;The Green Ranger's Super move state file
;---------------------------------------------------------------------------
; Super Electroball

[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 0
velset = 0,0
anim = 1002
ctrl = 0
sprpriority = 2

[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 51
anim = s3330
sound = 20,0
pos = -11,-44
darken = 1
poweradd = -1000

[State 3000, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 80
length = 15
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .9,.9,.9
timegap = 1
framegap = 3
trans = add1

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 5

[State 3000, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 12

[State 3000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && Time < 30
value2 = C, NA
time = 1

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
trigger3 = AnimElem = 18
value = 0, 3

[State 3000, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 5

[State 3000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 2
trigger1 = animelemtime(3) < 20
attr = S, HA
animtype  = Hard
damage    = 85, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
getpower = 0
givepower = 40

[State 3000, 2.5]
type = MakeDust
trigger1 = Time = 0
trigger2 = Time = 1
trigger3 = Time = 2
trigger4 = Time = 3
trigger5 = Time = 4
trigger6 = Time = 5
trigger7 = Time = 6
trigger8 = Time = 7
trigger9 = Time = 8
postype  = p1
pos = -45
scale = 2

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 3,0
channel = 0
volume = 200

[State 3000, electroball]
type = Projectile
trigger1 = AnimElem = 3
projid = 1001
projanim = 1004
projremovetime = 80
projshadow = -1
projsprpriority = 5
projhits = 8
projscale = 1,1
offset = 50, -70
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
attr = S, HP
damage    = 27,10
getpower  = 0
givepower = 30
hitflag = MAF
guardflag = MA
pausetime = 12,12
guard.pausetime = 6,12
sparkno = -1
sparkxy = 0, 0
hitsound   = s17,0
guardsound = 6,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6,-2   
fall = 1
airguard.velocity = 0   
guard.velocity = 0   
air.type = High
air.velocity = -5,-6
palfx.time = 100
palfx.add = 20,150,20
palfx.sinadd = 200,100,150,7

[State 3000, 7]
type = ChangeState
trigger1 = animelemtime(3) = 140
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super Level 3 Dragon Ball
[Statedef 3340]
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
anim = 1002
ctrl = 0
sprpriority = 2

[State 3340, mb]
type = BGPalFX
trigger1 = animelem = 2
time = 220
add = 00,50,00
sinadd = 150,100,150,80

[State 3340, Explod]
type = Explod
trigger1 = time > 20
trigger1 = time < 240
trigger1 = timemod =30,1
anim = 3304
pos = 160,120
postype = left
random = 320,240
removetime = -2
scale = 1, 1
ontop = 1
ownpal = 1
removeongethit = 1
ID = 35

[State 3340, ]
type = PlaySnd
trigger1 = time > 20
trigger1 = time < 240
trigger1 = timemod =30,1
value = 10,0
volume = 100

[State 3340, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 51
anim = s3314
sound = 20,0
pos = -14,32
darken = 1

[State 3340, PowerAdd]
type = PowerAdd
trigger1 = animelem = 2
value = -3000

[State 3340, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 800
length = 20
palcontrast = 0,245,0
timegap = 1
framegap = 3
trans = add1

[State 3340, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 5

[State 3340, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 12

[State 3340, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && Time < 30
value2 = C, NA
time = 1

[State 3340, 5] 
type = null;HitDef
trigger1 = AnimElemtime(2) < 80
attr = S, HA
animtype  = Hard
damage    = 40, 10
priority  = 6
guardflag = MA
pausetime = 15,15
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
air.velocity = -3,-6
fall = 1
getpower = 0
givepower = 40
persistent = 0

[State 3340, 2.5]
type = MakeDust
trigger1 = Time = 0
trigger2 = Time = 1
trigger3 = Time = 2
trigger4 = Time = 3
trigger5 = Time = 4
trigger6 = Time = 5
trigger7 = Time = 6
trigger8 = Time = 7
trigger9 = Time = 8
postype  = p1
pos = -45
scale = 2

[State 3340, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 0
volume = 100
channel = 12
freqmul = 0.8
ignorehitpause = 1
persistent = 1

[State 3340, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 3,0
channel = 13
volume = 200

[State 3340, Projectile]
type = Projectile
trigger1 = animelemtime(2) = 10
ProjID = 6
projanim = 3343
projhitanim = 3342
projremanim = 3342
projremovetime = 200
projmisstime = 4
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 0
projhits = 60
projpriority = 99
projsprpriority = 3
projremove = 0
offset = 18,-25
postype = p1
damage = 16,5
attr = S, HP
animtype  = Hard
priority  = 6
guardflag = MA
sparkno = -1
sparkxy = -10,-60
hitsound   = S2,1
guardsound = 6,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = -1
air.velocity = -1,0
pausetime = 0,8
guard.pausetime = 0,12
fall = 1
getpower = 0
givepower = 5

[State 3340, ]
type = NotHitBy
trigger1 = animelemtime(2) = 20
value = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 200

[State 3340, 7]
type = ChangeState
trigger1 = animelemtime(3) = 260
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Air Super Electroball Level 1
[Statedef 3100]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 0
velset = 0,0
anim = 1003
ctrl = 0
sprpriority = 2

[State 3100, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 51
anim = s3330
sound = 20,0
pos = -15,-60
darken = 1
poweradd = -1000

[State 3100, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 110
length = 15
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .9,.9,.9
timegap = 1
framegap = 3
trans = add1

[State 3100, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 12

[State 3100, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && Time < 30
value2 = C, NA
time = 1

[State 3100, posFreeze]
type = PosFreeze
trigger1 = time > 1
trigger1 = time < 60 
value = 1

[State 3100, 5]
type = VelSet
trigger1 = time = 60
x = -4
y = -8

[State 3100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
trigger3 = AnimElem = 18
value = 0, 3

[State 3100, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 5

[State 3100, 5] ;Opponent near
type = null;HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Hard
damage    = 85, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
getpower = 0
givepower = 40

[State 3100, 2.5]
type = MakeDust
trigger1 = Time = 0
trigger2 = Time = 1
trigger3 = Time = 2
trigger4 = Time = 3
trigger5 = Time = 4
trigger6 = Time = 5
trigger7 = Time = 6
trigger8 = Time = 7
trigger9 = Time = 8
postype  = p1
pos = -45
scale = 2

[State 3100, electroball]
type = Projectile
trigger1 = AnimElem = 2
projid = 1001
projanim = 1004
projremovetime = 80
projshadow = -1
projsprpriority = 5
projhits = 2
projscale = 1,1
offset = 50, -81
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
attr = A, HP
damage    = 15,10
getpower  = 0
givepower = 30
hitflag = MAF
guardflag = MA
pausetime = 12,12
guard.pausetime = 6,12
sparkno = -1
sparkxy = 0, 0
hitsound   = s17,0
guardsound = 6,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6,-2   
fall = 1
airguard.velocity = 0   
guard.velocity = 0   
air.type = High
air.velocity = -5,-6
palfx.time = 100
palfx.add = 20,150,20
palfx.sinadd = 200,100,150,7

[State 3100, 7]
type = ChangeState
trigger1 = animelemtime(3) = 130
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Air Super Electroball Level 3
[Statedef 3101]
type    = A
movetype= A
physics = N
juggle  = 15
poweradd= 0
velset = 0,0
anim = 1003
ctrl = 0
sprpriority = 2

[State 3101, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 51
anim = s3314
sound = 20,0
pos = -14,22
darken = 1
poweradd = -3000

[State 3101, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 280
length = 30
palcontrast = 0,245,0
timegap = 1
framegap = 3
trans = add1

[State 3101, 5]
type = VelSet
trigger1 = time = 0
x = -2
y = -2

[State 3101, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
trigger3 = AnimElem = 18
value = 0, 3

[State 3101, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 5

[State 3101, 2.5]
type = MakeDust
trigger1 = Time = 0
trigger2 = Time = 1
trigger3 = Time = 2
trigger4 = Time = 3
trigger5 = Time = 4
trigger6 = Time = 5
trigger7 = Time = 6
trigger8 = Time = 7
trigger9 = Time = 8
postype  = p1
pos = -45
scale = 2

[State 3101, electroball]
type = Projectile
trigger1 = AnimElem = 2
projid = 1001
projanim = 1004
projhitanim = 1007
projremovetime = 80
projshadow = -1
projsprpriority = 5
projhits = 1
projscale = 1,1
offset = 50, -81
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
attr = A, HP
damage    = 30,10
getpower  = 0
givepower = 30
hitflag = MAF
guardflag = MA
pausetime = 12,12
guard.pausetime = 6,12
sparkno = -1
sparkxy = 0, 0
hitsound   = s17,0
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = 8,-8   
fall = 1
airguard.velocity = 0   
guard.velocity = 0   
air.type = High
air.velocity = 8,-8
palfx.time = 100
palfx.add = 20,150,20
palfx.sinadd = 200,100,150,7

[State 3101]
type = Gravity
trigger1 = time > 150

[State 3101, mb]
type = BGPalFX
trigger1= animelem = 2
time = 250
add = 00,50,00
sinadd = 150,100,150,80
persistent = 0

[State 3101, ]
type = ChangeAnim
trigger1 = time = 200
value = 42

[State 3101,n ]
type = VelSet
trigger1 = pos Y >=0
y = 0

[State 3101, 7]
type = ChangeState
trigger1 = pos Y >= 0
value = 3102
ctrl = 0

;taunt
[Statedef 3102]
type = S
movetype = I
physics = N
ctrl = 0
anim = 181
velset = 0,0
sprpriority = 2

