1]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
projID = 662
projAnim = 7022
projHitAnim = -1
projRemAnim = -1
velocity = 8,6
accel = 0,0
offset = 45,-45
postype = p1
attr = A, SP
damage = 10,1
animtype = Head
hitflag = MAFP
guardflag = MA
pausetime = 3,3
sparkno = S7023
sparkxy = 10, 5
guard.sparkno =  S7023
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.slidetime = 8
ground.hittime = 10
guard.slidetime = 10
ground.velocity = -5
air.velocity = -4,-5
airguard.velocity = -3,-3
;projpriority = 3
projsprpriority = 3
projstagebound = 20
supermovetime = 0
pausemovetime = 0
projhits = 1
projmisstime = 2
air.fall = 1

[State 1251, projetil 1]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
projID = 662
projAnim = 7022
projHitAnim = -1
projRemAnim = -1
velocity = 8,3
accel = 0,0
offset = 45,-45
postype = p1
attr = A, SP
damage = 10,1
animtype = Head
hitflag = MAFP
guardflag = MA
pausetime = 3,3
sparkno = S7023
sparkxy = 10, 5
guard.sparkno =  S7023
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.slidetime = 8
ground.hittime = 10
guard.slidetime = 10
ground.velocity = -5
air.velocity = -4,-5
airguard.velocity = -3,-3
;projpriority = 3
projsprpriority = 3
projstagebound = 20
supermovetime = 0
pausemovetime = 0
projhits = 1
projmisstime = 2
air.fall = 1

[State 1251, projetil 1]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 8
trigger3 = AnimElem = 11
projID = 662
projAnim = 7022
projHitAnim = -1
projRemAnim = -1
velocity = 8,9
accel = 0,0
offset = 45,-45
postype = p1
attr = A, SP
damage = 10,1
animtype = Head
hitflag = MAFP
guardflag = MA
pausetime = 3,3
sparkno = S7023
sparkxy = 10, 5
guard.sparkno =  S7023
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.slidetime = 8
ground.hittime = 10
guard.slidetime = 10
ground.velocity = -5
air.velocity = -4,-5
airguard.velocity = -3,-3
;projpriority = 3
projsprpriority = 3
projstagebound = 20
supermovetime = 0
pausemovetime = 0
projhits = 1
projmisstime = 2
air.fall = 1


[State 1251, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1081
ctrl = 1

[Statedef 1081]
type = A
movetype = A
physics = A
anim = 1081
velset = -1, -5
juggle = 2
ctrl = 0

[State 660 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1085]
type = A
movetype = A
physics = A
juggle  = 5
ctrl = 0
anim = 1085
velset = 0,-8
poweradd= 100

[State 2199, snd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 6
value = 210, 0


[State 191 , 6]
type = Explod
trigger1 = AnimElem = 1
anim = 70750                        
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removeongethit = 1
ownpal = 1

[State 460, light]
type = Explod
trigger1 = AnimElem = 2
anim = 7028                    
ID = 0728
scale = 0.85,0.85
pos = 40, 17
postype = p1
sprpriority = -2
supermove = 1
removetime = 35
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 2199, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500, 8
volume = 140

[State 3201, vel]
type = Velset
trigger1 = time = [1,39]
x = 0
y = 0

[State 1251, projetil 1]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
projID = 662
projAnim = 7022
projHitAnim = -1
projRemAnim = -1
velocity = 8,6
accel = 0,0
offset = 45,-45
postype = p1
attr = A, SP
damage = 10,1
animtype = Head
hitflag = MAFP
guardflag = MA
pausetime = 3,3
sparkno = S7023
sparkxy = 10, 5
guard.sparkno =  S7023
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.slidetime = 8
ground.hittime = 10
guard.slidetime = 10
ground.velocity = -5
air.velocity = -4,-5
airguard.velocity = -3,-3
;projpriority = 3
projsprpriority = 3
projstagebound = 20
supermovetime = 0
pausemovetime = 0
projhits = 1
projmisstime = 2
air.fall = 1

[State 1251, projetil 1]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
projID = 662
projAnim = 7022
projHitAnim = -1
projRemAnim = -1
velocity = 8,3
accel = 0,0
offset = 45,-45
postype = p1
attr = A, SP
damage = 10,1
animtype = Head
hitflag = MAFP
guardflag = MA
pausetime = 3,3
sparkno = S7023
sparkxy = 10, 5
guard.sparkno =  S7023
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.slidetime = 8
ground.hittime = 10
guard.slidetime = 10
ground.velocity = -5
air.velocity = -4,-5
airguard.velocity = -3,-3
;projpriority = 3
projsprpriority = 3
projstagebound = 20
supermovetime = 0
pausemovetime = 0
projhits = 1
projmisstime = 2
air.fall = 1

[State 1251, projetil 1]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 8
projID = 662
projAnim = 7022
projHitAnim = -1
projRemAnim = -1
velocity = 8,9
accel = 0,0
offset = 45,-45
postype = p1
attr = A, SP
damage = 10,1
animtype = Head
hitflag = MAFP
guardflag = MA
pausetime = 3,3
sparkno = S7023
sparkxy = 10, 5
guard.sparkno =  S7023
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.slidetime = 8
ground.hittime = 10
guard.slidetime = 10
ground.velocity = -5
air.velocity = -4,-5
airguard.velocity = -3,-3
;projpriority = 3
projsprpriority = 3
projstagebound = 20
supermovetime = 0
pausemovetime = 0
projhits = 1
projmisstime = 2
air.fall = 1


[State 1251, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1081
ctrl = 1

[Statedef 1086]
type = A
movetype = A
physics = A
juggle  = 5
ctrl = 0
anim = 1086
velset = 0,-8
poweradd= 100

[State 2199, snd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = 210, 0


[State 191 , 6]
type = Explod
trigger1 = AnimElem = 1
anim = 70751                      
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removeongethit = 1
ownpal = 1

[State 460, light]
type = Explod
trigger1 = AnimElem = 2
anim = 7028                    
ID = 0728
scale = 0.85,0.85
pos = 40, 17
postype = p1
sprpriority = -2
supermove = 1
removetime = 20
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 2199, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500, 8
volume = 140

[State 3201, vel]
type = Velset
trigger1 = time = [1,24]
x = 0
y = 0

[State 1251, projetil 1]
type = Projectile
trigger1 = AnimElem = 3
projID = 662
projAnim = 7022
projHitAnim = -1
projRemAnim = -1
velocity = 8,6
accel = 0,0
offset = 45,-45
postype = p1
attr = A, SP
damage = 10,1
animtype = Head
hitflag = MAFP
guardflag = MA
pausetime = 3,3
sparkno = S7023
sparkxy = 10, 5
guard.sparkno =  S7023
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.slidetime = 8
ground.hittime = 10
guard.slidetime = 10
ground.velocity = -5
air.velocity = -4,-5
airguard.velocity = -3,-3
;projpriority = 3
projsprpriority = 3
projstagebound = 20
supermovetime = 0
pausemovetime = 0
projhits = 1
projmisstime = 2
air.fall = 1

[State 1251, projetil 1]
type = Projectile
trigger1 = AnimElem = 4
projID = 662
projAnim = 7022
projHitAnim = -1
projRemAnim = -1
velocity = 8,3
accel = 0,0
offset = 45,-45
postype = p1
attr = A, SP
damage = 10,1
animtype = Head
hitflag = MAFP
guardflag = MA
pausetime = 3,3
sparkno = S7023
sparkxy = 10, 5
guard.sparkno =  S7023
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.slidetime = 8
ground.hittime = 10
guard.slidetime = 10
ground.velocity = -5
air.velocity = -4,-5
airguard.velocity = -3,-3
;projpriority = 3
projsprpriority = 3
projstagebound = 20
supermovetime = 0
pausemovetime = 0
projhits = 1
projmisstime = 2
air.fall = 1

