;---------------------------------------------------------------------
;fireball state 
[Statedef 3210]
type = A
movetype = A
physics = N
anim = 3210
velset = 16, 7
priority = 5

[State 3210, hit]
type = HitDef
trigger1 = time > 0
trigger1 = time < 13
trigger1 = hitcount < 1
attr = S, SP
offset = 0,0 
getpower = 25
attr = S,SP
damage = 9,2
animtype = Heavy
hitflag = MAFD
sparkno = s1103
sparkxy = 0, 0
guard.sparkno = -1
guardflag = M
hitsound   = s1000, 1
guardsound = s6,0
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -1
air.velocity = -3,-3
envshake.time = 25
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 210,10,-200
Palfx.mul = 200,200,200
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3210, dissipate]
type = destroyself
trigger1 = movecontact = 1

[State 3210, fireball hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "explode"
id = 1102
postype = p1
stateno =1102
ownpal = 1

[State 3210, dissipate]
type = destroyself
trigger1 = pos Y >= 2
;---------------------------------------------------------------------
;fireball state 
[Statedef 3211]
type = A
movetype = A
physics = N
anim = 3211
velset = 14, 7
priority = 5

[State 3211, hit]
type = HitDef
trigger1 = time > 0
trigger1 = time < 13
trigger1 = hitcount < 1
attr = S, SP
offset = 0,0 
getpower = 25
attr = S,SP
damage = 9,2
animtype = Heavy
hitflag = MAFD
sparkno = s1103
sparkxy = 0, 0
guard.sparkno = -1
guardflag = M
hitsound   = s1000, 1
guardsound = s6,0
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -1
air.velocity = -3,-3
envshake.time = 25
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 210,10,-200
Palfx.mul = 200,200,200
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3211, dissipate]
type = destroyself
trigger1 = movecontact = 1

[State 3211, fireball hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "explode"
id = 1102
postype = p1
stateno =1102
ownpal = 1

[State 3211, dissipate]
type = destroyself
trigger1 = pos Y >= 2
;---------------------------------------------------------------------
;fireball state 
[Statedef 3212]
type = A
movetype = A
physics = N
anim = 3212
velset = 12, 7
priority = 5

[State 3212, hit]
type = HitDef
trigger1 = time > 0
trigger1 = time < 13
trigger1 = hitcount < 1
attr = S, SP
offset = 0,0 
getpower = 25
attr = S,SP
damage = 9,2
animtype = Heavy
hitflag = MAFD
sparkno = s1103
sparkxy = 0, 0
guard.sparkno = -1
guardflag = M
hitsound   = s1000, 1
guardsound = s6,0
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -1
air.velocity = -3,-3
envshake.time = 25
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 210,10,-200
Palfx.mul = 200,200,200
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3212, dissipate]
type = destroyself
trigger1 = movecontact = 1

[State 3212, fireball hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "explode"
id = 1102
postype = p1
stateno =1102
ownpal = 1

[State 3212, dissipate]
type = destroyself
trigger1 = pos Y >= 2
;---------------------------------------------------------------------
;fireball state 
[Statedef 3213]
type = A
movetype = A
physics = N
anim = 3213
velset = 10, 7
priority = 5

[State 3213, hit]
type = HitDef
trigger1 = time > 0
trigger1 = time < 13
trigger1 = hitcount < 1
attr = S, SP
offset = 0,0 
getpower = 25
attr = S,SP
damage = 9,2
animtype = Heavy
hitflag = MAFD
sparkno = s1103
sparkxy = 0, 0
guard.sparkno = -1
guardflag = M
hitsound   = s1000, 1
guardsound = s6,0
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -1
air.velocity = -3,-3
envshake.time = 25
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 210,10,-200
Palfx.mul = 200,200,200
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3213, dissipate]
type = destroyself
trigger1 = movecontact = 1

[State 3213, fireball hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "explode"
id = 1102
postype = p1
stateno =1102
ownpal = 1