[State 3102, hj]
type = PosSet
trigger1 = time = 0
y = 0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 250
value = 1

[State 195, 2]
type = ChangeState
trigger1 = Time = 250
value = 0
ctrl = 1

---------------------------------------------------------------------------
 Ranger Rush (hyper)
*****************DECIDER*********************
[Statedef 3049]
type = S

[State 3049, Select]
type = VarRandom
trigger1 = time >= 0
v = 1
range = 0,100

[State 3049, Ranger Rush]
type = changestate
trigger1 = Var(1) <=100
value = 3050

[State 3049, Monster Rush]
type = Null;changestate
trigger1 = Var(1) = [80,100]
value = 3051

;-----------------------------------------------------------------
;Ranger Rush
;-----------------------------------------------------------------
[Statedef 3050]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 2
anim = -1
sound = 20, 0
poweradd = -1000
time = 80
movetime = 18

[State 3050, Explod]
type = Explod
trigger1 = animelem = 5
anim = 3330
pos = 0,-52
postype = p1
supermovetime = 51
scale = 1, 1
ontop = 1

[State 3050, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 27
value = 0,1
volume = 0
channel = -1

[State 3902, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 80
length = 15
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .9,.9,.9
timegap = 1
framegap = 3
trans = add1

[State 3050, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 6

[State 3050, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 18,0
volume = 0
ignorehitpause = 1
persistent = 1

[State 3050, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Up               
damage    = 60, 12
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 30,30
sparkno = s8001
sparkxy = 0,-40
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1.3,-30
guard.velocity = -11
air.velocity = -1.3,-30
airguard.velocity = -4.5,-5
fall.yvelocity = 0
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 1
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 40             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
yaccel = .9               ;Accelerate p2 downwards rapidly
liedown.time = 100
down.bounce = 0
p2stateno = 3052
;ground.cornerpush.veloff = -6
;air.cornerpush.veloff = -6
;down.cornerpush.veloff = -6
;guard.cornerpush.veloff = -6
;airguard.cornerpush.veloff = -6

[State 3050, PlaySnd]
type = PlaySnd
triggerall = movecontact = 1
trigger1 = time = 65
value = 17,1
volume = 150
channel = 5
loop = 1
ignorehitpause = 1
persistent = 0

[State 3050, StopSnd]
type = StopSnd
trigger1 = time = 250
trigger2 = stateno = 3000
channel = 5
ignorehitpause = 1
persistent = 0

[State 3902, Explod]
type = Null;Explod
trigger1 = movecontact = 1
trigger1 = facing = 1
anim = 3301
ID = 25
pos = 0,0
postype = left
bindtime = -1
scale = 1, 1
removeongethit = 1
removetime = -1
ownpal = 1
persistent = 0

[State 3902, Explod]
type = Null;Explod
trigger1 = movecontact = 1
trigger1 = facing = -1
anim = 3302
ID = 25
pos = 0,0
postype = right
bindtime = -1
scale = 1, 1
removeongethit = 1
removetime = -1
ownpal = 1
persistent = 0

[State 3050, Helper]
type = Helper
triggerall = movecontact = 1 
trigger1 = time = 72
trigger2 = time = 84
trigger3 = time = 96
trigger4 = time = 108
trigger5 = time = 120
trigger6 = time = 132
trigger7 = time = 144
helpertype = normal
name = "Small Green Ranger"
ID = 600
pos = 0,0
postype = back
stateno = 3345
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3050, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = Statetime = 74
trigger2 = Statetime = 86
trigger3 = Statetime = 98
trigger4 = Statetime = 110
trigger5 = Statetime = 122
trigger6 = Statetime = 134
helpertype = normal
name = "Black Ranger"
ID = 610
pos = 0,0
postype = back
stateno = 3346
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3050, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = time = 76
trigger2 = time = 88
trigger3 = time = 100
trigger4 = time = 112
trigger5 = time = 124
trigger6 = time = 136
helpertype = normal
name = "Yellow Ranger"
ID = 620
pos = 0,0
postype = back
stateno = 3347
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3050, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = time = 78
trigger2 = time = 90
trigger3 = time = 102
trigger4 = time = 114
trigger5 = time = 126
trigger6 = time = 138
helpertype = normal
name = "Pink Ranger"
ID = 630
pos = 0,0
postype = back
stateno = 3348
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3050, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = time = 80
trigger2 = time = 92
trigger3 = time = 104
trigger4 = time = 116
trigger5 = time = 128
trigger6 = time = 140
helpertype = normal
name = "Blue Ranger"
ID = 640
pos = 0,0
postype = back
stateno = 3349
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3050, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = time = 82
trigger2 = time = 94
trigger3 = time = 106
trigger4 = time = 118
trigger5 = time = 130
trigger6 = time = 142
helpertype = normal
name = "Red Ranger"
ID = 650
pos = 0,0
postype = back
stateno = 3350
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3050, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = time = 200
trigger2 = time = 208
helpertype = normal
name = "Goldar"
ID = 640
pos = 0,0
postype = back
stateno = 3400
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3050, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = time = 202
trigger2 = time = 210
helpertype = normal
name = "Madam Woe"
ID = 650
pos = 0,0
postype = back
stateno = 3401
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3050, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = time = 204
trigger2 = time = 212
helpertype = normal
name = "Minotaur"
ID = 650
pos = 0,0
postype = back
stateno = 3402
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3050, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = time = 206
trigger2 = time = 214
helpertype = normal
name = "Cyclopsus"
ID = 650
pos = 0,0
postype = back
stateno = 3403
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3050, 5]
type = ChangeState
trigger1 = movecontact = 0
trigger1 = animelemtime (11) = 60
value = 0
ctrl = 1

[State 3050, 6]
type = ChangeState
trigger1 = movecontact = 1
trigger1 = time = 320
value = 0
ctrl = 1

;PLAYER 2's SPECIAL STATE
[Statedef 3052]
type = A
movetype = H
physics = N
ctrl = 0
anim = 5051
velset = 0,0

[State 3052, 1]
type = Velset
trigger1 = time = 20
X = -3.5
Y = -14

[State 3810, ]
type = Null;PosSet
trigger1 = time = 50 
x = 0

[State 3810, ]
type = Null;VelSet
trigger1 = time = 50 
x = 0

[State 3810, 2]
type = VelAdd
trigger1 = time > 20
trigger1 = time < 1000
y = .4

[State 3810, 3]
type = Velset
trigger1 = Pos Y >= -1 && time > 30
x = 0
y = 0

[State 3810, g]
type = ChangeAnim
trigger1 = vel Y >= 0
trigger1 = time > 30
value = 5061
;elem = 6
persistent = 0

[State 3810, g]
type = ChangeState
trigger1 = vel X = 0
trigger1 = Pos Y >= -1
trigger1 = time > 30
value = 3811

;Green Ranger Rush
[Statedef 3345]
type    = S
movetype = A
juggle  = 0
velset = 7,0
anim = 3345
ctrl = 0
sprpriority = 2

[State 3345, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, HA
hitflag = MAFD
guardflag = L
animtype = Light
air.animtype = Light
priority = 3,Hit
damage = 7,5
pausetime = 0,6
guard.pausetime = 0,6
sparkno = s8002
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 100
guard.hittime = 50
air.hittime = 100
down.hittime = 75
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1
getpower = 0
fall.recover = 0
liedown.time = 100
fall.recovertime = 100

[State 3345, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 80

[State 3345, DestroySelf]
type = DestroySelf
trigger1 = time = 120
ID = 600

;Black Ranger Rush
[Statedef 3346]
type    = S
movetype = A
juggle  = 0
velset = 7,0
anim = 3346
ctrl = 0
sprpriority = 2

[State 3346, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, HA
hitflag = MAFD
guardflag = L
animtype = Light
air.animtype = Light
priority = 3,Hit
damage = 7,5
pausetime = 0,6
guard.pausetime = 0,6
sparkno = s8000
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 100
guard.hittime = 50
air.hittime = 100
down.hittime = 75
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1
getpower = 0
fall.recover = 0
liedown.time = 100
fall.recovertime = 100

[State 3346, DestroySelf]
type = DestroySelf
trigger1 = time = 120
ID = 610

;Yellow Ranger Rush
[Statedef 3347]
type    = S
movetype = A
juggle  = 0
velset = 7,0
anim = 3347
ctrl = 0
sprpriority = 2

[State 3347, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, HA
hitflag = MAFD
guardflag = L
animtype = Light
air.animtype = Light
priority = 3,Hit
damage = 7,5
pausetime = 0,6
guard.pausetime = 0,6
sparkno = s8000
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 100
guard.hittime = 50
air.hittime = 100
down.hittime = 75
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1
getpower = 0
fall.recover = 0
liedown.time = 100
fall.recovertime = 100

[State 3347, DestroySelf]
type = DestroySelf
trigger1 = time = 120
ID = 620

;Pink Ranger Rush
[Statedef 3348]
type    = S
movetype = A
juggle  = 0
velset = 7,0
anim = 3348
ctrl = 0
sprpriority = 2

[State 3348, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, HA
hitflag = MAFD
guardflag = L
animtype = Light
air.animtype = Light
priority = 3,Hit
damage = 7,5
pausetime = 0,6
guard.pausetime = 0,6
sparkno = s8000
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 100
guard.hittime = 50
air.hittime = 100
down.hittime = 75
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1
fall.recover = 0
getpower = 0
liedown.time = 100
fall.recovertime = 100

