;Seiya2 Hypers by Tux

;Gold Ryuseiken
[Statedef 88]
type = S
movetype = I
physics = S
ctrl = 0
anim = 661
sprpriority = 3
poweradd = -3000
velset = 0,0,0

[State 88, snd]
type = PlaySnd
trigger1 = AnimElem = 15
value = 910,0
channel = 0

[State 2199, kosumo]
type = Explod
trigger1 = AnimElem = 15
anim = 91
id =91
pos = 0
postype = p1
sprpriority = -2
ontop =1
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2199, kosumo]
type = Explod
trigger1 = AnimElem = 1
anim =88
pos = 0
ID =88
postype = BACK
sprpriority = -4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;pegaso zoom
[State 2199 , 6]
type = Explod
trigger1 = AnimElem = 60
anim = 3686
sprpriority = 20
postype = p1
pos = 25,0
bindtime = 1
supermove = 1

[State 88, snd]
type = PlaySnd
trigger1 = AnimElem = 60
value = 2000,0

[State 88, constellation]
type = Explod
trigger1 = AnimElem = 66
anim = 3702
pos = -320,0
postype = right
sprpriority = -3
supermove = 1
removetime = 275
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 88, cosmo]
type = Explod
trigger1 = AnimElem = 66
anim = 7004
id = 7004
pos = 18,-3
postype = p1
sprpriority = -2
supermove = 1
removetime = 275
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 88, snd]
type = PlaySnd
trigger1 = AnimElem = 66
time = 1000
value = 2200,0

[State 2199 , 3]
type = SuperPause
trigger1 = Time = 0
time = 670
anim = S3400
darken = 0
supermove = 1
movetime = 670

[State 0, ]
type = ChangeState
trigger1 = animtime =0
value = 87

[Statedef 87]
type = S
movetype = I
physics = S
ctrl = 0
anim = 662
sprpriority = 5
velset = 0,0,0

[State 0, ]
type = VarSet
trigger1 = time=0
fvar(0)=0

[State 5201, 1]
type = Turn
trigger1 = p2dist X < -5

[State 0, ]
type = PlaySnd
trigger1 = time = 0
value = 7,19
channel = 2

[State 0, ]
type = PlaySnd
trigger1 = time = 50
value = 1,0
channel = 3

[State 0, ]
type = ChangeState
trigger1 = command != "hold_x"
trigger1 = time >= 8
value = 86

;ryseiken attack
[Statedef 86]
type = S
movetype = A
physics = S
ctrl = 0
anim= 663
sprpriority = 2
velset = 0,0,0

[State 2199, kosumo]
type = Explod
trigger1 = Time = 0
anim = 91
id =91
pos = 0
postype = p1
sprpriority = -2
ontop =1
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 86, sp]
type = SuperPause
trigger1 = Time = 0
time = 160

[State 86, snd]
type = PlaySnd
trigger1 = Time = 0
value = 3710,1
channel = 0

[State 2199, kosumo]
type = Explod
trigger1 = Time = 0
anim =89
pos = 0
ID = 89
postype = BACK
sprpriority = -2
supermove = 1
removetime = 160
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 0, ]
type = PlaySnd
trigger1 = time = 0
value = 7,21
channel = 2

[State 0, ]
type = PlaySnd
trigger1 = time = 58
value = 8,2
channel = 7

[State 0, ]
type = PlaySnd
trigger1 = time = 60
value = 1,1
channel = 3

[State 0, ]
type = StopSnd
trigger1 = time = 150
channel = 7

;projectile scarica2
[State 2210, 1]
type = Projectile
trigger1 = Timemod = 3,2
trigger1 = time < 192
attr = S, SP
ignorehitpause = 1
projanim = 6005
;projhitanim = 3530
offset = 50, -75
velocity = 40,0
damage = 2;7;CM!
animtype = Hard
guardflag = -1
pausetime = 0,30
sparkno = -1
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.velocity = -2.5,-5
numhits = 3

;projectile scarica2
[State 2210, 1]
type = Projectile
trigger1 = Timemod = 4,2
trigger1 = time < 192
attr = S, SP
ignorehitpause = 1
projanim = 6006
;projhitanim = 3530
offset = 45,-115
velocity = 40,0
damage = 3,1;10,1;CM!
animtype = Hard
guardflag = -1
pausetime = 0,30
sparkno = -1
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.velocity = -2.5,-5
numhits = 2

;projectile scarica2
[State 2210, 1]
type = Projectile
trigger1 = Timemod = 5,3
trigger1 = time < 192
attr = S, SP
ignorehitpause = 1
projanim = 6007
;projhitanim = 3530
offset = 45,-60
velocity = 40,0
damage = 3,1;10,1;CM!
animtype = Hard
guardflag = -1
pausetime = 0,30
sparkno = -1
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.velocity = -2.5,-5
numhits = 2

;projectile scarica2
[State 2210, 1]
type = Projectile
trigger1 = Timemod = 4,4
trigger1 = time < 192
attr = S, SP
ignorehitpause = 1
projanim = 6007
;projhitanim = 3530
offset = 45,-45
velocity = 40,0
damage = 3,1;10,1;CM!
animtype = Hard
guardflag = -1
pausetime = 0,30
sparkno = -1
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.velocity = -2.5,-5
numhits = 1

[State 0, Starter flying]
type = Projectile
trigger1 = time = 193
projanim = 6005
projhitanim =-1
projcancelanim = 6004
hitsound = S1200,1
guardsound = S1000,2
damage = 60,40;200,50;CM!
attr = S,HA
hitflag = MAFP
guardflag = MA
projid=6008
facing = 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 9
projremovetime = 100
velocity = 50,0
hitsound = S8,6
guardsound = S8,6
projscale=3,3
remvelocity = 0,0
animtype = Hard
sparkno = -1
guard.sparkno = -1
sparkxy = -1
accel = 0,0
offset = 50,-75
postype = p1
ground.type = Low
air.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -22,-8
air.velocity = -11,-8
fall=1
air.juggle = 3
supermovetime = 0
pausemovetime = 0
projedgebound = 120
projstagebound = 120