[State 1251, projetil 1]
type = Projectile
trigger1 = AnimElem = 5
projID = 662
projAnim = 7022
projHitAnim = -1
projRemAnim = -1
velocity = 8,9
accel = 0,0
offset = 45,-45
postype = p1
attr = A, SP
damage = 10,1
animtype = Head
hitflag = MAFP
guardflag = MA
pausetime = 3,3
sparkno = S7023
sparkxy = 10, 5
guard.sparkno =  S7023
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.slidetime = 8
ground.hittime = 10
guard.slidetime = 10
ground.velocity = -5
air.velocity = -4,-5
airguard.velocity = -3,-3
;projpriority = 3
projsprpriority = 3
projstagebound = 20
supermovetime = 0
pausemovetime = 0
projhits = 1
projmisstime = 2
air.fall = 1


[State 1251, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1081
ctrl = 1

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

[Statedef 1040]
type = C
movetype = A
physics = C
anim = 1040
juggle = 2
velset = 0
ctrl = 0
poweradd= 100

[State 460 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
value = 210,0

[State 460 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1500,10
volume = 140

[State 460, light]
type = Explod
trigger1 = AnimElem = 3
anim = 7028                    
ID = 0728
scale = 0.85,0.85
pos = 27,10
postype = p1
sprpriority = -2
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 460, Kosumo]
type = Explod
trigger1 = Time = 0
anim = 7076              
pos = 0,0
postype = p1
sprpriority = -4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 460, 1]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
attr = S, SP
ProjAnim = 7024
ProjHitAnim = -1    
ProjRemAnim = -1
offset = -20, 31
velocity = 8, 0    
remvelocity = .7, 0     
accel = 0, 0            
damage    = 10,1
animtype  = Medium
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = S7025
sparkxy = 55, -87
guard.sparkno = S7025
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
palfx.time = 8
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 460, 1]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
attr = S, SP
ProjAnim = 7024
ProjHitAnim = -1    
ProjRemAnim = -1  
offset = -20, 31
velocity = 8, -1    
remvelocity = .7, 0     
accel = 0, 0            
damage    = 10,1
animtype  = Medium
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = S7025
sparkxy = 55, -87
guard.sparkno = S7025
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
palfx.time = 8
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 460 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1

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


[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
juggle = 5
velset = 0,0
ctrl = 0
poweradd= 100
sprpriority = 2

[State 225, kiai]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1500,1
volume = 180

[State 225, kiai]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0
volume = 120

[State 225, light]
type = Explod
trigger1 = AnimElem = 4
anim = 7028                       
ID = 7028
pos = 41,-20
scale = 0.85,0.85
postype = p1
sprpriority = -2
supermove = 1
removetime = 10
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1

[State 225, 1]
type = Projectile
trigger1 = AnimElem = 4
attr = S, SP
ProjAnim = 7024
ProjHitAnim = -1   
ProjRemAnim = 8210  
offset = -15,-7
velocity = 8, 0    
remvelocity = .7, 0     
accel = 0, 0            
damage    = 8,1
animtype  = Medium
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = S7025
sparkxy = 43, -87
guard.sparkno = S7025
hitsound   = S220,1
guardsound = S310,1
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
palfx.time = 8
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 225, 4]
type = Projectile
trigger1 = AnimElem = 5
attr = S, SP
ProjAnim = 7024
ProjHitAnim = -1
ProjRemAnim = 8210
offset = -15,-7
velocity = 8, 2
remvelocity = 15, 2   
accel = 0, 0            
damage    = 7,1
animtype  = Medium
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = S7025
sparkxy = 43, -87
guard.sparkno = S7025
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
palfx.time = 8
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 225, kiai]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1500,11
volume = 180

[State 225, light]
type = Explod
trigger1 = AnimElem = 12
ignorehitpause = 1
anim = 7028
ID = 7028
pos = 52,-21
scale = 0.85,0.85
postype = p1
sprpriority = -2
supermove = 1
removetime = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1

;light remove
[State 225,2]
type = RemoveExplod
trigger1 = AnimElem = 28
ID = 7028

[State 225, kiai]
type = PlaySnd
trigger1 = AnimElem = 10
value = 210,0
volume = 120

[State 225, 3]
type = Projectile
trigger1 = AnimElem = 11
trigger2 = AnimElem = 17
trigger3 = AnimElem = 23
attr = S, SP
ProjAnim = 7024
ProjHitAnim = -1  
ProjRemAnim = 8210
offset = 0,0
velocity = 9, 0    
remvelocity = .7, 0     
accel = 0, 0            
damage    = 8,1
animtype  = Medium
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = S7025
sparkxy = 43, -87
guard.sparkno = S7025
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
palfx.time = 8
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 191 , 6]
type = Explod
trigger1 = AnimElem = 1
anim = 7077			
ignorehitpause = 1
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removeongethit = 1
ownpal = 1

[State 1251, projetil 2]
type = Projectile
trigger1 = AnimElem = 13
trigger2 = AnimElem = 19
trigger3 = AnimElem = 25
ProjAnim = 7024      
ProjHitAnim = -1    
ProjRemAnim = 8210
offset = 0, 0        
velocity = 9, -0.7
remvelocity = 0, 0    
accel = 0, 0            
attr = S, SP
damage    = 8,1
animtype  = Medium
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = S7025
sparkxy = 43, -87
guard.sparkno = S7025
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
palfx.time = 8
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 225, 4]
type = Projectile
trigger1 = AnimElem = 15
trigger2 = AnimElem = 21
trigger3 = AnimElem = 27
attr = S, SP
ProjAnim = 7024
ProjHitAnim = -1
ProjRemAnim = 8210
offset = 0,0
velocity = 9, 1
remvelocity = 15, 2   
accel = 0, 0            
damage    = 7,1
animtype  = Medium
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = S7025
sparkxy = 43, -87
guard.sparkno = S7025
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
palfx.time = 8
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 225 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1010]
type = S
movetype = A
physics = S
anim = 1010
poweradd = 2
juggle = 3
velset = 0
ctrl = 0
poweradd= 100

[State -3,remove]
type = RemoveExplod
triggerall = NumExplod(2) = 1
trigger1 = Time = 0
ID = 2

[State 225, kiai]
type = PlaySnd
trigger1 = AnimElem = 19
value = 1500,9
volume = 160

[State 225, kiai]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1500,10
volume = 160

[State 225, kiai]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 22
trigger3 = AnimElem = 40
value = 220,0

[State 191 , 6]
type = Explod
trigger1 = AnimElem = 1
anim = 70771	
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removeongethit = 1
ownpal = 1

[State 225, 1]
type = Projectile
trigger1 = AnimElem = 11
trigger2 = AnimElem = 29
trigger3 = AnimElem = 47
attr = S, SP
ProjAnim = 7024
ProjHitAnim = -1   
ProjRemAnim = 8210  
offset = 0,0
velocity = 8, 0    
remvelocity = .7, 0     
accel = 0, 0            
damage    = 9,1
animtype  = Medium
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = S7025
sparkxy = 43, -87
guard.sparkno = S7025
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
palfx.time = 8
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 225, 1]
type = Projectile
trigger1 = AnimElem = 13
trigger2 = AnimElem = 31
trigger3 = AnimElem = 49
attr = S, SP
ProjAnim = 7024
ProjHitAnim = -1     
ProjRemAnim = 8210  
offset = 0,0
velocity = 8, -0.7    
remvelocity = .7, 0     
accel = 0, 0            
damage    = 9,1
animtype  = Medium
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = S7025
sparkxy = 43, -87
guard.sparkno = S7025
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
palfx.time = 8
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 1251, projetil 1]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 22
trigger3 = AnimElem = 40
ProjAnim = 7026   
ProjHitAnim = -1     
ProjRemAnim = 8210  
projscale = 0.7, 0.7
offset = -20, -36        
velocity = 7, -0.1    
remvelocity = .7, 0     
accel = 0, 0            
attr = S, SP
damage    = 11, 2
animtype  = Medium
givepower = 30
guardflag = MA
pausetime = 0,24
sparkno = S7025
sparkxy = 65, -50
guard.sparkno = S7025
hitsound   = s250,0
guardsound = s320,0
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
palfx.time = 8
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 225, 1]
type = Projectile
trigger1 = AnimElem = 15
trigger2 = AnimElem = 33
trigger3 = AnimElem = 51
attr = S, SP
ProjAnim = 7024
ProjHitAnim = -1
ProjRemAnim = 8210  
offset = 0,0
velocity = 8, 2
remvelocity = 15, 2    
accel = 0, 0            
damage    = 9,1
animtype  = Medium
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = S7025
sparkxy = 43, -87
guard.sparkno = S7025
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
palfx.time = 8
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 229, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1020]
type = S
movetype = A
physics = S
anim = 1020
poweradd = -250
juggle = 5
ctrl = 0
velset = 0