[State 3348, DestroySelf]
type = DestroySelf
trigger1 = time = 120
ID = 630

;Blue Ranger Rush
[Statedef 3349]
type    = S
movetype = A
juggle  = 0
velset = 7,0
anim = 3349
ctrl = 0
sprpriority = 2

[State 3349, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, HA
hitflag = MAFD
guardflag = L
animtype = Light
air.animtype = Light
priority = 3,Hit
damage = 7,5
pausetime = 0,6
guard.pausetime = 0,6
sparkno = s8000
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 100
guard.hittime = 50
air.hittime = 100
down.hittime = 75
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1
fall.recover = 0
getpower = 0
liedown.time = 100
fall.recovertime = 100

[State 3349, DestroySelf]
type = DestroySelf
trigger1 = time = 120
ID = 640

;Red Ranger Rush
[Statedef 3350]
type    = S
movetype = A
juggle  = 0
velset = 7,0
anim = 3350
ctrl = 0
sprpriority = 2

[State 3350, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 3,Hit
damage = 7,5
pausetime = 0,6
guard.pausetime = 0,6
sparkno = s8000
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.hittime = 100
guard.hittime = 50
air.hittime = 100
down.hittime = 75
sprpriority = 2
fall = 1
air.fall = 1
fall.recover = 0
numhits = 1
getpower = 0
liedown.time = 100
fall.recovertime = 100

[State 3350, DestroySelf]
type = DestroySelf
trigger1 = time = 120
ID = 650

;-----------------------------------------------------------------
;Monster Rush
;-----------------------------------------------------------------
[Statedef 3051]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2

[State 3051, Explod]
type = Explod
triggerall = time > 27
triggerall = time < 250
trigger1 = timemod =30,1
trigger1 = movecontact
anim = 3304
pos = 160,120
postype = left
random = 320,240
removetime = -2
scale = 1, 1
ontop = 1
ownpal = 1
removeongethit = 1
ID = 35

[State 3051, Super A]
type = SuperPause
trigger1 = AnimElem = 2
anim = -1
sound = 20, 0
poweradd = -3000
time = 80
movetime = 18

[State 3340, mb]
type = BGPalFX
trigger1 = movecontact
time = 250
add = 00,50,00
sinadd = 150,100,150,80
persistent = 0

[State 3051, Explod]
type = Explod
trigger1 = animelem = 5
anim = 3330
pos = 0,-52
postype = p1
supermovetime = 51
scale = 1, 1
ontop = 1

[State 3051, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 27
value = 0,1
volume = 0
channel = -1

[State 3051, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 800
length = 20
palcontrast = 0,245,0
timegap = 1
framegap = 3
trans = add1

[State 3051, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 5

[State 3051, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 6

[State 3051, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 18,0
volume = 0
ignorehitpause = 1
persistent = 1

[State 3051, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Up               ;Make p2 use "Up" type animation on hit
damage    = 100, 12
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 30,30
sparkno = s8002
sparkxy = 0,-45
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1.3,-30
guard.velocity = -11
air.velocity = -1.3,-30
airguard.velocity = -4.5,-5
fall.yvelocity = 0
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 1
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 70             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
yaccel = .9               ;Accelerate p2 downwards rapidly
liedown.time = 300
down.bounce = 0
p2stateno = 3052

[State 3051, PlaySnd]
type = PlaySnd
triggerall = movecontact = 1
trigger1 = time = 65
value = 17,1
volume = 150
channel = 5
loop = 1
ignorehitpause = 1
persistent = 0

[State 3051, StopSnd]
type = StopSnd
trigger1 = time = 250
trigger2 = stateno = 3000
channel = 5
ignorehitpause = 1
persistent = 0

[State 3051, Helper]
type = Helper
triggerall = movecontact = 1 
trigger1 = time = 72
trigger2 = time = 84
trigger3 = time = 96
trigger4 = time = 108
trigger5 = time = 120
trigger6 = time = 132
trigger7 = time = 144
helpertype = normal
name = "Goldar"
ID = 600
pos = 0,0
postype = back
stateno = 3400
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3051, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = Statetime = 75
trigger2 = Statetime = 87
trigger3 = Statetime = 99
trigger4 = Statetime = 111
trigger5 = Statetime = 123
trigger6 = Statetime = 135
trigger7 = Statetime = 147
helpertype = normal
name = "Madam Woe"
ID = 610
pos = 0,0
postype = back
stateno = 3401
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3051, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = time = 78
trigger2 = time = 90
trigger3 = time = 102
trigger4 = time = 114
trigger5 = time = 126
trigger6 = time = 138
trigger7 = time = 150
helpertype = normal
name = "Minotaur"
ID = 620
pos = 0,0
postype = back
stateno = 3402
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3051, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = time = 81
trigger2 = time = 93
trigger3 = time = 105
trigger4 = time = 117
trigger5 = time = 129
trigger6 = time = 141
trigger7 = time = 153
helpertype = normal
name = "Cyclopsus"
ID = 630
pos = 0,0
postype = back
stateno = 3403
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3051, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = time = 200
trigger2 = time = 205
trigger3 = time = 210
trigger4 = time = 215
trigger5 = time = 220
helpertype = normal
name = "Megazord"
ID = 640
pos = 0,0
postype = back
stateno = 3404
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3051, Helper]
type = Helper
triggerall = movecontact = 1
trigger1 = time = 203
trigger2 = time = 208
trigger3 = time = 213
trigger4 = time = 218
trigger5 = time = 223
helpertype = normal
name = "Dragonzord"
ID = 650
pos = 0,0
postype = back
stateno = 3405
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3051, 5]
type = ChangeState
trigger1 = movecontact = 0
trigger1 = animelemtime (11) = 60
value = 0
ctrl = 1

[State 3051, 6]
type = ChangeState
trigger1 = movecontact = 1
trigger1 = time = 400
value = 0
ctrl = 1

;Goldar
[Statedef 3400]
type    = S
movetype = A
juggle  = 0
velset = 7,0
anim = 3400
ctrl = 0
sprpriority = 2

[State 3400, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, HA
hitflag = MAFD
guardflag = L
animtype = Light
air.animtype = Light
priority = 3,Hit
damage = 15,5
pausetime = 0,6
guard.pausetime = 0,6
sparkno = s8000
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 100
guard.hittime = 50
air.hittime = 100
down.hittime = 75
sprpriority = 2
fall = 1
air.fall = 1
fall.recover = 0
numhits = 1
getpower = 0
liedown.time = 100

[State 3400, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 80

[State 3400, DestroySelf]
type = DestroySelf
trigger1 = time = 120
ID = 600

;Madam Woe
[Statedef 3401]
type    = S
movetype = A
juggle  = 0
velset = 7,0
anim = 3401
ctrl = 0
sprpriority = 2

[State 3401, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, HA
hitflag = MAFD
guardflag = L
animtype = Light
air.animtype = Light
priority = 3,Hit
damage = 15,5
pausetime = 0,6
guard.pausetime = 0,6
sparkno = s8000
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.hittime = 100
guard.hittime = 50
air.hittime = 100
down.hittime = 75
sprpriority = 2
fall = 1
air.fall = 1
fall.recover = 0
numhits = 1
getpower = 0
liedown.time = 100

[State 3401, DestroySelf]
type = DestroySelf
trigger1 = time = 120
ID = 610

;Minotaur
[Statedef 3402]
type    = S
movetype = A
juggle  = 0
velset = 7,0
anim = 3402
ctrl = 0
sprpriority = 2

[State 3402, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, HA
hitflag = MAFD
guardflag = L
animtype = Light
air.animtype = Light
priority = 3,Hit
damage = 15,5
pausetime = 0,6
guard.pausetime = 0,6
sparkno = s8000
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.hittime = 100
guard.hittime = 50
air.hittime = 100
down.hittime = 75
sprpriority = 2
fall = 1
fall.recover = 0
air.fall = 1
numhits = 1
getpower = 0
liedown.time = 100

[State 3402, DestroySelf]
type = DestroySelf
trigger1 = time = 120
ID = 620

;Cyclopsus
[Statedef 3403]
type    = S
movetype = A
juggle  = 0
velset = 7,0
anim = 3403
ctrl = 0
sprpriority = 2

[State 3403, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, HA
hitflag = MAFD
guardflag = L
animtype = Light
air.animtype = Light
priority = 3,Hit
damage = 15,5
pausetime = 0,6
guard.pausetime = 0,6
sparkno = s8000
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.hittime = 100
guard.hittime = 50
air.hittime = 100
down.hittime = 75
sprpriority = 2
fall = 1
fall.recover = 0
air.fall = 1
numhits = 1
getpower = 0
liedown.time = 100

[State 3403, DestroySelf]
type = DestroySelf
trigger1 = time = 120
ID = 630

;Megazord Rush
[Statedef 3404]
type    = S
movetype = A
juggle  = 0
velset = 7.5,0
anim = 3404
ctrl = 0
sprpriority = 2

[State 3404, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, HA
hitflag = MAFD
guardflag = L
animtype = Light
air.animtype = Light
priority = 3,Hit
damage = 40,5
pausetime = 0,6
guard.pausetime = 0,6
sparkno = s8000
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.hittime = 100
guard.hittime = 50
air.hittime = 100
down.hittime = 75
sprpriority = 2
fall = 1
air.fall = 1
fall.recover = 0
numhits = 1
getpower = 0
liedown.time = 30