[State 0, ]
type = EnvColor
trigger1 = time>192
value = 255,255,255
time = 10
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = PowerAdd
trigger1 = time = [60,195]
value = -20

[State 0, ]
type = StopSnd
trigger1=time>=250
channel = 9

[State 2200 , 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------
;Cometa di Pegasus (Suiseiken)
[Statedef 1100]
type = A
movetype = A
physics = N
anim = 1100
poweradd = -2000
juggle = 5
velset = 0,0
ctrl = 0

[State 1100, star]
type = Explod
trigger1 = Time = 4
anim = 3724
pos = -320,0
postype = right
sprpriority = -3
supermove = 1
removetime = 100
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 1100 , 1]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 5003,0
channel = 0

[State 1100 , 2]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -8

[State 1100 , 2]
type = VelSet
trigger1 = AnimElem = 7
x = 8
y = 16

[State 1100 , 3]
type = VelAdd
trigger1 = Time > 21
y = .5

[State 1100, 2]
type = SuperPause
trigger1 = Time = 0
time = 10
darken = 0
anim = S3500
pos = -30,0
movetime = 0

[State 1100, 0]
type = Explod
trigger1 = AnimElem = 7
anim = 3630
pos = 40,60
postype = p1
sprpriority = 2
supermove = 1
removetime = 20
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;Bg effect
[State 1100, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 200
mul = 150,150,222
sinadd = 34,56,67,240
add = 5,5,5

[State 1100, 0]
type = Explod
trigger1 = AnimElem = 8
anim = 3719
pos = 0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = 20
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 1100, 0]
type = Explod
trigger1 = AnimElem = 6
anim = 3722
pos = -55,0
postype = p1
sprpriority = -2
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 1100, 0]
type = Explod
trigger1 = AnimElem = 8
anim = 3722
pos = -50,0
postype = p1
sprpriority = 4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 1100 , 5]
type = PlaySnd
trigger1 = Time = 22
value = 1100,2

[State 1100 , 6]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
priority = 7
attr = A, SA
damage = 250,50
getpower = 100
givepower = 50
priority = 7 
animtype = hard
guardflag = MA
sparkxy = -10,-45
sparkno = -1
hitsound = S260,0
guardsound = S1000,2
pausetime = 2,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -5,-5
air.velocity = -3,-3
fall = 1

[State 1100 , 7]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1120

;----------------------------------------
;atterraggio da suiseiken
[Statedef 1120]
type = C
movetype = A
physics = N
anim = 1120
velset = 4,0



[State 1120 , 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120 , 2]
type = PlaySnd
trigger1 = Time = 0
value = 52,0

[State 1120 , 3]
type = VelAdd
trigger1 = Vel X > 0
x = -.3

[State 1120 , 4]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1120 , 5]
type = HitDef
trigger1 = AnimElem = 4
priority = 5
attr = C, SA
damage = 50,5
animtype = hard
guardflag = MA
sparkxy = -10,-30
sparkno = -1
hitsound = S260,0
guardsound = S1000,2
pausetime = 12,10
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -23,-35
air.velocity = -4,-3
fall = 1

[State 1120 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------
;Cosmo of Friendship (By Tux)
[Statedef 8002]
type = S
movetype = A
physics = S
anim = 8002
poweradd = -3000
velset = 0
ctrl = 0

[State 8002, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoMusic
flag3 = NoBarDisplay

[State 8002, 2]
type = SuperPause
trigger1 = Time = 0
anim = -1
time = 113
movetime = 113

[State 8002, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 8003

[Statedef 8003]
type = S
movetype = A
physics = S
anim = 8003
velset = 0
ctrl = 0

[State 8003, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoMusic
flag3 = NoBarDisplay

[State 8003, 1]
type = SuperPause
trigger1 = Time = 0
anim = -1
time = 211
movetime = 211

[State 8003, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 8006

[Statedef 8006]
type = S
movetype = A
physics = S
anim = 8006
ctrl =0

[State 8006, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoMusic
flag3 = NoBarDisplay

[State 8006, 1]
type = SuperPause
trigger1 = Time = 0
anim = -1
time = 331
movetime = 331

[State 8006, snd]
type = PlaySnd
trigger1 = Time = 0
value = 2115,1

[State 8006, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5002,4
channel = 0

[State 8006, snd]
type = PlaySnd
trigger1 = Time = 200
value = 2115,1

[State 8006, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 8200
pos = 175,-75
postype = p1
sprpriority = 5
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 8006, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 8007

[Statedef 8007]
type = S
movetype = A
physics = S
anim = 8007
ctrl =0

[State 8007, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoMusic
flag3 = NoBarDisplay

[State 8007, snd]
type = PlaySnd
trigger1 = Time = 0
value = 2115,1

[State 8007, snd]
type = PlaySnd
trigger1 = Time = 200
value = 2115,1

[State 8007, 1]
type = SuperPause
trigger1 = Time = 0
anim = -1
time = 631
movetime = 631

[State 8007, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5002,5
channel = 0

[State 8007, 4]
type = PlaySnd
trigger1 = AnimElem = 31
value = 5002,6
channel = 0

[State 8007, 5]
type = EnvColor
trigger1 = AnimElem = 44
value = 255,255,255
time = 15
under = 0

[State 8007, 6]
type = PlaySnd
trigger1 = AnimElem = 45
value = 1300,2

[State 8007, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 8009

[Statedef 8009]
type = S
movetype = A
physics = S
anim = 8009
ctrl =0

[State 8009, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoMusic
flag3 = NoBarDisplay