[State 1000 , 5]
type = PlaySnd
trigger1 = Time = 5
value = 1000,1
volumen = 120

[State 1000, cometa]
type = PlaySnd
trigger1 = Time = 0
value = 1600,10
volumen = 160

[State 191 , 6]
type = Explod
trigger1 = AnimElem = 1
anim = 7078	
sprpriority = -2
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
removeongethit = 1
ownpal = 1

[State 1000, light]
type = Explod
trigger1 = AnimElem = 5
anim = 7028
ID = 7028
pos = 89,-3
scale = 0.85,0.85
postype = p1
sprpriority = 2
supermove = 1
removetime = 15
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 1251, projetil 1]
type = Projectile
trigger1 = AnimElem = 7
ProjAnim = 7026   
ProjHitAnim = -1    
ProjRemAnim = 8210  
offset = 25, 0        
velocity = 8, -0.1     
remvelocity = .7, 0     
accel = 0, 0            
attr = S, SP
damage    = 140, 9
animtype  = Medium
givepower = 30
guardflag = MA
pausetime = 0,24
sparkno = S7027
sparkxy = 90, -72
guard.sparkno = S7027
hitsound   = s260,0
guardsound = s320,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8,-6
airguard.velocity = -3.5      
air.type = High
air.velocity = -6,-6
air.juggle = 3
p2stateno = 1025
envshake.time =  15 
envshake.freq = 25     
envshake.ampl = 5  
envshake.phase = 5
palfx.time = 35
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 201 , 3]
type = HitDef
trigger1 = AnimElem = 5
priority = 5
attr = S, NA
damage = 5, 1
getpower = 100
givepower = 50
animtype = hard
guardflag = HA
sparkxy = -25,-91
sparkno = -1
hitsound = S260,0
guardsound = S320,0
pausetime = 4,0
ground.hittime = 19
ground.type = hight
ground.slidetime = 8
ground.velocity = -15
air.velocity = -6,-6
airguard.velocity = -7,0
air.type = Low			
air.hittime = 9		


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

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

[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
juggle = 5
velset = 0
ctrl = 0
poweradd= 100

[State 1200, 0]
type = AfterImage
trigger1 = time = 8
time = 18
FrameGap = 2
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128 ;blue 
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1941, scia]
type = Explod
trigger1 = Animelem = 3
anim = 7703
pos = 15,0
postype = p1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1200 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1500,2
VOLUME = 180

[State 1200 , 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 3650, 3]
type = VelAdd
trigger1 = AnimElem = 2
x = 8

[State 3650, 4]
type = VelAdd
trigger1 = AnimElem = 3
x = 7

[State 3650, 4]
type = VelAdd
trigger1 = AnimElem = 4
x = 8

[State 3650, 4]
type = VelAdd
trigger1 = AnimElem = 5
x = 4

[State 3650, 4]
type = VelAdd
trigger1 = AnimElem = 6
x = 4


[State 1200 , 5]
type = HitDef
trigger1 = AnimElem = 4
priority = 4
attr = S, NA
damage = 35, 3
getpower = 60
givepower = 30
animtype = medium
guardflag = MA
sparkno = S7001+(random%2)
sparkxy = -10,-90
hitsound = S260,0
guardsound = S320,0
pausetime = 13,15
ground.hittime = 19
ground.type = high
ground.slidetime = 12
ground.velocity = -8
air.velocity = -2,-8


[State 1200 , 5]
type = HitDef
trigger1 = AnimElem = 6
priority = 4
attr = S, NA
damage = 35, 3
getpower = 60
givepower = 30
animtype = medium
guardflag = MA
sparkno = S7001+(random%2)
sparkxy = -18,-90
hitsound = S260,0
guardsound = S320,0
pausetime = 13,15
ground.hittime = 19
ground.type = high
ground.slidetime = 12
ground.velocity = -8
air.velocity = -2,-8

[State 660 , 3]
type = Explod
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-97
postype = P1
scale = 0.65,0.65
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1


[State 1220, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1201]
type = S
movetype = A
physics = S
anim = 1201
juggle = 5
velset = 0
ctrl = 0
poweradd= 100

[State 1200, 0]
type = AfterImage
trigger1 = time = 8
time = 12
FrameGap = 2
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128 ;blue 
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1941, scia]
type = Explod
trigger1 = Animelem = 3
anim = 7703
pos = 15,0
postype = p1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1200 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1500,2
VOLUME = 180

[State 1200 , 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 3650, 3]
type = VelAdd
trigger1 = AnimElem = 2
x = 8

[State 3650, 4]
type = VelAdd
trigger1 = AnimElem = 3
x = 7

[State 3650, 4]
type = VelAdd
trigger1 = AnimElem = 4
x = 8

[State 1200 , 5]
type = HitDef
trigger1 = AnimElem = 4
priority = 4
attr = S, NA
damage = 35, 3
getpower = 60
givepower = 30
animtype = medium
guardflag = MA
sparkno = S7001+(random%2)
sparkxy = -10,-90
hitsound = S260,0
guardsound = S320,0
pausetime = 13,15
ground.hittime = 19
ground.type = high
ground.slidetime = 12
ground.velocity = -8
air.velocity = -2,-8

[State 660 , 3]
type = Explod
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-97
postype = P1
scale = 0.65,0.65
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1

[State 1220, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1500]
type = C
movetype = A
physics = C
anim = 1500
juggle = 1
velset = 0
ctrl = 0
poweradd = 100

[State 440, scia]
type = Explod
trigger1 = Animelem = 1
anim = 7012
pos = 70,1
postype = p1
sprpriority = -2
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 440, scia]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 11
anim = 7013
pos = 0,-2
postype = p1
sprpriority = 4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 440, scia]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 11
anim = 7013
pos = 30,-2
postype = p1
sprpriority = 4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1


[State 440, 0]
type = VelAdd
trigger1 = AnimElem = 2
x = 20

[State 440 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220,0
volumen = 120

[State 440 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1000,7
volumen = 120

[State 440 , 3]
type = HitDef
trigger1 = AnimElem = 2
priority = 5
attr = S, NA
damage = 50, 5
getpower = 70
givepower = 30
animtype = hard
guardflag = LA
sparkxy = -15,-5
sparkno = S7001+(random%2)
hitsound = S250,1
guardsound = S310,0
pausetime = 12,12
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = -10
air.velocity = -4,-3

[State 660 , 3]
type = Explod
Trigger1 = moveguarded = 1
anim = 7041
pos = 80,-10
postype = P1
scale = 0.65,0.65
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1

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

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

[Statedef 1550]
type = A
movetype = A
physics = N
anim = 1550
velset = 0,-3.2
poweradd = 100

[State 1600 , 1]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1600 , 1]
type = VelSet
trigger1 = Time > 0
x = 5.3

[State 1600 , 2]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1600, scia]
type = Explod
trigger1 = Time = 2
anim = 7703
pos = 25,6
postype = p1
sprpriority = 5
supermove = 1
ignorehitpause = 1
ownpal = 1
removeongethit = 1

[State 1600 , 3]
type = PlaySnd
trigger1 = Time = 0
value = 1500,7
volumen = 190

[State 1600 , 4]
type = HitDef
trigger1 = AnimElem = 1
priority = 5
attr = S, NA
damage = 35, 3
animtype = light
guardflag = MA
sparkno = s7000
sparkxy = -10,-62
hitsound = S220,1
guardsound = S310,0
pausetime = 12,12
ground.hittime = 19
ground.type = low
ground.slidetime = 16
ground.velocity = -11
air.velocity = -7,-3