[State 3404, DestroySelf]
type = DestroySelf
trigger1 = time = 120
ID = 640

;Dragonzord Rush
[Statedef 3405]
type    = S
movetype = A
juggle  = 0
velset = 7.5,0
anim = 3405
ctrl = 0
sprpriority = 2

[State 3405, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 3,Hit
damage = 40,5
pausetime = 0,6
guard.pausetime = 0,6
sparkno = s8000
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.hittime = 100
guard.hittime = 50
air.hittime = 100
down.hittime = 75
sprpriority = 2
fall = 1
air.fall = 1
fall.recover = 0
numhits = 1
getpower = 0
liedown.time = 30

[State 3405, DestroySelf]
type = DestroySelf
trigger1 = time = 120
ID = 650

;====================================================================
;Level 3 Rush: Ranger Chaos
;====================================================================
[Statedef 3060]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 3060
ctrl = 0
sprpriority = 2

[State 3060, Super A]
type = SuperPause
trigger1 = AnimElem = 2
anim = -1
sound = 20, 0
poweradd = 0
time = 80
movetime = 18

[State 3060, Explod]
type = Explod
trigger1 = animelem = 5
anim = 3314
pos = 0,-52
postype = p1
supermovetime = 51
scale = 1, 1
ontop = 1

[State 3060, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 27
value = 0,1
volume = 0
channel = -1

[State 3000, Shadow]
type = AfterImage
trigger1 = Time = 0
time = 30
TimeGap = 2
FrameGap = 1
length = 30
PalBright   = 0,0,0
PalContrast = 0,150,20
Trans = add

[State 3060, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 5

[State 3060, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 6

[State 3060, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 18,0
volume = 0
ignorehitpause = 1
persistent = 1

[State 3060, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Up               ;Make p2 use "Up" type animation on hit
damage    = 100, 12
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 30,30
sparkno = 3
sparkxy = 0,-110
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1.3,-28
guard.velocity = -11
air.velocity = -1.3,-28
airguard.velocity = -4.5,-5
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 1
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 70             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
;mindist = 10,-300            ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
;maxdist = 30,-10            ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below
yaccel = .9               ;Accelerate p2 downwards rapidly
liedown.time = 100
down.bounce = 0


[State 3060, PlaySnd]
type = PlaySnd
trigger1 = movecontact = 1
;trigger1 = time = 65
value = 17,1
volume = 150
channel = 5
loop = 1
ignorehitpause = 1
persistent = 0

[State 3060, StopSnd]
type = StopSnd
trigger1 = time = 250
trigger2 = stateno = 3000
channel = 5
ignorehitpause = 1
persistent = 0

[State 3060, Helper]
type = Null;Helper
triggerall = movecontact = 1 
trigger1 = time = 72
trigger2 = time = 84
trigger3 = time = 96
trigger4 = time = 108
trigger5 = time = 120
trigger6 = time = 132
trigger7 = time = 144
helpertype = normal
name = "Madam Woe"
ID = 600
pos = 0,0
postype = back
stateno = 3360
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3060, Helper]
type = Null;Helper
triggerall = movecontact = 1
trigger1 = Statetime = 75
trigger2 = Statetime = 87
trigger3 = Statetime = 99
trigger4 = Statetime = 111
trigger5 = Statetime = 123
trigger6 = Statetime = 135
trigger7 = Statetime = 147
helpertype = normal
name = "Goldar"
ID = 610
pos = 0,0
postype = back
stateno = 3361
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3060, Helper]
type = Null;Helper
triggerall = movecontact = 1
trigger1 = time = 78
trigger2 = time = 90
trigger3 = time = 102
trigger4 = time = 114
trigger5 = time = 126
trigger6 = time = 138
trigger7 = time = 150
helpertype = normal
name = "Minotaur"
ID = 620
pos = 0,0
postype = back
stateno = 3362
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3060, Helper]
type = Null;Helper
triggerall = movecontact = 1
trigger1 = time = 81
trigger2 = time = 93
trigger3 = time = 105
trigger4 = time = 117
trigger5 = time = 129
trigger6 = time = 141
trigger7 = time = 153
helpertype = normal
name = "Cyclopsus"
ID = 630
pos = 0,0
postype = back
stateno = 3363
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3060, Helper]
type = Null;Helper
triggerall = movecontact = 1
trigger1 = time = 84
trigger2 = time = 96
trigger3 = time = 108
trigger4 = time = 120
trigger5 = time = 132
trigger6 = time = 144
trigger7 = time = 156
helpertype = normal
name = "Megazord"
ID = 640
pos = 0,0
postype = back
stateno = 3364
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3060, Helper]
type = Null;Helper
triggerall = movecontact = 1
trigger1 = time = 87
trigger2 = time = 99
trigger3 = time = 111
trigger4 = time = 123
trigger5 = time = 135
trigger6 = time = 147
trigger7 = time = 159
helpertype = normal
name = "Dragonzord"
ID = 650
pos = 0,0
postype = back
stateno = 3365
ownpal = 0
size.xscale = 2
size.yscale = 2

[State 3060, Helper]
type = Null;Helper
triggerall = movecontact = 1 
trigger1 = time = 72
trigger2 = time = 84
trigger3 = time = 96
trigger4 = time = 108
trigger5 = time = 120
trigger6 = time = 132
trigger7 = time = 144
helpertype = normal
name = "Green Ranger"
ID = 200
pos = 0,0
postype = front
stateno = 3366
ownpal = 0
size.xscale = 2
size.yscale = 2
facing = 0

[State 3060, Helper]
type = Null;Helper
triggerall = movecontact = 1
trigger1 = Statetime = 75
trigger2 = Statetime = 87
trigger3 = Statetime = 99
trigger4 = Statetime = 111
trigger5 = Statetime = 123
trigger6 = Statetime = 135
trigger7 = Statetime = 147
helpertype = normal
name = "Black Ranger"
ID = 201
pos = 0,0
postype = front
stateno = 3367
ownpal = 0
size.xscale = 2
size.yscale = 2
facing = 0

[State 3060, Helper]
type = Null;Helper
triggerall = movecontact = 1
trigger1 = time = 78
trigger2 = time = 90
trigger3 = time = 102
trigger4 = time = 114
trigger5 = time = 126
trigger6 = time = 138
trigger7 = time = 150
helpertype = normal
name = "Yellow Ranger"
ID = 202
pos = 0,0
postype = front
stateno = 3368
ownpal = 0
size.xscale = 2
size.yscale = 2
facing = 0

[State 3060, Helper]
type = Null;Helper
triggerall = movecontact = 1
trigger1 = time = 81
trigger2 = time = 93
trigger3 = time = 105
trigger4 = time = 117
trigger5 = time = 129
trigger6 = time = 141
trigger7 = time = 153
helpertype = normal
name = "Pink Ranger"
ID = 203
pos = 0,0
postype = front
stateno = 3369
ownpal = 0
size.xscale = 2
size.yscale = 2
facing = 0

[State 3060, Helper]
type = Null;Helper
triggerall = movecontact = 1
trigger1 = time = 84
trigger2 = time = 96
trigger3 = time = 108
trigger4 = time = 120
trigger5 = time = 132
trigger6 = time = 144
trigger7 = time = 156
helpertype = normal
name = "Blue Ranger"
ID = 204
pos = 0,0
postype = front
stateno = 3370
ownpal = 0
size.xscale = 2
size.yscale = 2
facing = 0

[State 3060, Helper]
type = Null;Helper
triggerall = movecontact = 1
trigger1 = time = 87
trigger2 = time = 99
trigger3 = time = 111
trigger4 = time = 123
trigger5 = time = 135
trigger6 = time = 147
trigger7 = time = 159
helpertype = normal
name = "Red Ranger"
ID = 205
pos = 0,0
postype = front
stateno = 3371
ownpal = 0
size.xscale = 2
size.yscale = 2
facing = 0

[State 3060, 5]
type = ChangeState
trigger1 = movecontact = 0
trigger1 = animelemtime (11) = 90
value = 0
ctrl = 1

[State 3060, 6]
type = ChangeState
trigger1 = movecontact = 1
trigger1 = time = 400
value = 0
ctrl = 1

;------------------
; Madam Woe
[Statedef 3360]
type    = A
movetype= A
physics = N
anim = 3401

[State 3360, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 8
range = 0,9

[State 3360, 3] 
type = Velset
triggerall = var(8) = [0,4]
trigger1 = time = 0
x = 9
y = -10

[State 3360, VelAdd]
type = VelAdd
triggerall = var(8) = [0,4]
trigger1 = time >= 0
y = .5

[State 3360, VelSet]
type = VelSet
triggerall = var(8) = [5,9]
trigger1 = time = 0
x = 7

[State 3360, VarRandom]
type = changestate
trigger1 = Vel Y > 0 
trigger1 = Pos Y = 0
value = 3360

[State 3360, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 7,Hit
damage = 10,5
pausetime = 0,6
guard.pausetime = 0,6
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 20
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1

[State 3360, DestroySelf]
type = DestroySelf
trigger1 = time = 100

;------------------
; Goldar
[Statedef 3361]
type    = A
movetype= A
physics = N
anim = 3400

[State 3361, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,9

[State 3361, 3] 
type = Velset
triggerall = var(9) = [0,2]
trigger1 = time = 0
x = 7
y = -16

[State 3361, VelAdd]
type = Veladd
triggerall = var(9) = [0,2]
trigger1 = time >= 0
y = .8

[State 3361, VelSet]
type = VelSet
triggerall = var(9) = [3,6]
trigger1 = time = 0
x = 7