[State 8007, 1]
type = SuperPause
trigger1 = Time = 0
anim = -1
time = 85
movetime = 85

[State 8009, pegasus]
type = Explod
trigger1 = AnimElem = 1
anim = 8010
ID = 8010
postype = BACK
sprpriority = -2
supermove = 1
removetime = 300
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 8009, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5002,7
channel = 0

[State 8009, pos]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
trigger8 = AnimElem = 14
trigger9 = AnimElem = 15
trigger10 = AnimElem = 16
trigger11 = AnimElem = 17
trigger12 = AnimElem = 18
trigger13 = AnimElem = 19
trigger14 = AnimElem = 20
trigger15 = AnimElem = 21
trigger16 = AnimElem = 22
trigger17 = AnimElem = 23
trigger18 = AnimElem = 24
trigger19 = AnimElem = 25
trigger20 = AnimElem = 26
trigger21 = AnimElem = 27
trigger22 = AnimElem = 28
trigger23 = AnimElem = 29
trigger24 = AnimElem = 30
trigger25 = AnimElem = 31
trigger26 = AnimElem = 32
trigger27 = AnimElem = 33
trigger28 = AnimElem = 34
trigger29 = AnimElem = 35
trigger30 = AnimElem = 36
trigger31 = AnimElem = 37
trigger32 = AnimElem = 38
trigger33 = AnimElem = 39
x = 5

[State 8009, hit]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 23
trigger6 = AnimElem = 27
trigger7 = AnimElem = 31
trigger8 = AnimElem = 35
trigger9 = AnimElem = 39
priority = 7   
attr = S, HA     
animtype = hard
sparkxy = -10,-100
sparkno = S97
guardflag = -1
damage = 75,10
ignorehitpause = 0
hitsound = S1200,1
guardsound = S1000,2
pausetime = 10,10
ground.hittime = 10
ground.slidetime = 10
ground.type = high
ground.velocity = -5
forcestand = 1

[State 8009, hit]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
trigger8 = AnimElem = 36
priority = 7   
attr = S, HA     
animtype = medium
sparkxy = -10,-80
sparkno = S97
guardflag = -1
damage = 75,10
ignorehitpause = 0
hitsound = S1200,1
guardsound = S1000,2
pausetime = 10,10
ground.hittime = 10
ground.slidetime = 10
ground.type = low
ground.velocity = -5
forcestand = 1

[State 8009, hit]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
trigger6 = AnimElem = 29
trigger7 = AnimElem = 33
trigger8 = AnimElem = 37
priority = 7   
attr = S, HA     
animtype = medium
sparkxy = -5,-90
sparkno = S97
guardflag = -1
damage = 75,10
ignorehitpause = 0
hitsound = S1200,1
guardsound = S1000,2
pausetime = 10,10
ground.hittime = 10
ground.slidetime = 10
ground.type = high
ground.velocity = -5
forcestand = 1

[State 8009, hit]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
priority = 7   
attr = S, HA     
animtype = hard
sparkxy = -5,-70
sparkno = S97
guardflag = -1
damage = 75,10
ignorehitpause = 0
hitsound = S1200,1
guardsound = S1000,2
pausetime = 10,10
ground.hittime = 10
ground.slidetime = 10
ground.type = low
ground.velocity = -5
forcestand = 1

[State 8009, end]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 0

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

;ODINO
[Statedef 8000]
type = S
movetype = A
physics = S
anim = 8000
ctrl =0
poweradd =-3000

[State 8000, pause]
type = SuperPause
trigger1 = time =0
time = 1250
anim = -1
movetime = 1250

[State 8000, snd]
type = PlaySnd
trigger1 = Time = 0
value = 5000,4
channel = 0

[State 8000, light]
type = Explod
trigger1 = AnimElem = 1
anim = 7006
pos = -10,-105
postype = p1
sprpriority = 2
ontop = 1
bindtime = 100
ownpal = 1
supermove = 1

[State 8000, appare cloth]
type = Explod
trigger1 = AnimElem = 13
anim = 800101
pos = 100
postype = p1
sprpriority = 2
ontop = 1
bindtime = 100
ownpal = 1
supermove = 1

[State 8000, snd]
type = PlaySnd
trigger1 = AnimElem = 13
value = 5000,5

[State 8000, snd]
type = PlaySnd
trigger1 = AnimElem = 26
value = 5000,6
channel = 0

[State 8000, snd]
type = PlaySnd
trigger1 = AnimElem = 30
value = 3000,0

[State 2150 , 10]
type = EnvColor
trigger1 = AnimElem = 30
value = 255,255,255
time = 10

[State 8000, cloth pegasus]
type = Explod
trigger1 = AnimElem = 30
anim = 800102
pos = 12,-20
postype = p1
sprpriority = 5
ontop = 1
removetime = 78
ownpal = 1
supermove = 1

[State 8000, cloth odino]
type = Explod
trigger1 = AnimElem = 30
anim = 800100
pos = 100,-100
postype = p1
sprpriority = 2
ontop = 1
removetime = 78
ownpal = 1
supermove = 1

[State 8000 , 10]
type = EnvColor
trigger1 = AnimElem = 33
value = 255,255,255
time = 10

[State 8000, vestizione]
type = PlaySnd
trigger1 = AnimElem = 34
pan <= 120
value = 5001,0

[State 8000, vestizione]
type = PlaySnd
trigger1 = AnimElem = 35
pan >= 120
value = 5001,1

[State 8000, vestizione]
type = PlaySnd
trigger1 = AnimElem = 36
value = 5001,2

[State 8000, vestizione]
type = PlaySnd
trigger1 = AnimElem = 37
pan <= 120
value = 5001,3

[State 8000, vestizione]
type = PlaySnd
trigger1 = AnimElem = 38
pan >= 120
value = 5001,4