[State 660 , 3]
type = Explod
Trigger1 = moveguarded = 1
anim = 7041
pos = 50,-60
postype = P1
scale = 0.65,0.65
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1

[State 1600 , 5]
type = PlaySnd
trigger1 = Time = 2
value = 220, 0
volumen = 200

[State 1600 , 6]
type = ChangeState
trigger1 = Pos y > 0
trigger1 = Vel Y > 0
value = 1551


[Statedef 1551]
type = S
movetype = A
physics = N
anim = 1551

[State 1620 , 1]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1620 , 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1620 , 2]
type = VelSet
trigger1 = Time = 0
y = 0
[State 440, scia]
type = Explod
trigger1 = Animelem = 2
anim = 7012
pos = 70,1
postype = p1
sprpriority = -2
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 440, scia]
type = Explod
trigger1 = Time = 5
trigger2 = Time = 16
anim = 7013
pos = 0,-2
postype = p1
sprpriority = 4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 440, scia]
type = Explod
trigger1 = Time = 5
trigger2 = Time = 16
anim = 7013
pos = 30,-2
postype = p1
sprpriority = 4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 440 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220,0
volumen = 120

[State 440 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1000,7
volumen = 120

[State 1620 , 4]
type = HitDef
trigger1 = AnimElem = 3
priority = 6
attr = S, NA
damage = 50, 5
getpower = 50
givepower = 25
animtype = hard
guardflag = MA
sparkxy = -20,-5
sparkno = S7001+(random%2)
hitsound = S260,0
guardsound = S320,0
pausetime = 20,6
ground.hittime = 19
ground.type = low
ground.slidetime = 16
ground.velocity = -5,-2
air.velocity = -3,-3
fall = 1

[State 660 , 3]
type = Explod
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-10
postype = P1
scale = 0.65,0.65
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1

[State 1620 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 1600]
type = S
movetype = A
physics = S
anim = 1600
juggle = 5
velset = 0
ctrl = 0
poweradd = 100

[State 1230]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1230]
type = VelAdd
trigger1 = Time = 4
y = -5

[State 1230]
type = VelAdd
trigger1 = Animelem = 1
trigger2 = Animelem = 2
trigger3 = Animelem = 3
trigger4 = Animelem = 4
x = 3

[State 1230, pepp voce]
type = PlaySnd
trigger1 = Time = 0
value = 1500,1
volume = 220

[State 1425]
type = Explod
trigger1 = Animelem = 3
anim = 7030
pos = 30,5
postype = p1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1230]
type = HitDef
trigger1 = AnimElem = 4
priority = 4
attr = S, SA
damage = 40, 4
animtype = hard
guardflag = MA
sparkno = S7001+(random%2)
sparkxy = -20,-95
hitsound = S250,1
guardsound = S310,0
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -4,-12
air.velocity = -3,-3
fall = 1
envshake.time = 7         
envshake.ampl = 2
envshake.freq = 35
fall.envshake.ampl = 6       
fall.envshake.freq = 178
fall.envshake.time = 15

[State 660 , 3]
type = Explod
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-97
postype = P1
scale = 0.65,0.65
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1

[State 1230]
type = ChangeState
trigger1 = AnimTime = 0
value = 1610

[Statedef 1610]
type = A
movetype = A
phsyics = N
anim = 1610
velset = 5,-10


[State 1240]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1240 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1000,8
volumen = 240

[State 1240]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1240]
type = HitDef
trigger1 = AnimElem = 3
priority = 5
attr = A, SA
damage = 30, 3
animtype = hard
guardflag = MA
sparkno = S7001+(random%2)
sparkxy = -10,-75
hitsound = S250,1
guardsound = S310,0
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -3,-10
air.velocity = -3,-3
fall = 1
envshake.time = 7         
envshake.ampl = 2
envshake.freq = 35
fall.envshake.ampl = 6       
fall.envshake.freq = 178
fall.envshake.time = 15

[State 1240, pepp voce]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1500,3
volumen = 220

[State 1240, 4]
type = HitDef
trigger1 = AnimElem = 8
priority = 6
attr = A, SA
damage = 30, 3
animtype = hard
guardflag = MA
sparkno = S7003+(random%2)
sparkxy = -55,-30
hitsound = S260,0
guardsound = S320,0
pausetime = 18,10
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -3
air.velocity = -7,15
fall = 1
envshake.time = 7         
envshake.ampl = 2
envshake.freq = 35
fall.envshake.ampl = 3      
fall.envshake.freq = 95
fall.envshake.time = 15

[State 1240 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
value = 220,0
volume = 120

[State 660 , 4]
type = ChangeState
trigger1 = (time > 20 && Movehit = 1)
value = 1620

[State 1240]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 50


[Statedef 1620]
type = A
movetype = A
physics = A
anim = 1620
velset = -1, -5
juggle = 2
ctrl = 0


[State 1230]
type = VelAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
y = 1

[State 660 , 2]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
volume = 220

[State 660 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


[Statedef 1800]
type = S
movetype = A
physics = S
velset = 0,0
poweradd = 100
ctrl = 0

[State 1400, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,10
volume = 180

[State 1400, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 1801


[Statedef 1801]
type = A
movetype = A
physics = N
velset = 6,-6
juggle = 2
ctrl = 0

[State 1401, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 1401, VelAdd]
type = VelAdd
trigger1 = Vel X > 0
x = -1

[State 1401, VelAdd]
type = VelAdd
trigger1 = Time < 6
y = .475

[State 1401, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = .6

[State 1401, VelAdd]
type = Null ;VelAdd
trigger1 = 1
y = .6364

[State 1401, VarSet]
type = VarSet
trigger1 = AnimElem = 1, = 0
var(14) = 0

[State 1401, VelSet]
type = VelSet
trigger1 = AnimElem = 2, = 6
x = 0

[State 1401, VelSet]
type = VelSet
trigger1 = AnimElem = 2, = 10
y = 0

[State 1425, 3.3]
type = Explod
trigger1 = AnimElem = 2
anim = 7028
pos = 28,-79
scale = 0.75,0.75
postype = p1
sprpriority = -1
bindtime = 42
removetime = 18
ownpal = 1
supermove = 1
removeongethit = 1

[State 210, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
trigger1 = AnimElem = 1
attr = A, SA
animtype = Medium
damage = 25,2
hitflag = MA
guardflag = MA
pausetime = 9, 9
sparkno = S7000
sparkxy = -30,-90
hitsound = S220,1
guardsound = S300,0
ground.type = high
ground.velocity = 0,-8
ground.slidetime = 15
ground.hittime = 17
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -6
air.velocity = 0,-9
airguard.velocity = -4,0
air.hittime = 17
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8


[State 210, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
trigger1 = AnimElem = 2
attr = A, SA
animtype = Medium
damage = 25,2
hitflag = MA
guardflag = MA
pausetime = 9, 9
sparkno = S7000
sparkxy = -30,-120
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.velocity = 0,-8
ground.slidetime = 15
ground.hittime = 17
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -6
air.velocity = 0,-9
airguard.velocity = -4,0
air.hittime = 17
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
p2stateno = 1805

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
value = 210,0
volume = 140

[State 1401, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 1401, VarAdd]
type = VarAdd
trigger1 = HitCount = 2
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 1401, VarSet]
type = VarSet
triggerall = MoveContact
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
var(14) = 1

[State 1401, VarSet]
type = VarSet
trigger1 = MoveHit
var(55) = 15
persistent = 0
ignorehitpause = 1

[State 1401, VarAdd]
type = VarAdd
trigger1 = var(55) > 0
var(55) = -1
ignorehitpause = 1

[State 1401, ChangeState]
type = ChangeState
trigger1 = var(14)
trigger1 = AnimElem = 2, = 10
value = 1802