[State 3361, VelSet]
type = VelSet
triggerall = var(9) = [7,9]
trigger1 = time = 0
x = 10
y = -2

[State 3361, VarRandom]
type = changestate
triggerall = Vel Y > 0 
trigger1 = Pos Y >= 0
value = 3361

[State 3361, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 7,Hit
damage = 10,5
pausetime = 0,6
guard.pausetime = 0,6
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 20
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1

[State 3361, DestroySelf]
type = DestroySelf
trigger1 = time = 100

;------------------
; Minotaur
[Statedef 3362]
type    = A
movetype= A
physics = N
anim = 3402

[State 3362, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 10
range = 0,9

[State 3362, 3] 
type = Velset
triggerall = var(10) = [0,2]
trigger1 = time = 0
x = 4
y = -3

[State 3362, VelAdd]
type = Veladd
triggerall = var(10) = [0,2]
trigger1 = time >= 0
y = .6

[State 3362, VelSet]
type = VelSet
triggerall = var(10) = [3,6]
trigger1 = time = 0
x = 7
y = -2

[State 3362, VelAdd]
type = VelAdd
triggerall = var(10) = [3,6]
trigger1 = time >= 0
y = .8

[State 3362, VelSet]
type = VelSet
triggerall = var(10) = [7,9]
trigger1 = time = 0
x = 9
y = -6

[State 3362, VelAdd]
type = VelAdd
triggerall = var(10) = [7,9]
trigger1 = time >= 0
y = .8

[State 3362, VarRandom]
type = changestate
triggerall = Vel Y > 0 
trigger1 = Pos Y >= 0
value = 3362

[State 3362, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 7,Hit
damage = 10,5
pausetime = 0,6
guard.pausetime = 0,6
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 20
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1

[State 3362, DestroySelf]
type = DestroySelf
trigger1 = time = 100


;------------------
; Cyclopsus
[Statedef 3363]
type    = A
movetype= A
physics = N
anim = 3403

[State 3363, VarRandom]
type = VarRandom
trigger1 = time = 0
trigger2 = pos Y = 0
trigger2 = Vel Y > 0
v =11
range = 0,9

[State 3363, 3] 
type = Velset
triggerall = var(11) = [0,2]
trigger1 = time = 0
x = 7
y = -12

[State 3363, VelAdd]
type = Veladd
triggerall = var(11) = [0,2]
trigger1 = time >= 0
y = .6

[State 3363, VelSet]
type = VelSet
triggerall = var(11) = [3,6]
trigger1 = time = 0
x = 7

[State 3363, VelSet]
type = VelSet
triggerall = var(11) = [7,9]
trigger1 = time = 0
x = 10
y = -5

[State 3363, VelAdd]
type = Veladd
triggerall = var(11) = [7,9]
trigger1 = time >= 0
y = .7

[State 3363, ChangeState]
type = ChangeState
trigger1 = pos Y >=0
triggerall = Vel Y > 0
value = 3363

[State 3363, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 7,Hit
damage = 10,5
pausetime = 0,6
guard.pausetime = 0,6
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 20
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1

[State 3363, DestroySelf]
type = DestroySelf
trigger1 = time = 100

;------------------
; Megazord
[Statedef 3364]
type    = A
movetype= A
physics = N
anim = 3404

[State 3364, VarRandom]
type = VarRandom
trigger1 = time = 0
trigger2 = pos Y = 0
trigger2 = Vel Y > 0
v =12
range = 0,9

[State 3364, 3] 
type = Velset
triggerall = var(12) = [0,2]
trigger1 = time = 0
x = 7
y = -12

[State 3364, VelAdd]
type = Veladd
triggerall = var(12) = [0,2]
trigger1 = time >= 0
y = .6

[State 3364, VelSet]
type = VelSet
triggerall = var(12) = [3,6]
trigger1 = time = 0
x = 7

[State 3364, VelSet]
type = VelSet
triggerall = var(12) = [7,9]
trigger1 = time = 0
x = 10
y = -5

[State 3364, VelAdd]
type = Veladd
triggerall = var(12) = [7,9]
trigger1 = time >= 0
y = .7

[State 3364, ChangeState]
type = ChangeState
trigger1 = pos Y >=0
triggerall = Vel Y > 0
value = 3364

[State 3364, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 7,Hit
damage = 10,5
pausetime = 0,6
guard.pausetime = 0,6
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 20
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1

[State 3364, DestroySelf]
type = DestroySelf
trigger1 = time = 100

;------------------
; Dragonzord
[Statedef 3365]
type    = A
movetype= A
physics = N
anim = 3405

[State 3365, VarRandom]
type = VarRandom
trigger1 = time = 0
trigger2 = pos Y = 0
trigger2 = Vel Y > 0
v =14
range = 0,9

[State 3365, 3] 
type = Velset
triggerall = var(14) = [0,2]
trigger1 = time = 0
x = 6
y = -10

[State 3365, VelAdd]
type = Veladd
triggerall = var(14) = [0,2]
trigger1 = time >= 0
y = .8

[State 3365, VelSet]
type = VelSet
triggerall = var(14) = [3,6]
trigger1 = time = 0
x = 5

[State 3365, VelSet]
type = VelSet
triggerall = var(14) = [7,9]
trigger1 = time = 0
x = 8
y = -5

[State 3365, VelAdd]
type = Veladd
triggerall = var(14) = [7,9]
trigger1 = time >= 0
y = .7

[State 3365, ChangeState]
type = ChangeState
trigger1 = pos Y >=0
triggerall = Vel Y > 0
value = 3365

[State 3365, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 7,Hit
damage = 10,5
pausetime = 0,6
guard.pausetime = 0,6
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 20
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1

[State 3365, DestroySelf]
type = DestroySelf
trigger1 = time = 100

;------------------
; Green Ranger
[Statedef 3366]
type    = A
movetype= A
physics = N
anim = 3351

[State 3366, VarRandom]
type = VarRandom
trigger1 = time = 0
trigger2 = pos Y = 0
trigger2 = Vel Y > 0
v = 4
range = 0,9

[State 3366, 3] 
type = Velset
triggerall = var(4) = [0,2]
trigger1 = time = 0
x = -6
y = -10

[State 3366, VelAdd]
type = Veladd
triggerall = var(4) = [0,2]
trigger1 = time >= 0
y = .8

[State 3366, VelSet]
type = VelSet
triggerall = var(4) = [3,6]
trigger1 = time = 0
x = -5

[State 3366, VelSet]
type = VelSet
triggerall = var(4) = [7,9]
trigger1 = time = 0
x = -8
y = -5

[State 3366, VelAdd]
type = Veladd
triggerall = var(4) = [7,9]
trigger1 = time >= 0
y = .7

[State 3366, ChangeState]
type = ChangeState
trigger1 = pos Y >=0
triggerall = Vel Y > 0
value = 3366

[State 3366, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 7,Hit
damage = 10,5
pausetime = 0,6
guard.pausetime = 0,6
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 20
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1

[State 3366, DestroySelf]
type = DestroySelf
trigger1 = time = 100

;------------------
; Black Ranger
[Statedef 3367]
type    = A
movetype= A
physics = N
anim = 3352

[State 3367, VarRandom]
type = VarRandom
trigger1 = time = 0
trigger2 = pos Y = 0
trigger2 = Vel Y > 0
v = 5
range = 0,9

[State 3367, 3] 
type = Velset
triggerall = var(5) = [0,2]
trigger1 = time = 0
x = -6
y = -10

[State 3367, VelAdd]
type = Veladd
triggerall = var(5) = [0,2]
trigger1 = time >= 0
y = .8

[State 3367, VelSet]
type = VelSet
triggerall = var(5) = [3,6]
trigger1 = time = 0
x = -5

[State 3367, VelSet]
type = VelSet
triggerall = var(5) = [7,9]
trigger1 = time = 0
x = -8
y = -5

[State 3367, VelAdd]
type = Veladd
triggerall = var(5) = [7,9]
trigger1 = time >= 0
y = .7

[State 3367, ChangeState]
type = ChangeState
trigger1 = pos Y >=0
triggerall = Vel Y > 0
value = 3367

[State 3367, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 7,Hit
damage = 10,5
pausetime = 0,6
guard.pausetime = 0,6
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 20
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1

[State 3367, DestroySelf]
type = DestroySelf
trigger1 = time = 100

;------------------
; Yellow Ranger
[Statedef 3368]
type    = A
movetype= A
physics = N
anim = 3353

[State 3368, VarRandom]
type = VarRandom
trigger1 = time = 0
trigger2 = pos Y = 0
trigger2 = Vel Y > 0
v = 15
range = 0,9

[State 3368, 3] 
type = Velset
triggerall = var(15) = [0,2]
trigger1 = time = 0
x = -9
y = -4

[State 3368, VelAdd]
type = Veladd
triggerall = var(15) = [0,2]
trigger1 = time >= 0
y = .8

[State 3368, VelSet]
type = VelSet
triggerall = var(15) = [3,6]
trigger1 = time = 0
x = -9

[State 3368, VelSet]
type = VelSet
triggerall = var(15) = [7,9]
trigger1 = time = 0
x = -4
y = -5

[State 3368, VelAdd]
type = Veladd
triggerall = var(15) = [7,9]
trigger1 = time >= 0
y = .7

[State 3368, ChangeState]
type = ChangeState
trigger1 = pos Y >=0
triggerall = Vel Y > 0
value = 3368

[State 3368, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 7,Hit
damage = 10,5
pausetime = 0,6
guard.pausetime = 0,6
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 20
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1