[State 8000, vestizione]
type = PlaySnd
trigger1 = AnimElem = 39
value = 5001,5

[State 8000, vestizione]
type = PlaySnd
trigger1 = AnimElem = 40
pan <= 120
value = 5001,6

[State 8000, vestizione]
type = PlaySnd
trigger1 = AnimElem = 41
pan >= 120
value = 5001,5

[State 8000, vestizione]
type = PlaySnd
trigger1 = AnimElem = 42
value = 5001,4

[State 8000, vestizione]
type = PlaySnd
trigger1 = AnimElem = 43
pan = 120
value = 5001,3

[State 8000, 11]
type = PlaySnd
trigger1 = AnimElem = 45
value = 5000,9
channel = 0

[State 8000, fulmine]
type = Explod
trigger1 = AnimElem = 53
anim = 801
pos =-75,-480
postype = p1
sprpriority = 2
ontop = 1
bindtime = 100
ownpal = 1
supermove = 1

[State 8000, 11]
type = PlaySnd
trigger1 = AnimElem = 54
value = 5000,7
channel = 0

[State 8000, 11]
type = PlaySnd
trigger1 = AnimElem = 60
value = 5000,8
channel = 0

[State 8000, lens]
type = Explod
trigger1 = AnimElem = 61
anim = 3722
pos = 5,-10
postype = p1
sprpriority = 2
ontop = 1
bindtime = 100
ownpal = 1
supermove = 1

[State 8000, 1]
type = HitDef
trigger1 = AnimElem >= 60
attr = S, HA
damage = 450
animtype = Hard
guardflag = -1
sparkxy = -10,-85
hitsound = S2100,1
guardsound = S1000,2
pausetime = 4,4
ground.hittime = 16
ground.type = high
ground.velocity = 0
air.velocity = -3
fall = 1

[State 2150 , 10]
type = EnvColor
trigger1 = AnimElem = 63
value = 255,255,255
time = 25

[State 8000, snd]
type = PlaySnd
trigger1 = AnimElem = 63
value = 3000,0

[State 2255 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;2° fulmine di Pegasus
[Statedef 2199]
type = S
movetype = A
physics = S
anim = 3696
poweradd = -2000
velset = 0
ctrl = 0

[State 2199, snd]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0

;pegaso zoom
[State 2199 , 6]
type = Explod
trigger1 = AnimElem = 14
anim = 3686
sprpriority = 4
postype = p1
pos = 25,0
bindtime = 1
supermove = 1

[State 2199, kosumo]
type = Explod
trigger1 = AnimElem = 1
anim = 3701
pos = -320,0
postype = right
sprpriority = -3
supermove = 1
removetime = 408
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2199, kosumo]
type = Explod
trigger1 = AnimElem = 1
anim = 3700
pos = -0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = 408
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


;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 = 99
mul = 107,107,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1

[State 2199 , 3]
type = SuperPause
trigger1 = Time = 0
time = 408
anim = S3400
darken = 0
supermove = 1
movetime = 408

[State 2199, 0]
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 2199 , 11]
type = PlaySnd
trigger1 = Time = 300
value = 2130,1
channel = 0

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

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

;Super ryuseiken liv(3)hard must
[Statedef 2200]
type = S
movetype = A
physics = S
anim = 2200
velset = 0
ctrl = 0

;projectile scarica2
[State 2200, 1]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 14
trigger7 = AnimElem = 16
trigger8= AnimElem = 18
trigger9= AnimElem = 20
trigger10= AnimElem = 22
trigger11= AnimElem = 24
trigger12 = AnimElem = 26
trigger13 = AnimElem = 28
trigger14 = AnimElem = 30
trigger15 = AnimElem = 32
trigger16 = AnimElem = 34
trigger17 = AnimElem = 36
trigger18 = AnimElem = 38
trigger19 = AnimElem = 40
trigger20 = AnimElem = 42
trigger21 = AnimElem = 44
trigger22 = AnimElem = 46
trigger23 = AnimElem = 48
trigger24 = AnimElem = 50
trigger25 = AnimElem = 52
trigger26 = AnimElem = 54
trigger27 = AnimElem = 56
trigger28= AnimElem = 58
trigger29 = AnimElem = 60
trigger30 = AnimElem = 62
trigger31 = AnimElem = 64
trigger32 = AnimElem = 66
trigger33 = AnimElem = 68
trigger34 = AnimElem = 70
trigger35 = AnimElem = 72
trigger36 = AnimElem = 74
trigger37 = AnimElem = 76
attr = S, SP
ignorehitpause = 1
projanim = 3706
projhitanim = 3530
offset = -50,-5
velocity = 30,-1.5
animtype = Hard
guardflag = MA
pausetime = 0,30
sparkno = -1
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.velocity = -2.5,-5


;-----------afterimage
[State 2200, 0]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 2200,1]
type = AfterImageTime
trigger1 = Time = [2,10000]
time = 2
;-----------afterimage

[State 2200, showgalaxian]
type = Explod
trigger1 = AnimElem = 1
anim = 3560
ID = 3560
pos = -320,0
postype = right
sprpriority = -2
supermove = 1
removetime = 430
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2200, constellation]
type = Explod
trigger1 = AnimElem = 1
anim = 3481
ID = 3480
pos = -320,0
postype = right
sprpriority = -1
supermove = 1
removetime = 430
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 2200 , 2]
type = SuperPause
trigger1 = Time = 3
time = 30
anim = -1

[State 2200 , 3]
type = PlaySnd
trigger1 = Time = 3
value = 3000,0

;remove showgalaxian
[State 2200,remove]
type = RemoveExplod
trigger1 = AnimTime = 3
ID = 3560

;lens flare andata
;[State 2200 , 5]
type = Explod
trigger1 = Time = 3
anim = 3500
sprpriority = 1;-2
postype = p1
pos = 0,0
supermove = 1
bindtime = 1
ownpal = 1