[State 1401, ChangeState]
type = ChangeState
trigger1 = !var(14)
trigger1 = !AnimTime
value = 1803

 
[Statedef 1802]
type = A
movetype = A
physics = N
velset = 0,-7
ctrl = 0

[State 1402, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 1402, Gravity]
type = Gravity
trigger1 = 1

[State 1425, 3.3]
type = Explod
trigger1 = AnimElem = 1
anim = 7028
pos = 28,-79
scale = 0.75,0.75
postype = p1
sprpriority = -1
bindtime = 42
removetime = 14
ownpal = 1
supermove = 1
removeongethit = 1

[State 1402, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
trigger1 = !MoveContact
attr = A, SA
animtype = Medium
damage = 25,2
hitflag = MA
guardflag = MA
pausetime = 9, 9
sparkno = S7001+(random%2)
sparkxy = -30,-140
hitsound = S260,0
guardsound = S320,0
ground.type = high
ground.velocity = 0,-8
ground.slidetime = 15
ground.hittime = 17
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -6
air.velocity = 0,-9
airguard.velocity = -4,0
air.hittime = 17
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
fall = 1


[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,1
volume = 220


[State 1402, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 1402, VarSet]
type = VarSet
trigger1 = MoveHit
var(55) = 15
persistent = 0
ignorehitpause = 1

[State 1402, VarAdd]
type = VarAdd
trigger1 = var(55) > 0
var(55) = -1
ignorehitpause = 1

[State 1402, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 1803


[Statedef 1803]
type = A
movetype = I
physics = N
ctrl = 0

[State 1403, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 1403, Gravity]
type = Gravity
trigger1 = 1

[State 1403, PosSet]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1403, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
y = 0

[State 1403, ChangeAnim]
type = ChangeAnim
trigger1 = !AnimTime
value = 44

[State 1403, ChangeState]
type = ChangeState
trigger1 = Pos Y = 0
trigger1 = Vel Y = 0
value = 1830



; state P2 hit
[Statedef 1805]
type = A
movetype = H
physics = N
anim = 1805
velset = 0,0
ctrl = 0

[State 1405, Turn]
type = Turn
trigger1 = !Time && !(p2dist X < 0 && facing != enemyNear, facing) && (facing = enemyNear, facing)
value = 1

[State 1405, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 9
trigger1 = Alive
value = IfElse(SelfAnimExist(5052),5052,(IfElse(SelfAnimExist(5051),5051,5050)))

[State 1405, VelSet]
type = VelSet
trigger1 = Time = 9
trigger1 = Alive
x = 0
y = -8

[State 1405, VelSet]
type = VelSet
trigger1 = Time = 9
trigger1 = !Alive
x = -10
y = -6

[State 1405, SelfState]
type = SelfState
trigger1 = Time = 9
trigger1 = !Alive
value = 5050

[State 1405, Gravity]
type = Gravity
trigger1 = Time > 14


[State 1405, SelfState]
type = SelfState
;trigger1 = Vel Y > 0
trigger1 = Time = 40
value = 5050
ctrl = 1

[Statedef 1830]
type = S
movetype = I
physics = N
ctrl = 0

[State 1430, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 1430, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

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

[Statedef 1810]
type = S
movetype = A
physics = S
velset = 0,0
poweradd = 100
ctrl = 0

[State 1410, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != 1800
value = 1800

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,10
volume = 220

[State 1410, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 1811

[Statedef 1811]
type = A
movetype = A
physics = N
velset = 5,-7
juggle = 2
ctrl = 0

[State 1411, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != 1801
value = 1801

[State 1411, VelAdd]
type = VelAdd
trigger1 = Time < 14
trigger1 = Vel X > 0
x = -.075

[State 1411, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = Vel X > 0
x = -.325

[State 1411, VelAdd]
type = VelAdd
trigger1 = Time < 6
y = .4

[State 1411, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = .5

[State 1411, VelAdd]
type = Null ;VelAdd
trigger1 = 1
y = .6364

[State 1411, VarSet]
type = VarSet
trigger1 = AnimElem = 1, = 0
var(14) = 0

[State 1411, VelSet]
type = VelSet
trigger1 = AnimElem = 2, = 13
x = 0

[State 1411, VelSet]
type = VelSet
trigger1 = AnimElem = 2, = 10
y = 0

[State 1425, 3.3]
type = Explod
trigger1 = AnimElem = 2
anim = 7028
pos = 28,-79
scale = 0.75,0.75
postype = p1
sprpriority = -1
bindtime = 42
removetime = 18
ownpal = 1
supermove = 1
removeongethit = 1

[State 1411, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
trigger1 = AnimElem = 1
attr = A, SA
animtype = Medium
damage = 25,2
hitflag = MA
guardflag = MA
pausetime = 9, 9
sparkno = S7000
sparkxy = -30,-90
hitsound = S220,1
guardsound = S300,0
ground.type = high
ground.velocity = 0,-8
ground.slidetime = 15
ground.hittime = 17
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -6
air.velocity = 0,-9
airguard.velocity = -4,0
air.hittime = 17
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8

[State 1411, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
trigger1 = AnimElem = 2
attr = A, SA
animtype = Medium
damage = 25,2
hitflag = MA
guardflag = MA
pausetime = 9, 9
sparkno = S7000
sparkxy = -30,-120
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.velocity = 0,-8
ground.slidetime = 15
ground.hittime = 17
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -6
air.velocity = 0,-9
airguard.velocity = -4,0
air.hittime = 17
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
p2stateno = 1805


[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
value = 220,0
volume = 140


[State 1411, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 1411, VarAdd]
type = VarAdd
trigger1 = HitCount = 2
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 1411, VarSet]
type = VarSet
triggerall = MoveContact
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
var(14) = 1

[State 1411, VarSet]
type = VarSet
trigger1 = MoveHit
var(55) = 15
persistent = 0
ignorehitpause = 1

[State 411, VarAdd]
type = VarAdd
trigger1 = var(55) > 0
var(55) = -1
ignorehitpause = 1

[State 1411, ChangeState]
type = ChangeState
trigger1 = var(14)
trigger1 = AnimElem = 2, = 10
value = 1812

[State 1411, ChangeState]
type = ChangeState
trigger1 = !var(14)
trigger1 = !AnimTime
value = 1803

[Statedef 1812]
type = A
movetype = A
physics = N
velset = 0,-7
ctrl = 0

[State 1412, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != 1802
value = 1802

[State 1412, VarSet]
type = VarSet
trigger1 = AnimElem = 1, = 0
var(14) = 0

[State 1412, Gravity]
type = Gravity
trigger1 = 1

[State 1425, 3.3]
type = Explod
trigger1 = AnimElem = 1
anim = 7028
pos = 28,-79
scale = 0.75,0.75
postype = p1
sprpriority = -1
bindtime = 42
removetime = 14
ownpal = 1
supermove = 1
removeongethit = 1


[State 1412, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
trigger1 = !MoveContact
attr = A, SA
animtype = Medium
damage = 25,2
hitflag = MA
guardflag = MA
pausetime = 9, 9
sparkno = S7000
sparkxy = -30,-140
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.velocity = 0,-8
ground.slidetime = 15
ground.hittime = 17
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -6
air.velocity = 0,-9
airguard.velocity = -4,0
air.hittime = 17
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
p2stateno = 1805

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 220,0
volume = 140

[State 1412, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 1412, VarSet]
type = VarSet
triggerall = MoveContact
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
var(14) = 1

[State 1412, VarSet]
type = VarSet
trigger1 = MoveHit
var(55) = 15
persistent = 0
ignorehitpause = 1

[State 1412, VarAdd]
type = VarAdd
trigger1 = var(55) > 0
var(55) = -1
ignorehitpause = 1

[State 1412, ChangeState]
type = ChangeState
trigger1 = var(14)
trigger1 = AnimElem = 2, = 10
value = 1813

[State 1412, ChangeState]
type = ChangeState
trigger1 = !var(14)
trigger1 = !AnimTime
value = 1803