[State 3368, DestroySelf]
type = DestroySelf
trigger1 = time = 100

;------------------
; Pink Ranger
[Statedef 3369]
type    = A
movetype= A
physics = N
anim = 3354

[State 3369, VarRandom]
type = VarRandom
trigger1 = time = 0
trigger2 = pos Y = 0
trigger2 = Vel Y > 0
v = 16
range = 0,9

[State 3369, 3] 
type = Velset
triggerall = var(16) = [0,2]
trigger1 = time = 0
x = -6
y = -10

[State 3369, VelAdd]
type = Veladd
triggerall = var(16) = [0,2]
trigger1 = time >= 0
y = .8

[State 3369, VelSet]
type = VelSet
triggerall = var(16) = [3,6]
trigger1 = time = 0
x = -5
y = -7

[State 3369, VelAdd]
type = Veladd
triggerall = var(16) = [3,6]
trigger1 = time >= 0
y = .8

[State 3369, VelSet]
type = VelSet
triggerall = var(16) = [7,9]
trigger1 = time = 0
x = -4
y = -5

[State 3369, VelAdd]
type = Veladd
triggerall = var(16) = [7,9]
trigger1 = time >= 0
y = .7

[State 3369, ChangeState]
type = ChangeState
trigger1 = pos Y >=0
triggerall = Vel Y > 0
value = 3369

[State 3369, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 7,Hit
damage = 10,5
pausetime = 0,6
guard.pausetime = 0,6
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 20
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1

[State 3369, DestroySelf]
type = DestroySelf
trigger1 = time = 100

;------------------
; Blue Ranger
[Statedef 3370]
type    = A
movetype= A
physics = N
anim = 3355

[State 3370, VarRandom]
type = VarRandom
trigger1 = time = 0
trigger2 = pos Y = 0
trigger2 = Vel Y > 0
v = 17
range = 0,9

[State 3370, 3] 
type = Velset
triggerall = var(17) = [0,2]
trigger1 = time = 0
x = -7
y = -6

[State 3370, VelAdd]
type = Veladd
triggerall = var(17) = [0,2]
trigger1 = time >= 0
y = .9

[State 3370, VelSet]
type = VelSet
triggerall = var(17) = [3,6]
trigger1 = time = 0
x = -7
y = -1

[State 3370, VelAdd]
type = Veladd
triggerall = var(17) = [3,6]
trigger1 = time >= 0
y = .2

[State 3370, VelSet]
type = VelSet
triggerall = var(17) = [7,9]
trigger1 = time = 0
x = -7
y = -5

[State 3370, VelAdd]
type = Veladd
triggerall = var(17) = [7,9]
trigger1 = time >= 0
y = .7

[State 3370, ChangeState]
type = ChangeState
trigger1 = pos Y >=0
triggerall = Vel Y > 0
value = 3370

[State 3370, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 7,Hit
damage = 10,5
pausetime = 0,6
guard.pausetime = 0,6
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 20
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1

[State 3370, DestroySelf]
type = DestroySelf
trigger1 = time = 100

;------------------
; Blue Ranger
[Statedef 3371]
type    = A
movetype= A
physics = N
anim = 3356

[State 3371, VarRandom]
type = VarRandom
trigger1 = time = 0
trigger2 = pos Y = 0
trigger2 = Vel Y > 0
v = 18
range = 0,9

[State 3371, 3] 
type = Velset
triggerall = var(18) = [0,2]
trigger1 = time = 0
x = -6
y = -7

[State 3371, VelAdd]
type = Veladd
triggerall = var(18) = [0,2]
trigger1 = time >= 0
y = .7

[State 3371, VelSet]
type = VelSet
triggerall = var(18) = [3,6]
trigger1 = time = 0
x = -7
y = -4

[State 3371, VelAdd]
type = Veladd
triggerall = var(18) = [3,6]
trigger1 = time >= 0
y = .5

[State 3371, VelSet]
type = VelSet
triggerall = var(18) = [7,9]
trigger1 = time = 0
x = -4
y = -7

[State 3371, VelAdd]
type = Veladd
triggerall = var(18) = [7,9]
trigger1 = time >= 0
y = .7

[State 3371, ChangeState]
type = ChangeState
trigger1 = pos Y >=0
triggerall = Vel Y > 0
value = 3371

[State 3371, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
hitflag = MAFD
guardflag = AL
animtype = Light
air.animtype = Light
priority = 7,Hit
damage = 10,5
pausetime = 0,6
guard.pausetime = 0,6
sparkxy = 0,0
hitsound = s14,2
guardsound = 6,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 0
guard.hittime = 0
air.hittime = 20
sprpriority = 2
fall = 1
air.fall = 1
numhits = 1

[State 3371, DestroySelf]
type = DestroySelf
trigger1 = time = 100
;------------------------------------------------------------
;The Green Ranger Golden Shield
[Statedef 3010]
type    = S
physics = S
movetype= I
anim = 3010
ctrl = 0
velset = 0,0
facep2 = 1

[State 3010,MBS]
type = SuperPause
trigger1 = time = 5 
time = 60 ;50
pos = 0, 11
anim = s3314
sound = 20, 0
darken = 1

[State 3010, palette]
type = palfx
trigger1 = time = 6
add = 10, 255, 10
;mul = 256, 256, 256
sinadd = 20, 40, 10, 10
color = 200
persistent = 1
sinmul = 100,200,100
time = 15

[State 3010, 9]
type = Varset
trigger1 = time = 0
var(22) = 520

[State 3010, 10]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 3010, Super C]
type = Poweradd
trigger1 = time = 10
value = -3000 

[State 3010, end]
type = ChangeState
trigger1 = Time = 20 
value = 0
ctrl = 1

;----------------------------------------------------------------------
;Dragon Spirit Awakening (LEVEL 3)
;----------------------------------------------------------------------
[Statedef 3320]
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 0
velset = 0,0
anim = 3320
ctrl = 0
sprpriority = 3

[State 3320, Explod]
type = Explod
trigger1 = timemod =30,1
anim = 3304
pos = 160,120
postype = left
random = 320,240
removetime = -2
scale = 1, 1
ontop = 1
ownpal = 1
removeongethit = 1
ID = 35

[State 3340, mb]
type = BGPalFX
trigger1 = animelem = 2
time = 160
add = 00,50,00
sinadd = 150,100,150,80

[State 3320, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 51
anim = s199
sound = 20,0
pos = -14,32
darken = 1
poweradd = -3000

[State 3320, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 800
length = 20
palcontrast = 0,245,0
timegap = 1
framegap = 3
trans = add1

[State 3320, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 65
time = 5

[State 3320, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 12

[State 3320, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && Time < 79
value2 = C, NA,SA
time = 1

[State 3320, Blink] 
type = PalFX 
trigger1 = AnimElemTime(2) = 0
time = 74
add = 10,30,10
sinadd = 55,55,55,10

[State 3320, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 20,0
volume = 100
channel = 11
ignorehitpause = 1

[State 3320, 5] 
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Hard
damage    = 85, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6,-3.5
air.velocity = -4,-3
fall = 1
getpower = 0
givepower = 40

[State 3320, 2.5]
type = MakeDust
trigger1 = Time = 0
trigger2 = Time = 1
trigger3 = Time = 2
trigger4 = Time = 3
trigger5 = Time = 4
trigger6 = Time = 5
trigger7 = Time = 6
trigger8 = Time = 7
trigger9 = Time = 8
postype  = p1
pos = -45
scale = 2

[State 3320, Helper]
type = Helper
trigger1 = animelemtime(2) = 9
helpertype = normal
name = "Dragon Spirit"
ID = 3325
pos = 27,-72
postype = p1
facing = 1
stateno = 3325
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 3320, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 9
value = 3,0
channel = 12
volume = 200

[State 3320, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 100
freq = 90
ampl = -4
phase = 4

[State 3320, LifeAdd]
type = LifeAdd
trigger1 = numhelper(3325) = 1
trigger1 = time > 15
trigger1 = time < 100
value = -5
kill = 0
absolute = 0

[State 3320, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 20,1
channel = 10
ignorehitpause = 1

[State 3320, ChangeState]
type = ChangeState
trigger1 = animelemtime(3) = 70
value = 3328
;----------------------------
;Fall Down 
;----------------------------
[Statedef 3328]
type    = A
movetype= H
physics = N
anim = 5035

[State 3328, 1]
type = VelSet
trigger1 = Time = 0
x = -5
y = -5

[State 3328, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 3328, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 70
length = 20
palcontrast = 0,245,0
timegap = 1
framegap = 2
trans = add1

[State 3328, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;-------------
;Dragon Spirit
;-------------
[Statedef 3325]
type    = A
movetype= A
juggle  = 15
poweradd= 0
velset = 0,0
anim = 3325
ctrl = 0
sprpriority = 3

[State 3325, HitDef]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
trigger12 = animelem = 12
trigger13 = animelem = 13
trigger14 = animelem = 14
trigger15 = animelem = 15
trigger16 = animelem = 16
trigger17 = animelem = 17
trigger18 = animelem = 18
trigger19 = animelem = 19
trigger20 = animelem = 20
attr = A, HA
animtype  = Hard
damage    = 80, 25
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 0,15
sparkno = -1
sparkxy = -10,-30
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6,-3.5
air.velocity = -4,-3
fall = 1
getpower = 0
givepower = 40
palfx.time = 48
palfx.add = 0,100,0
palfx.sinadd = -155,-155,-155,100
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 3326]
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(8011) = 0
ontop = 0
anim = 8011
ID = 8011
postype = p2
pos = -6,-70 
removetime = -2
ownpal = 1
bindtime = -1
sprpriority = 4
facing = -1