;lens flare ritorno
[State 2200 , 6]
type = Explod
trigger1 = Time = 4
anim = 3510
sprpriority = 1
postype = p1
pos = 0,0
supermove = 1
bindtime = 1
ownpal = 1

[State 2200 , 8]
type = PlaySnd
trigger1 = AnimElem = 5, = 1
value = 1400,1

[State 2200 , 10]
type = EnvShake
trigger1 = MoveHit = 1
time = 16
persistent = 0
ignorehitpause = 1

[State 2200, 14] ;Flash nero long
type = EnvColor
Trigger1 = Time = 0
value = 0,0,0
under = 1
time = 55

[State 2200 , 5]
type = PlaySnd
trigger1 = AnimElem = 75
value = 2000,0

[State 2200 , 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 2210
ctrl = 0

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

[Statedef 2210]
type = S
movetype = A
physics = S
anim = 2210

[State 2210 , 1]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1

;projectile scarica2
[State 2210, 1]
type = Projectile
trigger1 = Timemod = 3,2
trigger1 = time < 146
attr = S, SP
ignorehitpause = 1
projanim = 3706
projhitanim = 3530
offset = -50, 5
velocity = 30,-1.5;55,-1.5
damage = 2,1
animtype = Hard
guardflag = MA
pausetime = 0,30
sparkno = -1
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.velocity = -2.5,-5

;projectile scarica2
[State 2210, 1]
type = Projectile
trigger1 = Timemod = 4,2
trigger1 = time < 146
attr = S, SP
ignorehitpause = 1
projanim = 3706
projhitanim = 3530
offset = -45,-20
velocity = 30,-1.5;55,-1.5
damage = 2,1
animtype = Hard
guardflag = MA
pausetime = 0,30
sparkno = -1
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.velocity = -2.5,-5

;projectile scarica2
[State 2210, 1]
type = Projectile
trigger1 = Timemod = 4,2
trigger1 = time < 146
attr = S, SP
ignorehitpause = 1
projanim = 3706
projhitanim = 3530
offset = -45,35
velocity = 30,-1.5;55,-1.5
damage = 2,1
animtype = Hard
guardflag = MA
pausetime = 0,30
sparkno = -1
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.velocity = -2.5,-5

[State 2210 , 1]
type = VelAdd
trigger1 = P2BodyDist X < 80
trigger1 = AnimElem = 77
x = 35

[State 2210 , 1]
type = VelAdd
trigger1 = P2BodyDist X > 80
trigger1 = AnimElem = 77
x = 65

[State 2210, 1]
type = Projectile
trigger1 = AnimElem = 75
ignorehitpause = 1
projanim = 3710
projsprpriority = -1
offset = -50,-5
velocity = 30,0
priority = -2
damage = 0
animtype = Hard
guardflag = MA

[State 2210 , 7]
type = HitDef
trigger1 = AnimElem = 77
priority = 7
attr = S, HA
damage = 75,5
animtype = hard
guardflag = MA
sparkno =S3630
hitsound = S1200,1
guardsound = S1000,2
pausetime = 5,30
ground.hittime = 16
ground.type = low
ground.velocity = 0,0
air.velocity = 0
fall = 1
fallrecover = 0
falldamage = 30

[State 2210 , 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;1° fulmine di Pegasus
[Statedef 1330]
type = S
movetype = A
physics = S
anim = 1330
poweradd = -1000
juggle = 5
velset = 7
ctrl = 0

[State 1330, polvere]
type = MakeDust
trigger1 = time = 0
pos = -15,3
pos2 = -22,-3
spacing = 2

;flash
[State 1330 , 0]
type = Explod
trigger1 = AnimElem = 3
anim = 3500
postype = p1
pos = 20,30
bindtime = 1
supermove = 1
ownpal = 1

[State 1330, toggleng]
type = LifeAdd   
trigger1 = AnimElem = 5
value = -10

[State 1330 , sound]
type = PlaySnd
trigger1 = Time = 0
trigger1 = AnimElem = 1
value = 1200,2

;Bg effect
[State 1330, super]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = 107,107,222
add = -5,-5,-5
invertall = 1

[State 1330, showgalaxian]
type = Explod
trigger1 = AnimElem = 4
anim = 3480
ID = 3480
pos = -320,0
postype = right
sprpriority = -2
supermove = 1
removetime = 120
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 1330, sp]
type = SuperPause
trigger1 = Time = 0
time = 60

[State 1330 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0
channel = 0


[State 1330 , 2]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 5
x = 4

[State 1330 , 2.1]
type = PosAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
x = 30

[State 1330 , 4]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 11
priority = 7   
attr = S, NA     
damage = 15,5;30,5;CM!
animtype = hard
guardflag = MA
sparkxy = -10,-60
sparkno = S3661
hitsound = S1200,1
guardsound = S1200,1
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 1330 , 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1300,1

;Light flash punch
[State 1330, one]
type = Projectile
trigger1 = AnimElem = 4, = 1
trigger2 = AnimElem = 5, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 7, = 1
trigger5 = AnimElem = 8, = 2
trigger6 = AnimElem = 9, = 3
attr = S, HP
projanim = 3520          
projhitanim = 3661;3530       
offset = 12,0    
velocity = 16
damage = 10,5;20,5;CM!
animtype = Hard
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.velocity = 1,1
envshake.time =  5 
envshake.freq = 5     
envshake.ampl = 5  
envshake.phase = 5
palfx.time = 35
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64
numhits = 10

;Light flash punch seconda scarica
[State 1330, two]
type = Projectile
trigger1 = AnimElem = 4, = 0
trigger2 = AnimElem = 5, = 3
trigger3 = AnimElem = 6, = 5
trigger4 = AnimElem = 7, = 6
trigger5 = AnimElem = 8, = 7
trigger6 = AnimElem = 9, = 8
guardflag = MA
attr = S, HP
projanim = 3661;3519 
projhitanim = 3530       
offset = 40,8   
velocity = 20