[Statedef 1813]
type = A
movetype = A
physics = N
velset = 0,-7
ctrl = 0

[State 1413, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != 1801
value = 1801

[State 1413, Gravity]
type = Gravity
trigger1 = 1

[State 1425, 3.3]
type = Explod
trigger1 = AnimElem = 2
anim = 7028
pos = 28,-79
scale = 0.75,0.75
postype = p1
sprpriority = -1
bindtime = 42
removetime = 18
ownpal = 1
supermove = 1
removeongethit = 1


[State 1413, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
trigger1 = !MoveContact
trigger1 = AnimElem = 2, >= 0
attr = A, SA
animtype = Medium
damage = 25,2
hitflag = MA
guardflag = MA
pausetime = 9, 9
sparkno = S7001+(random%2)
sparkxy = -30,-140
hitsound = S260,0
guardsound = S320,0
ground.type = high
ground.velocity = 0,-8
ground.slidetime = 15
ground.hittime = 17
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -6
air.velocity = 0,-9
airguard.velocity = -4,0
air.hittime = 17
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
Fall = 1

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,1
volume = 220

[State 1413, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 1413, VarSet]
type = VarSet
trigger1 = MoveHit
var(55) = 15
persistent = 0
ignorehitpause = 1

[State 1413, VarAdd]
type = VarAdd
trigger1 = var(55) > 0
var(55) = -1
ignorehitpause = 1

[State 1413, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 1803


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

[Statedef 1820]
type = S
movetype = A
physics = S
velset = 0,0
poweradd = 100
ctrl = 0

[State 1420, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != 1800
value = 1800

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,10
volume = 220

[State 1420, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 1821

[Statedef 1821]
type = A
movetype = A
physics = N
velset = 6,-7
juggle = 2
ctrl = 0

[State 1421, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != 1801
value = 1801

[State 1421, VelAdd]
type = VelAdd
trigger1 = Time < 19
trigger1 = Vel X > 0
x = -.3

[State 1421, VelAdd]
type = VelAdd
trigger1 = Time >= 15
trigger1 = Vel X > 0
x = -.45

[State 1421, VelAdd]
type = VelAdd
trigger1 = Time < 6
y = .425

[State 1421, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = .475

[State 1421, VelAdd]
type = Null ;VelAdd
trigger1 = 1
y = .6364

[State 1421, VarSet]
type = VarSet
trigger1 = AnimElem = 1, = 0
var(14) = 0

[State 1421, VelSet]
type = VelSet
trigger1 = AnimElem = 2, = 17
x = 0

[State 1421, VelSet]
type = VelSet
trigger1 = AnimElem = 2, = 13
y = 0

[State 1425, 3.3]
type = Explod
trigger1 = AnimElem = 2
anim = 7028
pos = 28,-79
scale = 0.75,0.75
postype = p1
sprpriority = -1
bindtime = 42
removetime = 18
ownpal = 1
supermove = 1
removeongethit = 1

[State 1421, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
trigger1 = AnimElem = 1
attr = A, SA
animtype = Medium
damage = 25,2
hitflag = MA
guardflag = MA
pausetime = 9, 9
sparkno = S7000
sparkxy = -30,-90
hitsound = S220,1
guardsound = S300,0
ground.type = high
ground.velocity = 0,-8
ground.slidetime = 15
ground.hittime = 17
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -6
air.velocity = 0,-9
airguard.velocity = -4,0
air.hittime = 17
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8

[State 1421, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
trigger1 = AnimElem = 2
attr = A, SA
animtype = Medium
damage = 25,2
hitflag = MA
guardflag = MA
pausetime = 9, 9
sparkno = S7000
sparkxy = -30,-120
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.velocity = 0,-8
ground.slidetime = 15
ground.hittime = 17
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -6
air.velocity = 0,-9
airguard.velocity = -4,0
air.hittime = 17
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
p2stateno = 1805

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
value = 220,0
volume = 140

[State 1421, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 1421, VarAdd]
type = VarAdd
trigger1 = HitCount = 2
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 1421, VarSet]
type = VarSet
triggerall = MoveContact
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
var(14) = 1

[State 1421, VarSet]
type = VarSet
trigger1 = MoveHit
var(55) = 15
persistent = 0
ignorehitpause = 1

[State 1421, VarAdd]
type = VarAdd
trigger1 = var(55) > 0
var(55) = -1
ignorehitpause = 1

[State 1421, ChangeState]
type = ChangeState
trigger1 = var(14)
trigger1 = AnimElem = 2, = 10
value = 1822

[State 1421, ChangeState]
type = ChangeState
trigger1 = !var(14)
trigger1 = !AnimTime
value = 1803

[Statedef 1822]
type = A
movetype = A
physics = N
velset = 0,-7
ctrl = 0

[State 1422, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != 1802
value = 1802

[State 1422, VarSet]
type = VarSet
trigger1 = AnimElem = 1, = 0
var(14) = 0

[State 1422, Gravity]
type = Gravity
trigger1 = 1

[State 1425, 3.3]
type = Explod
trigger1 = AnimElem = 1
anim = 7028
pos = 28,-79
scale = 0.75,0.75
postype = p1
sprpriority = -1
bindtime = 42
removetime = 14
ownpal = 1
supermove = 1
removeongethit = 1


[State 1422, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
trigger1 = !MoveContact
attr = A, SA
animtype = Medium
damage = 25,2
hitflag = MA
guardflag = MA
pausetime = 9, 9
sparkno = S7000
sparkxy = -30,-140
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.velocity = 0,-8
ground.slidetime = 15
ground.hittime = 17
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -6
air.velocity = 0,-9
airguard.velocity = -4,0
air.hittime = 17
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
p2stateno = 1805

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 220,0
volume = 140

[State 1422, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 1422, VarSet]
type = VarSet
triggerall = MoveContact
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
var(14) = 1

[State 1422, VarSet]
type = VarSet
trigger1 = MoveHit
var(55) = 15
persistent = 0
ignorehitpause = 1

[State 1422, VarAdd]
type = VarAdd
trigger1 = var(55) > 0
var(55) = -1
ignorehitpause = 1

[State 1422, ChangeState]
type = ChangeState
trigger1 = var(14)
trigger1 = AnimElem = 2, = 10
value = 1823

[State 1422, ChangeState]
type = ChangeState
trigger1 = !var(14)
trigger1 = !AnimTime
value = 1803

[Statedef 1823]
type = A
movetype = A
physics = N
velset = 0,-7
ctrl = 0

[State 1423, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != 1801
value = 1801

[State 1423, VarSet]
type = VarSet
trigger1 = AnimElem = 1, = 0
var(14) = 0

[State 1423, Gravity]
type = Gravity
trigger1 = 1

[State 1425, 3.3]
type = Explod
trigger1 = AnimElem = 2
anim = 7028
pos = 28,-79
scale = 0.75,0.75
postype = p1
sprpriority = -1
bindtime = 42
removetime = 18
ownpal = 1
supermove = 1
removeongethit = 1


[State 1423, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
trigger1 = !MoveContact
trigger1 = AnimElem = 2, >= 0
attr = A, SA
animtype = Medium
damage =25,2
hitflag = MA
guardflag = MA
pausetime = 9, 9
sparkno = S7000
sparkxy = -30,-140
hitsound = S220,1
guardsound = S310,0
ground.type = high
ground.velocity = 0,-8
ground.slidetime = 15
ground.hittime = 17
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -6
air.velocity = 0,-9
airguard.velocity = -4,0
air.hittime = 17
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
p2stateno = 1805

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 220,0
volume = 140

[State 1423, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 1423, VarSet]
type = VarSet
triggerall = MoveContact
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
var(14) = 1

[State 1423, VarSet]
type = VarSet
trigger1 = MoveHit
var(55) = 15
persistent = 0
ignorehitpause = 1

[State 1423, VarAdd]
type = VarAdd
trigger1 = var(55) > 0
var(55) = -1
ignorehitpause = 1