[State 3325, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;----------------------------------------------------------------------
;Dragon Spirit Awakening (LEVEL 1)
;----------------------------------------------------------------------
[Statedef 3321]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 0
velset = 0,0
anim = 3320
ctrl = 0
sprpriority = 3

[State 3321, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 51
anim = s199
sound = 20,0
pos = -16,32
darken = 1
poweradd = -1000

[State 3902, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 80
length = 15
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .9,.9,.9
timegap = 1
framegap = 3
trans = add1

[State 3321, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 65
time = 5

[State 3321, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 12

[State 3321, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && Time < 79
value2 = C, NA,SA
time = 1

[State 3321, Blink] 
type = PalFX 
trigger1 = AnimElemTime(2) = 0
time = 74
add = 10,30,10
sinadd = -155,-155,-155,10

[State 3321, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Hard
damage    = 85, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6,-3.5
air.velocity = -4,-3
fall = 1
getpower = 0
givepower = 40

[State 3321, 2.5]
type = MakeDust
trigger1 = Time = 0
trigger2 = Time = 1
trigger3 = Time = 2
trigger4 = Time = 3
trigger5 = Time = 4
trigger6 = Time = 5
trigger7 = Time = 6
trigger8 = Time = 7
trigger9 = Time = 8
postype  = p1
pos = -45
scale = 2

[State 3321, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "Dragon Spirit"
ID = 33261
pos = 27,-72
postype = p1
facing = 1
stateno = 3326
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 3321, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 20,0
volume = 100
channel = 11
ignorehitpause = 1

[State 3321, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 20,1
channel = 10

[State 3321, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 3,0
channel = 12
volume = 200

[State 3321, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 100
freq = 60
ampl = -4
phase = 4

[State 3321, 7]
type = ChangeState
trigger1 = animelemtime(3) = 100
value = 0
ctrl = 1
;-------------
;Dragon Spirit
;-------------
[Statedef 3326]
type    = S
movetype= A
juggle  = 0
poweradd= 0
velset = 0,0
anim = 3326
ctrl = 0
sprpriority = 3

[State 3326, Var]
type = VarRandom
trigger1 = movecontact
v = 59
value = 1

[State 3326, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 20,1
channel = 10
ignorehitpause = 1

[State 3326, HitDef]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
trigger12 = animelem = 12
trigger13 = animelem = 13
trigger14 = animelem = 14
trigger15 = animelem = 15
trigger16 = animelem = 16
trigger17 = animelem = 17
attr = S, HA
animtype  = Hard
damage    = 35, 15
priority  = 7, hit
hitflag = MAFD
guardflag = MA
pausetime = 0,15
sparkno = -1 
sparkxy = -10,-6
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6,-3.5
air.velocity = -4,-3
fall = 1
getpower = 0
givepower = 40
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palfx.time = 48
palfx.add = 0,100,0
palfx.sinadd = -155,-155,-155,100

[State 3326]
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(8011) = 0
ontop = 0
anim = 8011
ID = 8011
postype = p2
pos = -6,-80 
removetime = -2
ownpal = 1
bindtime = -1
sprpriority = 4
facing = -1

[State 3326, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;TRANSFORMATION SUPER LEVEL 1
;---------------------------------------------------------------------------
;Jump Back
[Statedef 3900]
movetype = I
type    = S
physics = N
ctrl = 0
anim = 105
sprpriority = 1
velset = -4,-5

[State 3900, Pause]
type = Pause
trigger1 = time = 0
time = 22
movetime = 22

[State 3900,ll ]
type = PlayerPush
trigger1 = time >0
value = 0

[State 3900, Gravity]
type = Gravity
trigger1 = time >= 0

[State 3900, Width]
type = Width
trigger1 = BackEdgeBodyDist < 20
player = 20,0

[State 3900, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3901

;---------------------------
;Transform
[Statedef 3901]
movetype = A
type    = S
physics = S
ctrl = 0
anim = 4449
velset = 0,0
sprpriority = 1

[State 3901, Super A]
type = SuperPause
trigger1 = animelem = 1
anim = -1
sound = 20, 0
poweradd = -1000
time = 80
movetime = 23

[State 3901, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3330
pos = 0,-52
postype = p1
supermovetime = 51
scale = 1, 1
ontop = 1

[State 3901, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 20
anim = 6002
pos = 7,-106
postype = p1
scale = 1, 1
sprpriority = 3
shadow = 10,0,0
ownpal = 1

[State 3900, Pause]
type = Pause
trigger1 = AnimElemTime(2) = 19
time = 13
movetime = 13

[State 3901, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 20
value = 0,5

[State 3901, EnvColor]
type = EnvColor
trigger1 = animelemtime(2) = 30
trigger2 = animelemtime(2) = 38
value = 255,255,255
time = 4

[State 3901, EnvColor]
type = EnvColor
trigger1 = animelemtime(2) = 34
trigger2 = animelemtime(2) = 40
value = 00,200,0
time = 4

[State 3901, 3]
type = ChangeState
trigger1 = animtime = 0
value = 3902

;------------------------
;The Fly Kick
[Statedef 3902]
type    = S
movetype= A
physics = A
poweradd= 0
velset = 8,-6
anim = 4504
ctrl = 0
sprpriority = 2

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,0
volume = 100
channel = 0


[State 3902, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 80
length = 15
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .9,.9,.9
timegap = 1
framegap = 3
trans = add1

[State 3902, Explod]
type = Null;Explod
trigger1 = time = 0
trigger1 = facing = 1
anim = 3301
ID = 25
pos = 0,0
postype = left
bindtime = -1
scale = 1, 1
removeongethit = 1
removetime = -1
ownpal = 1

[State 3902, Explod]
type = Null;Explod
trigger1 = time = 0
trigger1 = facing = -1
anim = 3302
ID = 25
pos = 0,0
postype = right
bindtime = -1
scale = 1, 1
removeongethit = 1
removetime = -1
ownpal = 1

[State 3902, Explod]
type = Explod
trigger1 = time = 0
anim = 8005
pos = 10,0
postype = p1
facing = -1
bindtime = 1
removetime = -2
scale = 1, 1
sprpriority = 3
removeongethit = 1

[State 3902, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = S, HA
animtype  = Medium
damage    = 100, 30
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = s8002
sparkxy = -10,-40
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2
air.velocity = -1
fall = 0
getpower = 0
givepower = 40
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p1stateno = 3905
forcestand = 1

;----------------------
;Green Lightning
[Statedef 3903]
type = S
movetype = A
physics = S
ctrl = 0
anim = 6002
sprpriority = 3

[State 3903, BindToParent]
type = BindToParent
trigger1 = time = 0
time = 12
pos = 2,-65

[State 3903, HitDef]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
attr = S, HA
animtype  = Medium
damage    = 15, 30
priority  = 6
guardflag = MA
pausetime = 0,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-3
air.velocity = -1,-3
fall = 0
getpower = 0
givepower = 40
palfx.time = 30
palfx.add = 0,75,0
palfx.sinadd = 0,100,0,9
sparkno = -1


[State 3903, Snd 5]
type = PlaySnd
trigger1 = time = 0
value = 0,5
volume = 100

[State 3903, EnvColor]
type = EnvColor
trigger1 = time = 10
value = 255,255,255
time = 2

[State 3903, EnvColor]
type = EnvColor
trigger1 = time = 10
value = 50,255,50
time = 2

[State 3903, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;--------------------------------
; Tommy (land)
[Statedef 3904]
type    = S
physics = S
ctrl = 0
anim = 4510

[State 3904, elper]
type = Helper
trigger1 = time = 0
helpertype = Normal
name = "Green Lightning"
ID = 900
pos = 2,-54
postype = p1
facing = 1
stateno = 3903
size.xscale = 1
size.yscale = 1

[State 3904, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3904, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3904, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 3904, 5]
type = AfterImageTime
trigger1 = time = 2
time = 0

[State 3904, 4]
type = ChangeState
trigger1 = Time = 12
value = 0
ctrl = 1

;-------------------------
;The Combo part
;Punch

[Statedef 3905]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 4500

[State 3905, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 3905, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 20

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,0
volume = 100
channel = 0

[State 3905, 5] 
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 6
attr = S, HA
animtype  = Medium
damage    = 56, 4
priority  = 7
guardflag = MA
pausetime = 0,30
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 0
getpower = 0
givepower = 40
mindist = 20
maxdist = 50,0

;--------------------
;Crouch Kick

[State 3905, ChangeAnim]
type = Changestate
trigger1 = animtime = 0
value = 3906

[Statedef 3906]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4503

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,1
volume = 100
channel = 0

[State 3906, 5] 
type = HitDef
trigger1 = animelem = 4
attr = S, HA
animtype  = Medium
damage    = 56, 4
priority  = 7
guardflag = MA
pausetime = 0,15
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 0
getpower = 0
givepower = 40
mindist = 20
maxdist = 50,0

;--------------
;Hop Kick

[State 3905, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3907

[Statedef 3907]
type = S
movetype = A
physics = S
ctrl = 0
velset = 3,-1
anim = 4501