;Light flash punch finale
[State 1330, three]
type = Projectile
trigger1 = AnimElem = 4, = 3
trigger2 = AnimElem = 5, = 0
trigger3 = AnimElem = 6, = 2
trigger4 = AnimElem = 7, = 4
trigger5 = AnimElem = 8, = 6
trigger6 = AnimElem = 9, = 5
guardflag = MA
attr = S, HP
projanim = 3519          
projhitanim = 3661;3530       
offset = -12,-12    
velocity = 25

[State 1330 , 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1300,1
volume = 255

[State 1330 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1340
;--------------------------------------------------------------------
[Statedef 1340]
type = S
movetype = A
phsyics = N
anim = 1340
velset = 7

[State 1340, nothittable]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = , NA, AP

;Bg effect
[State 1340, super]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = 107,107,222
add = -5,-5,-5
invertall = 1

[State 1340 , 0]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
x = 20

[State 1340, afterimage]
type = AfterImage
trigger1 = time = 4
time = 40
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 107,107,222 ;blue 
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1340 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1300,2

[State 1340 , 2]
type = VelSet
trigger1 = Time > 0
x = 5

;Final
[State 1340 , 3]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 11
priority = 7
attr = S, NA     
damage = 15,5;30,5;CM!
animtype = hard
guardflag = MA
sparkxy = -10,-60
hitsound = S1200,1
guardsound = S1000,2
pausetime = 0,4;35
ground.hittime = 19
ground.type = low  ;punto di collisione del p2
envshake.freq = 10  
envshake.ampl = 10 
envshake.phase = 10

[State 1340 , 4]
type = ChangeState
trigger1 = Time = 20
value = 1350
;-----------------------------------------------
[Statedef 1350]
type = S
movetype = A
phsyics = N
anim = 1350
velset = 0,0  ;30

[State 1350, nothittable]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = , NA, AP

[State 1350 , 0]
type = HitDef
trigger1 = AnimElem = 6
priority = 7
attr = S, HA     
damage = 15,5;30,5;CM!
animtype = hard
guardflag = MA
sparkxy = -10,-60
hitsound = S240,0
guardsound = S1000,2
pausetime = 0,12
p2stateno = 2295
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -10
air.velocity = -3,-3
envshake.time =  10 
envshake.freq = 10    
envshake.ampl = 10  
envshake.phase = 10
fall = 1
fallrecover=0

[State 1350, screenmove]
type = Screenbound
trigger1 = AnimElem = 6
value = 50
movecamera = 99,99

[State 1350 , kiai]
type = PlaySnd
trigger1 = Time = 0
trigger1 = AnimElem = 1
value = 1100,1

[State 1350 , 1]
type = VelAdd
trigger1 = AnimElem = 5
x = 20

[State 1350 , 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------end of ryuseiken light effect


;spirale di pegasus
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd =-1000
velset = 0,0
ctrl = 0
anim = 900
sprpriority = 2

[State 800, 0]
type = AfterImage
trigger1 = time = 4
time = 20
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT   
hitflag = M-          
priority = 5, Miss   
sparkno = -1          
sprpriority = 7       
p1facing = 0
p2facing = 1          
p1stateno = 810      
p2stateno = 820       
fall = 1
fall.damage = 250
    
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------
;Spirale di Pegasus
[Statedef 810]
type = S
movetype = A
physics = N
anim = 910
poweradd = 100

[State 250, 5]
type = AfterImage
trigger1 = time = 4
time = 100
FrameGap = 5
length = 100
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

;lens flare effect
[State 810, lens]
type = Explod
trigger1 = AnimElem = 5
anim = 3673
pos = 5,-10
postype = p1
sprpriority = 2
ontop = 1
removetime = 27
bindtime = 100
ownpal = 1
supermove = 1

[State 2199 , 6]
type = Explod
trigger1 = AnimElem = 1
anim = 3686
sprpriority = 4
postype = p1
pos = 25,0
bindtime = 1
supermove = 1

[State 2200, constellation]
type = Explod
trigger1 = AnimElem = 1
anim = 3481
ID = 90
pos = 0
postype = back
sprpriority = -1
supermove = 1
removetime = 550
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 810, bg]
type = Explod
trigger1 = AnimElem = 1
anim = 90
id =90
pos = 0
postype =back
sprpriority = -50
ontop = 0
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1


[State 810, camera]
type = Helper
trigger1 = AnimElem = 6
name = "Skycam2"
postype = Left
pos = -200, -950
stateno = 3685
supermovetime = -1
helpertype = player
keyctrl = 0
ownpal = 1


[State 810 , 0]
type = VelAdd
trigger1 = AnimElem = 4
y = -2

[State 810 , 0]
type = VelAdd
trigger1 = AnimElem = 4
y = -4
x = -1

[State 810 , 0]
type = VelAdd
trigger1 = AnimElem = 5
y = -2
x = -1

[State 810 , 0]
type = VelAdd
trigger1 = AnimElem = 6
y = -1
x = -1

[State 810 , 0]
type = VelAdd
trigger1 = AnimElem = 7
y = 1
x = -1

[State 810 , 0]
type = VelAdd
trigger1 = AnimElem = 8
y = 4
x = 0

;lens flare effect
[State 810, lens]
type = Explod
trigger1 = Time = 0
anim = 3671
id = 3671
pos = -320,-1500
postype = Right
sprpriority = 2
ontop = 1
removetime = 500
bindtime = 15
ownpal = 1
supermove = 1