[State 1423, ChangeState]
type = ChangeState
trigger1 = var(14)
trigger1 = AnimElem = 2, = 10
value = 1824

[State 1423, ChangeState]
type = ChangeState
trigger1 = !var(14)
trigger1 = !AnimTime
value = 1803

[Statedef 1824]
type = A
movetype = A
physics = N
velset = 0,-7
ctrl = 0

[State 1424, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != 1802
value = 1802

[State 1424, VarSet]
type = VarSet
trigger1 = AnimElem = 1, = 0
var(14) = 0

[State 1424, Gravity]
type = Gravity
trigger1 = 1

[State 1425, 3.3]
type = Explod
trigger1 = AnimElem = 1
anim = 7028
pos = 28,-79
scale = 0.75,0.75
postype = p1
sprpriority = -1
bindtime = 42
removetime = 14
ownpal = 1
supermove = 1
removeongethit = 1


[State 1424, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
trigger1 = !MoveContact
attr = A, SA
animtype = Medium
damage = 25,2
hitflag = MA
guardflag = MA
pausetime = 9, 9
sparkno = S7003+(random%2)
sparkxy = -30,-140
hitsound = S260,0
guardsound = S320,0
ground.type = high
ground.velocity = 0,-8
ground.slidetime = 15
ground.hittime = 17
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -6
air.velocity = 0,-9
airguard.velocity = -4,0
air.hittime = 17
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
Fall = 1

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,1
volume = 220

[State 1424, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 1424, VarSet]
type = VarSet
trigger1 = MoveHit
var(55) = 15
persistent = 0
ignorehitpause = 1

[State 1424, VarAdd]
type = VarAdd
trigger1 = var(55) > 0
var(55) = -1
ignorehitpause = 1

[State 1424, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 1803

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

[Statedef 1700]
type = S
movetype = A
physics = S
anim = 1700
juggle = 2
velset = 0
ctrl = 0
poweradd= 100

[State 1700, pepp voce]
type = PlaySnd
trigger1 = Time = 0
value = 1500,1
volume = 190

[State 1700, 3]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 5

[State 1700 , 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 0

[State 1700]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,0
volume = 100

[State 1700]
type = HitDef
trigger1 = AnimElem = 4
priority = 6
attr = S, NA
damage = 55,4
animtype = hard
guardflag = MA
sparkno = S7001+(random%2)
sparkxy = 0,-80
hitsound = S260,0
guardsound = S320,0
pausetime = 25,10
ground.hittime = 16
ground.type = hight
ground.slidetime = -5
ground.velocity = -8,-6
air.velocity = -7
p2stateno = 1025
envshake.time = 10
envshake.freq = 15
envshake.ampl = 10
envshake.phase = 10
fall.damage = 10            
fall.envshake.ampl = 6       
fall.envshake.freq = 178
fall.envshake.time = 15

[State 660 , 3]
type = Explod
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-95
postype = P1
scale = 0.60,0.60
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1


[State 1700]
type = ChangeState
trigger1 = movehit = 1
value = 1710
ctrl = 1

[State 1700]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1710]
type = S
movetype = A
physics = S
anim = 1710
juggle = 2
velset = 0
ctrl = 0
poweradd= 100

[State 1710, pepp voce]
type = PlaySnd
trigger1 = Time = 0
value = 1500,11
volume = 180

[State 1710, scia]
type = Explod
trigger1 = Animelem = 1
anim = 70061
pos = 0,-1
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 0
bindtime = -1

[State 1710, scia]
type = Explod
trigger1 = Animelem = 5
anim = 70062
pos = 0,-2
postype = p1
sprpriority = -2
ownpal = 1
ignorehitpause = 0
bindtime = -1
removeongethit = 1

[State 1710, Lampi]
type = Explod
trigger1 = AnimElem = 4
triggerall = NumExplod(7028) = 0
anim = 7028
ID = 7028
pos = 58,-20
postype = p1
sprpriority = 5
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
removetime = 100

[State 1710, removeEX]
type = RemoveExplod
triggerall = NumExplod(7028) = 1
trigger1 = AnimElem = 17
ID = 7028

[State 1710]
type = PosAdd
trigger1 = AnimElem = 2
x = 0

[State 1710]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,0
volume = 100

[State 1710]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
attr = A, SP
ignorehitpause = 1
projanim = 3698
projhitanim = -1
offset = -20,-5
velocity = 15,-8
damage = 7,1
animtype = Hard
guardflag = MA
pausetime = 12,0
sparkno = s3697
sparkxy = 105,-105
hitsound   = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -3,-7
air.velocity = -2.5,-2
envshake.time = 10
envshake.freq = 15
envshake.ampl = 10
envshake.phase = 10
palfx.time = 10
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 1710]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
attr = A, SP
ignorehitpause = 1
projanim = 3698
projhitanim = -1
offset = -20,5
velocity = 16,-7
damage = 7,1
animtype = light
guardflag = MA
pausetime = 12,3
sparkno = s3697
sparkxy = 105,-105
hitsound   = S220,1
guardsound = S310,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -3,-7
air.velocity = -2.5,-2
fall = 1
fall.damage = 10 
envshake.time = 10
envshake.freq = 15
envshake.ampl = 10
envshake.phase = 10
fall.envshake.ampl = 6       
fall.envshake.freq = 178
fall.envshake.time = 15
palfx.time = 10
palfx.color = 1
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1

[State 1710]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1900]
type = S
movetype = A
physics = S
anim = 1900
poweradd = -250
velset = 20
ctrl = 0

[State 1900 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1500,4
volume = 250

[State 1900 , 3]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 16
value = 210,0
volume = 130

[State 1900 , 4]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = S, SA
damage = 5,1
animtype = hard
hitflag = MA
guardflag = MA
sparkno = S7000
sparkxy = -15,-77
hitsound = S220,1
guardsound = S310,0
pausetime = 3,3
ground.hittime = 19
ground.type = low
ground.slidetime = 0
ground.velocity = -4,0
air.velocity = -3,-3

[State 1900 , 5]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
attr = S, SA
damage = 5,1
animtype = hard
hitflag = MA
guardflag = MA
sparkno = S7000
sparkxy = -15,-77
hitsound = S220,1
guardsound = S310,0
pausetime = 3,3
ground.hittime = 19
ground.type = high
ground.slidetime = 0
ground.velocity = -4,0
air.velocity = -3,-3

[State 1900 , 6]
type = HitDef
trigger1 = AnimElem = 17
trigger2 = AnimElem = 22
attr = S, SA
damage = 5,1
animtype = hard
hitflag = MA
guardflag = MA
sparkno = S7000
sparkxy = -15,-77
hitsound = S220,1
guardsound = S310,0
pausetime = 4,4
ground.hittime = 19
ground.type = low
ground.slidetime = 0
ground.velocity = -4,0
air.velocity = -3,-3

[State 660 , 3]
type = Explod
Trigger1 = moveguarded = 1
anim = 7041
pos = 70,-75
postype = P1
scale = 0.65,0.65
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1

[State 1900 , 10]
type = PosAdd
trigger1 = AnimElem = 19
trigger2 = AnimElem = 20
trigger3 = AnimElem = 21
trigger4 = AnimElem = 22
trigger5 = AnimElem = 23
trigger6 = AnimElem = 24
trigger7 = AnimElem = 25
x = 8

[State 1900 , 11]
type = PosAdd
trigger1 = AnimElem = 26
x = 4

[State 1900 , 7]
type = ChangeState
trigger1 = AnimElem = 26
value = 1910

[Statedef 1910]
type = S
movetype = A
physics = S
anim = 1910


[State -3, RUN_FWD]
type = Explod
trigger1 = time = 0
trigger2 = time = 15
pos = 10,0
anim = 7012
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
bindtime = -1

[State 1910 , 1]
type = VelSet
trigger1 = Time = [0,4]
x = 1.3

[State 1910 , 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
attr = S, SA
damage = 5,1
animtype = hard
hitflag = MA
guardflag = MA
sparkno = S7000
sparkxy = -25,-77
hitsound = S220,1
guardsound = S310,0
pausetime = 4,4
ground.hittime = 19
ground.type = low
ground.slidetime = 0
ground.velocity = -4,0
air.velocity = -3,-3