[State 3213, dissipate]
type = destroyself
trigger1 = pos Y >= 2
;---------------------------------------------------------------------
;fireball state 
[Statedef 3214]
type = A
movetype = A
physics = N
anim = 3214
velset = 7, 7
priority = 5

[State 3214, hit]
type = HitDef
trigger1 = time > 0
trigger1 = time < 13
trigger1 = hitcount < 1
attr = S, SP
offset = 0,0 
getpower = 25
attr = S,SP
damage = 9,2
animtype = Heavy
hitflag = MAFD
sparkno = s1103
sparkxy = 0, 0
guard.sparkno = -1
guardflag = M
hitsound   = s1000, 1
guardsound = s6,0
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -1
air.velocity = -3,-3
envshake.time = 25
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 210,10,-200
Palfx.mul = 200,200,200
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3214, dissipate]
type = destroyself
trigger1 = movecontact = 1

[State 3214, fireball hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "explode"
id = 1102
postype = p1
stateno =1102
ownpal = 1

[State 3214, dissipate]
type = destroyself
trigger1 = pos Y >= 2
;---------------------------------------------------------------------
;fireball state 
[Statedef 3215]
type = A
movetype = A
physics = N
anim = 3215
velset = 5, 7
priority = 5

[State 3215, hit]
type = HitDef
trigger1 = time > 0
trigger1 = time < 13
trigger1 = hitcount < 1
attr = S, SP
offset = 0,0 
getpower = 25
attr = S,SP
damage = 9,2
animtype = Heavy
hitflag = MAFD
sparkno = s1103
sparkxy = 0, 0
guard.sparkno = -1
guardflag = M
hitsound   = s1000, 1
guardsound = s6,0
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -1
air.velocity = -3,-3
envshake.time = 25
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 210,10,-200
Palfx.mul = 200,200,200
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3215, dissipate]
type = destroyself
trigger1 = movecontact = 1

[State 3215, fireball hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "explode"
id = 1102
postype = p1
stateno =1102
ownpal = 1

[State 3215, dissipate]
type = destroyself
trigger1 = pos Y >= 2
;---------------------------------------------------------------------
;fireball state 
[Statedef 3216]
type = A
movetype = A
physics = N
anim = 3216
velset = 4, 7
priority = 5

[State 3216, hit]
type = HitDef
trigger1 = time > 0
trigger1 = time < 13
trigger1 = hitcount < 1
attr = S, SP
offset = 0,0 
getpower = 25
attr = S,SP
damage = 9,2
animtype = Heavy
hitflag = MAFD
sparkno = s1103
sparkxy = 0, 0
guard.sparkno = -1
guardflag = M
hitsound   = s1000, 1
guardsound = s6,0
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -1
air.velocity = -3,-3
envshake.time = 25
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 210,10,-200
Palfx.mul = 200,200,200
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3216, dissipate]
type = destroyself
trigger1 = movecontact = 1

[State 3216, fireball hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "explode"
id = 1102
postype = p1
stateno =1102
ownpal = 1

[State 3216, dissipate]
type = destroyself
trigger1 = pos Y >= 2
;---------------------------------------------------------------------
;fireball state 
[Statedef 3217]
type = A
movetype = A
physics = N
anim = 3217
velset = 3, 7
priority = 5

[State 3217, hit]
type = HitDef
trigger1 = time > 0
trigger1 = time < 13
trigger1 = hitcount < 1
attr = S, SP
offset = 0,0 
getpower = 25
attr = S,SP
damage = 9,2
animtype = Heavy
hitflag = MAFD
sparkno = s1103
sparkxy = 0, 0
guard.sparkno = -1
guardflag = M
hitsound   = s1000, 1
guardsound = s6,0
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -1
air.velocity = -3,-3
envshake.time = 25
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 210,10,-200
Palfx.mul = 200,200,200
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3217, dissipate]
type = destroyself
trigger1 = movecontact = 1

[State 3217, fireball hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "explode"
id = 1102
postype = p1
stateno =1102
ownpal = 1

[State 3217, dissipate]
type = destroyself
trigger1 = pos Y >= 2