[State 810, 0]
type = Screenbound
trigger1 = Time = 0
value = 1
movecamera = 0,0

[State 810, 1]
type = PlaySnd
trigger1 = time = 0
value = 2125, 1

;Bg effect
[State 810, super]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
ID = 3570
time = 99
persistent = 1
bindtime = -1
mul = 192,192,255
add = 5,5,5
invertall = 0
color = 192

;spirale
[State 810, snd]
type = PlaySnd
trigger1 = time = 1
value = 920, 2
channel = 0

[State 810, 1]
type = PlaySnd
trigger1 = time = 0
value = 1100, 2

[State 810, 2]
type = PlaySnd
trigger1 = time = 8
value = 52, 0
;------------------------
[State 810, 3]
type = TargetBind
trigger1 = animelem = 1
pos = 0,0

[State 810 , 8]
type = TargetBind
trigger1 = AnimElem = 2
y = 1
x = -1

[State 810 , 9]
type = TargetBind
trigger1 = AnimElem = 3
y = 4
x = 0

[State 810 , 10]
type = TargetBind
trigger1 = AnimElem = 4
x = -2
y = 15
;-------------------------nuovi


[State 810, 4]
type = TargetBind
trigger1 = AnimElem = 5
y = 0

[State 810, 5]
type = TargetBind
trigger1 = AnimElem = 6
y = -3
x = -1

[State 810 , 6]
type = TargetBind
trigger1 = AnimElem = 7
y = -2
x = -1

[State 810 , 7]
type = TargetBind
trigger1 = AnimElem = 8
time = 27
y = -1
x = -1


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


[State 810, 11]
type = TargetState
trigger1 = AnimElem = 8
value = 821

[State 810 , 12]
type = VelAdd
trigger1 = AnimElem = 8
x = -2
y = 15

[State 810, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 108
ctrl = 0

;-------------------------------------
;P2 state1
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0

[State 250, 5]
type = AfterImage
trigger1 = time = 4
time = 150
FrameGap = 5
length = 100
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 820


;--------------------------------------
;P2 state2
[Statedef 821]
type = A
movetype = H
physics = N
velset = 6, -5
poweradd = 40

[State 821, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 821, 2]
type = Turn
trigger1 = time = 0

[State 821, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 
value = 5100



;----------------------------------------------------------
;Freccia di Sagitter
[Statedef 2100]
type = S
movetype = A
physics = S
anim = 2100
poweradd = -3000
velset = 0
ctrl = 0

[State 2100, back]
type = Explod
trigger1 = Time = 0
anim = 7005
pos = 0
ID = 7005
postype = BACK
sprpriority = -5
removetime = 175
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2100, antiattack]
type = HitDef
trigger1 = Time = 0
priority = 7
attr = S, HA
damage = 1
animtype = hard
sparkno = -1
hitsound = S2100,1
pausetime = 0,12
ground.hittime = 16
ground.type = hight
ground.slidetime = 0
ground.velocity = -15
air.velocity = -3

;lens flare
[State 2100, lensflare]
type = Explod
trigger1 = Time = 0
anim = 3671
pos = 0,-0
postype = Left
sprpriority = -2
ontop = 1
supermovetime = 300
removetime = 230
bindtime = -1
ownpal = 1
supermove = 1

;---------------golden cloth

;golden cloth helper screen move
[State 2100, cloth]
type = Helper
trigger1 = Time = 53
name = "Skycam"
postype = Left
pos = 160, -700
stateno = 3684
supermovetime = 100
helpertype = player
keyctrl = 0
ownpal = 1

;dleng
[State  2100, 5]
type = PlaySnd
trigger1 = Time = 0
value = 3550,0

;cloth
[State 2100, cloth]
type = Explod
anim = 3717
trigger1 = time = 119
pos = 0,0
postype = p1
sprpriority = 4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;golden cloth explod real
[State 2100, cloth]
type = Explod
anim = 3684
trigger1 = Time = 5
pos = 60,-125
postype = p1
sprpriority = 4
supermove = 1
removetime = 150
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

;flash
[State 2100, 0.2]
type = Explod
trigger1 = AnimElem = 24
anim = 3620
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1

;flash
[State 2100, 0]
type = Explod
trigger1 = AnimElem = 24
anim = 3610
postype = p1
pos = 20,30
bindtime = 1
supermove = 1
ownpal = 1

[State 2100, snd]
type = PlaySnd
trigger1 = AnimElem = 21
value = 3600,1
channel = 0

[State 2100, kosumosagitter]
type = Explod
trigger1 = AnimElem = 27
anim = 3580
pos = 0,-3
postype = p1
sprpriority = -2
supermove = 1
removetime = 305
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2100 , 1]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 2100 , 3]
type = SuperPause
trigger1 = AnimElem = 11
time = 375
darken = 0
anim = S3400
movetime = 375

[State 2100 , 5]
type = PlaySnd
trigger1 = time = 1
value = 3000,0

[State 2100 , goldencloth]
type = PlaySnd
trigger1 = Time = 0
value = 2110,1

[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

;little light
[State 2100 , 6]
type = Explod
trigger1 = AnimElem = 27
anim = 3673
removetime = 300
sprpriority = 4
supermovetime = 300
postype = p1
pos = 80,-33
bindtime = 1
supermove = 1
ownpal = 1

[State 2100, arrowofsun];hit
type = Projectile
trigger1 = AnimElem = 29
sprpriority = 6
forcestand = 1
attr = S, SP
projanim = 3590
projhitanim = 3495
projstagebound = 40
projshadow = 255,255,255
projremovetime = 200
supermovetime = 1000
offset = 0,-3
postype = p1    
velocity = 10
damage = 10000
getpower = 0
givepower = 0
animtype = Hard
guardflag = -1
pausetime = 20,20
sparkno = -1
guard.sparkno = -1
hitsound = S1200,1
guardsound = S200,1
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -15,-10
air.velocity = 8,6
fall = 1
p2stateno = 1025