[State 660 , 3]
type = Explod
Trigger1 = moveguarded = 1
anim = 7041
pos = 70,-75
postype = P1
scale = 0.65,0.65
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1

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

;Variable de golpes

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,99

[State 1910 , 7]
type = ChangeState
triggerall = Var(2) = [0,49]
trigger1 = AnimTime = 0
value = 1940

[State 1910 , 7]
type = ChangeState
triggerall = Var(2) = [50,99]
trigger1 = AnimTime = 0
value = 1920

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

[Statedef 1920]
type = S
movetype = A
physics = S
anim = 1920
velset = 0
ctrl = 0 

[State 1530 , 1]
type = VelSet
trigger1 = AnimElem = 1
x = 8

[State 0, Shunshunrikka]
type           = Helper
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
stateno        = 14460
pos            = 0,-30
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 210]
type = PlaySnd
trigger1 = AnimElem = 1
value = 250,0

[State 201 , 1]
type = PlaySnd
trigger1 = time = 0
value = 1500,3


[State 210 , 3]
type = HitDef
trigger1 = AnimElem = 4
priority = 6
attr = S, NA
damage = 15, 2
getpower = 60
givepower = 30
animtype = hard
guardflag = MA
sparkxy = -10,-95
sparkno = -1
hitsound = S260,0
groundtype = up
guardsound = S320,0
pausetime = 19,12
ground.velocity = -3,-8
air.velocity = 0,0
ground.hittime = 40
getpower = 500
givepower = 400
air.hittime = 40
fall = 1
fallrecover = 1
envshake.time = 10
envshake.freq = 10
envshake.ampl = 10
envshake.phase = 10

[State 1540 , 8]
type = ChangeState
trigger1 = MoveContact = 1
value = 1930

[State 1540 , 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1930]
type = S
movetype = A
physics = S
anim = 1600
juggle = 5
velset = 0
ctrl = 0

[State 1230]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1230]
type = VelAdd
trigger1 = Time = 4
y = -5

[State 1230]
type = VelAdd
trigger1 = Animelem = 1
trigger2 = Animelem = 2
trigger3 = Animelem = 3
trigger4 = Animelem = 4
x = 3

[State 1230, pepp voce]
type = PlaySnd
trigger1 = Time = 0
value = 1500,1
volume = 220

[State 1425]
type = Explod
trigger1 = Animelem = 3
anim = 7030
pos = 30,5
postype = p1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1230]
type = HitDef
trigger1 = AnimElem = 4
priority = 4
attr = S, SA
damage = 30, 3
animtype = hard
guardflag = MA
sparkno = S7001+(random%2)
sparkxy = -20,-95
hitsound = S250,1
guardsound = S310,0
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -4,-12
air.velocity = -3,-3
fall = 1
envshake.time = 8           
envshake.ampl = 3
envshake.freq = 35
fall.envshake.ampl = 6       
fall.envshake.freq = 178
fall.envshake.time = 15

[State 1230]
type = ChangeState
trigger1 = AnimTime = 0
value = 1932

[Statedef 1932]
type = A
movetype = A
phsyics = N
anim = 1610
velset = 5,-10


[State 1240]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1240 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1000,8
volumen = 240

[State 1240]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1240]
type = HitDef
trigger1 = AnimElem = 3
priority = 5
attr = A, SA
damage = 30, 3
animtype = hard
guardflag = MA
sparkno = S7001+(random%2)
sparkxy = -10,-75
hitsound = S250,1
guardsound = S310,0
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -3,-10
air.velocity = -3,-3
fall = 1
envshake.time = 8           
envshake.ampl = 3
envshake.freq = 35
fall.envshake.ampl = 3    
fall.envshake.freq = 90
fall.envshake.time = 15

[State 1240, pepp voce]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1500,3
volumen = 220

[State 1240, 4]
type = HitDef
trigger1 = AnimElem = 8
priority = 6
attr = A, SA
damage = 30, 3
animtype = hard
guardflag = MA
sparkno = S7003+(random%2)
sparkxy = -55,-30
hitsound = S260,0
guardsound = S320,0
pausetime = 18,10
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -3
air.velocity = -7,15
fall = 1
envshake.time = 8           
envshake.ampl = 3
envshake.freq = 35
fall.envshake.ampl = 3      
fall.envshake.freq = 90
fall.envshake.time = 15

[State 1240 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
value = 220,0
volume = 120

[State 660 , 4]
type = ChangeState
trigger1 = (time > 20 && Movehit = 1)
value = 1620

[State 1240]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 50


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


[Statedef 1940]
type = S
movetype = A
physics = S
anim = 1940
juggle = 5
velset = 0
ctrl = 0


[State 1940, 0]
type = AfterImage
trigger1 = time = 0
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 1940, scia]
type = Explod
trigger1 = Animelem = 3
anim = 7703
pos = 0,0
postype = p1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1940 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1500,1
volume = 200

[State 1940 , 1]
type = PlaySnd
trigger1 = Animelem = 3
value = 220,0
volume = 120

[State 1940 , 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1940, 3]
type = VelAdd
trigger1 = AnimElem = 2
x = 1

[State 1940, 4]
type = VelAdd
trigger1 = AnimElem = 3
x = 6

[State 1940 , 5]
type = HitDef
trigger1 = AnimElem = 4
priority = 4
attr = A, SA
damage = 35,3
getpower = 60
givepower = 30
animtype = medium
guardflag = MA
sparkno = S7001+(random%2)
sparkxy = -10,-90
hitsound = S250,1
guardsound = S310,0
pausetime = 8,15
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -10
air.velocity = -4,-2

[State 660 , 3]
type = Explod
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-97
postype = P1
scale = 0.65,0.65
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1

[State 1940, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1941

[Statedef 1941]
type = S
movetype = A
physics = S
anim = 1941
juggle = 5
velset = 0
ctrl = 0


[State 1941, 0]
type = AfterImage
trigger1 = time = 0
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 1941 , 1]
type = PlaySnd
trigger1 = Animelem = 3
value = 220,0
volume = 120

[State 1941, scia]
type = Explod
trigger1 = Animelem = 3
anim = 7703
pos = 0,0
postype = p1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1941 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1500,1
volume = 200

[State 1941 , 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1941, 3]
type = VelAdd
trigger1 = AnimElem = 2
x = 3

[State 1941, 4]
type = VelAdd
trigger1 = AnimElem = 3
x = 7

[State 1941 , 5]
type = HitDef
trigger1 = AnimElem = 4
priority = 4
attr = A, SA
damage = 35,3
getpower = 60
givepower = 30
animtype = medium
guardflag = MA
sparkno = S7001+(random%2)
sparkxy = -10,-90
hitsound = S250,1
guardsound = S310,0
pausetime = 8,15
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -12
air.velocity = -4,-2

[State 660 , 3]
type = Explod
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-97
postype = P1
scale = 0.65,0.65
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1

[State 1941, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1942

[Statedef 1942]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 270

[State 201, polvere]
type = MakeDust
trigger1 = Time = 0
pos = -15,3
pos2 = -22,-3
spacing = 2

[State 230 , vel]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 2

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220,0

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,3
volume = 180

[State 201 , 3]
type = HitDef
trigger1 = AnimElem = 6
priority = 5
attr = S, NA
damage = 35,3
getpower = 100
givepower = 50
animtype = hard
guardflag = HA
sparkxy = -25,-91
sparkno = S7003+(random%2)
hitsound = S260,0
guardsound = S320,0
pausetime = 12,20
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -6,-6
air.velocity = -6,-6
airguard.velocity = -7,0
air.type = Low			
air.hittime = 9		
p2stateno = 1025

[State 660 , 3]
type = Explod
Trigger1 = moveguarded = 1
anim = 7041
pos = 100,-75
postype = P1
scale = 0.65,0.65
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1


[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