[State 2100, arrowofsunkosumo]
type = Projectile
trigger1 = AnimElem = 29
sprpriority = -6
attr = S, SP
projanim = 3600
projhitanim = 3600
projremovetime = 200
offset = 0,-3
postype = p1    
velocity = 10

[State 2100 , 19]
type = ChangeState
triggerall = p2life <= 0
trigger1 = AnimTime = 0
value = 2111

[State 2100 , 20]
type = ChangeState
triggerall = p2life > 0
trigger1 = AnimTime = 0
value = 2110

;Free of the armor
[Statedef 2110]
type = S
movetype = I
physics = S
anim = 3690
velset = 0

[State 1330, nothittable]
trigger1 = time = 0
type = NotHitBy
value = , NA, AP

[State 2110, free]
type = Explod
trigger1 = AnimElem = 3
anim = 3692
sprpriority = 4
postype = p1
pos = 0,0
supermove = 1
bindtime = 1
ownpal = 1

;elmo
[State 2110, free]
type = Explod
trigger1 = AnimElem = 3
anim = 3693
sprpriority = 4
postype = p1
pos = 0,0
supermove = 1
bindtime = 1
ownpal = 1

;luce
[State 2110, free]
type = Explod
trigger1 = AnimElem = 3
anim = 3630
sprpriority = 4
removetime = 55
ontop = 1
postype = p1
pos = 15,8
supermove = 1
bindtime = 1
ownpal = 1

;luce 2
[State 2110, free]
type = Explod
trigger1 = AnimElem = 4
anim = 3630
sprpriority = 4
ontop = 1
postype = p1
pos = 15,-20
supermove = 1
bindtime = 1
ownpal = 1

[State 2110, flash]
type = EnvColor
Trigger1 = AnimElem = 20
value = 255,255,255
under = 0
time = 8

[State 2110 , 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Prepare for Win Pose Fatality
[Statedef 2111]
type = S
movetype = I
physics = S
anim = 3689
velset = 0

[State 2111, Go to Winpose Fatality]
type = VarSet
trigger1 = Time = 0
var(7) = 1

[State 2111 , 1]
type = ChangeState
trigger1 = Time = 50
value = 0
ctrl = 1

;-------------------------------------------
;pegasus comet
[Statedef 9800]
type = S
movetype = I
physics = S
anim = 98055
poweradd = -2000
velset = 0
ctrl =0

[State 2100 , 3]
type = SuperPause
trigger1 =  time =0
time = 60
darken = 1
anim = -1
movetime = 60

[State 2199 , 6]
type = Explod
trigger1 = AnimElem = 1
anim = 3686
sprpriority = 4
postype = p1
pos = 25,0
bindtime = 1
supermove = 1

[State 2200, constellation]
type = Explod
trigger1 = AnimElem = 1
anim = 3481
ID = 900
pos = 0
postype = back
sprpriority = -1
supermove = 1
removetime = 550
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
 
[State 2110 , 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 9801
ctrl = 0

[State 9800, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000,0

;pegasus comet
[Statedef 9801]
type = S
movetype = I
physics = S
anim = 98000
velset = 0
ctrl=0

[State 8007, 1]
type = SuperPause
trigger1 = Time = 0
anim = -1
time = 75
movetime = 75

[State 9801, snd]
type = PlaySnd
trigger1 = Time = 0
value = 1100,0
channel = 0

[State 2199 , 6]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
sprpriority = 4
postype = p1
pos = 25,0
bindtime = 1
supermove = 1

[State 2199 , 6]
type = Explod
trigger1 = AnimElem = 1
anim = 94
id =95
sprpriority = 4
ontop =1
postype = p1
pos = -6,-70
bindtime = 1
removetime =-1
supermove = 1
removeongethit = 1

[State 2199 , 6]
type = Explod
trigger1 = AnimElem = 1
anim = 96
id =95
sprpriority =-5
ontop =0
postype = p1
pos = 0
bindtime = 1
removetime =-1
supermove = 1

[State 0, ]
type = ChangeState
trigger1 = command != "hold_x"
trigger1 = time >= 8
value = 9807

[Statedef 9807]
type = S
movetype = I
physics = S
anim = 98056
velset = 0

[State 200, 0.1]
type = helper
trigger1 = animelem =5
trigger1 = numhelper(97) = 0
id = 97
name ="cometa"
postype = p1
pos =80,-87
stateno =97
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2110 , 1]
type = ChangeState
trigger1 = animtime =0
value = 0
ctrl = 1

[Statedef 9808]
type = S
movetype = I
physics = S
anim = 98057
velset = 0
poweradd =0

[State 2110 , 1]
type = ChangeState
trigger1 = animtime =0
value = 0
ctrl = 1

[Statedef 97]
type = S
movetype = A
physics = S
anim = 97
velset = 0, 0
sprpriority = 5
ctrl = 0

[State 215, 1]
type = VelAdd
trigger1 =1
x =3

[State 250, 5]
type = AfterImage
trigger1 = time = 4
time = 150
FrameGap = 5
length = 100
PalMul      =  1,1,1
Trans = add

[State 8001, 1]
type = hitdef
Trigger1= time > 0
sprpriority = 6
forcestand = 1
attr = S, SP
postype = p1
damage = 30,5
guardflag = MA
hitsound = S240,0
guardsound = S1000,2
pausetime =1,12
sparkno =-1
p2stateno =2295
animtype = hard
sparkno = -1
envshake.time = 20
envshake.freq = 21   
envshake.ampl = 20 
envshake.phase = 20

[State 2199 , 6]
type = Explod
trigger1 = numexplod(97000) =0
trigger1 = movehit =1
scale = 2,2
anim = 97
id =97000
sprpriority =5
ontop =1
postype = p2
pos = 0,-50
bindtime = -1
supermove = 1

[State 1207, byebye]
type = DestroySelf
trigger1 = time = 25