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,2
volume = 100
channel = 0

[State 3907, Gravity]
type = Gravity
trigger1 = time >= 0

[State 3907, 3]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y= 0

[State 3907, 3]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 3907, 5] 
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
attr = S, HA
animtype  = Diagup
damage    = 46, 4
priority  = 7
guardflag = MA
hittime = 0,200
pausetime = 0,15
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 200
air.hittime = 200
ground.velocity = -5,-11
air.velocity = -5,-11
fall = 1
getpower = 0
givepower = 40
fall.recover = 0
ground.cornerpush.veloff = -35

[State 3907, Slow Motion ] ;Slowdown by Necromancer
type = Pause 
triggerall = time > 30
Trigger1 = (GameTime%3) = 0 &&roundstate = 2 && stateno = 3907
time = 2
movetime = 1 
ignorehitpause = 1 

;------------------
;Fly Kick again

[State 3907, ChangeState]
type = ChangeState
trigger1 = time = 75
value = 3908

[Statedef 3908]
type    = A
movetype= A
physics = A
poweradd= 0
velset = 8,-8
anim = 4504
ctrl = 0
sprpriority = 2

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,0
volume = 100
channel = 0


[State 3908, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 3908, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 70
length = 15
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,0,0
PalMul      =  0.9,0.9,0.9
FrameGap = 3
trans = add1

[State 3908, HitDef]
type = HitDef
trigger1 = TimeMod = 3, 1
trigger1 = animelem = 5
attr = S, HA
animtype  = Medium
damage    = 10, 30
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = s8002
sparkxy = -10,-40
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7,-5
air.velocity = -7,-5
fall = 1
getpower = 0
givepower = 40
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------------------------------------------------------------
;TRANSFORMATION SUPER LEVEL 3
;---------------------------------------------------------------------------
;jump Back
[Statedef 3910]
movetype = I
type    = S
physics = N
ctrl = 0
anim = 105
sprpriority = 1
velset = -4,-5

[State 3910, Pause]
type = Pause
trigger1 = time = 0
time = 22
movetime = 22

[State 3910, kj]
type = PlayerPush
trigger1 = time > 0
value = 0

[State 3910, Gravity]
type = Gravity
trigger1 = time >= 0

[State 3910, Width]
type = Width
trigger1 = BackEdgeBodyDist < 20
player = 20,0

[State 3910, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3911

;---------------------------
;Transform
[Statedef 3911]
movetype = A
type    = S
physics = S
ctrl = 0
anim = 4449
velset = 0,0
sprpriority = 1

[State 3911, Super A]
type = SuperPause
trigger1 = animelem = 1
anim = -1
sound = 20, 0
poweradd = -3000
time = 40
movetime = 23

[State 3911, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3314
pos = 0,28
postype = p1
supermovetime = 51
scale = 1, 1
ontop = 1

[State 3911, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 20
anim = 6002
pos = 7,-106
postype = p1
scale = 1, 1
sprpriority = 3
shadow = 10,0,0
ownpal = 1

[State 3911, Pause]
type = Pause
trigger1 = AnimElemTime(2) = 19
time = 13
movetime = 13

[State 3911, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 20
value = 0,5

[State 3911, EnvColor]
type = EnvColor
trigger1 = animelemtime(2) = 30
trigger2 = animelemtime(2) = 38
value = 255,255,255
time = 4

[State 3911, EnvColor]
type = EnvColor
trigger1 = animelemtime(2) = 34
trigger2 = animelemtime(2) = 40
value = 00,200,0
time = 4

[State 3911, 3]
type = ChangeState
trigger1 = animtime = 0
value = 3912

;------------------------
;The Fly Kick
[Statedef 3912]
type    = S
movetype= A
physics = A
poweradd= 0
velset = 8,-6
anim = 4504
ctrl = 0
sprpriority = 2

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,0
volume = 100
channel = 0

[State 3912, Explod]
type = Explod
trigger1 = timemod =30,1
anim = 3304
pos = 160,120
postype = left
random = 320,240
removetime = -2
scale = 1, 1
ontop = 1
ownpal = 1
removeongethit = 1
ID = 35

[State 3912, jh]
type = null;VarRandom
trigger1 = time = 0
v = 29
range = 1

[State 3912, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 800
length = 20
paladd = 0,0,0
palcontrast = 0,200,0
palbright = 0,0,0
palpostbright = 0,0,0
palmul = 1,1,1
timegap = 1
framegap = 3
trans = add1

[State 3912, Explod]
type = Explod
trigger1 = time = 0
anim = 8005
pos = 10,0
postype = p1
facing = -1
bindtime = 1
removetime = -2
scale = 1, 1
sprpriority = 3
removeongethit = 1

[State 3912, Explod]
type = Null;Explod
trigger1 = time = 0
trigger1 = facing = 1
anim = 3301
facing = 1
ID = 25
pos = 0,0
postype = left
bindtime = -1
scale = 1, 1
removeongethit = 1
removetime = -1
ownpal = 1

[State 3912, Explod]
type = Null;Explod
trigger1 = time = 0
trigger1 = facing = -1
anim = 3302
ID = 25
pos = 0,0
postype = right
bindtime = -1
scale = 1, 1
removeongethit = 1
removetime = -1
ownpal = 1

[State 3912, Explod]
type = Explod
trigger1 = timemod = 4,3
anim = 3304
ID = 35
pos = 160,120
random = 320,240
postype = left
scale = 1, 1
removeongethit = 1
ownpal = 1

[State 3912, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = S, HA
animtype  = Medium
damage    = 130, 30
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = s8002
sparkxy = -10,-40
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2
air.velocity = -1
fall = 0
getpower = 0
givepower = 40
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p1stateno = 3915
forcestand = 1 
ko = 0

;-------------------------
;The Combo part
;Punch
[Statedef 3915]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 4500

[State 3340, mb]
type = BGPalFX
trigger1 = animelem = 1
time = 400
add = 00,50,00
sinadd = 150,100,150,80

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,0
volume = 100
channel = 0

[State 3912, VarSet]
type = VarSet
trigger1 = time = 0
v =  59
value = 1

[State 3915, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 3915, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 20

[State 3915, 5] 
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 6
attr = S, HA
animtype  = Medium
damage    = 56, 4
priority  = 7
guardflag = MA
pausetime = 0,30
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 0
getpower = 0
givepower = 40
mindist = 20
maxdist = 50,0
ko = 0

;--------------------
;Crouch Kick

[State 3915, ChangeAnim]
type = Changestate
trigger1 = animtime = 0
value = 3916


[Statedef 3916]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4503

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,1
volume = 100
channel = 0

[State 3916, 5] 
type = HitDef
trigger1 = animelem = 4
attr = S, HA
animtype  = Medium
damage    = 56, 4
priority  = 7
guardflag = MA
pausetime = 0,15
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 0
getpower = 0
givepower = 40
mindist = 20
maxdist = 50,0
ko = 0

;--------------
;Hop Kick

[State 3916, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3917

[Statedef 3917]
type = S
movetype = A
physics = S
ctrl = 0
velset = 3,-1
anim = 4512

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,2
volume = 100
channel = 0

[State 3917, Gravity]
type = Gravity
trigger1 = time >= 0

[State 3917, 3]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y= 0

[State 3917, 3]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 3917, 5] 
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
attr = S, HA
animtype  = Light
damage    = 46, 4
priority  = 7
guardflag = MA
hittime = 0,20
pausetime = 0,15
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
air.hittime = 15
ground.velocity = -1,-1
air.velocity = -1,-1
fall = 1
getpower = 0
givepower = 40
fall.recover = 0
ground.cornerpush.veloff = 0
ko = 0

[State 3917, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3919

;---------------------
;PUNCH 2
[Statedef 3919]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 4511

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,1
volume = 100
channel = 0

[State 3919, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 3919, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 20

[State 3919, 5] 
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
attr = S, HA
animtype  = Medium
damage    = 56, 4
priority  = 7
guardflag = MA
pausetime = 0,15
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 0
getpower = 0
givepower = 40
mindist = 20
maxdist = 50,0
ko = 0

;--------------------
;Crouch Kick

[State 3919, ChangeAnim]
type = Changestate
trigger1 = animtime = 0
value = 3920

[Statedef 3920]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4503

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,0
volume = 100
channel = 0

[State 3920, 5] 
type = HitDef
trigger1 = animelem = 4
attr = S, HA
animtype  = Medium
damage    = 56, 4
priority  = 7
guardflag = MA
pausetime = 0,15
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 0
getpower = 0
givepower = 40
mindist = 20
maxdist = 50,0
ko = 0

[State 3920, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3918

;------------------
;Fly Kick again
[Statedef 3918]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0,0
anim = 4513
ctrl = 0
sprpriority = 2

[State 3918, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,2
volume = 100
channel = 0

[State 3918, HitDef]
type = HitDef
trigger1 = TimeMod = 3, 1
;trigger1 = animelem = 5
attr = S, HA
animtype  = Medium
damage    = 10, 30
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = s8002
sparkxy = -10,-40
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,-1
air.velocity = 0,-1
fall = 1
getpower = 0
givepower = 40
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ko = 0

[State 3918, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3921

;----------------------------------
;Hop Kick 2
[Statedef 3921]
type = S
movetype = A
physics = N
ctrl = 0
velset = 1,-1
anim = 4512

[State 3921, Gravity]
type = Gravity
trigger1 = time >= 0

[State 3921, 3]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y= 0

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,1
volume = 100
channel = 0

[State 3921, 3]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 3921, 5] 
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
attr = S, HA
animtype  = Light
damage    = 46, 4
priority  = 7
guardflag = MA
hittime = 0,200
pausetime = 0,15
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 200
air.hittime = 200
ground.velocity = 0,-9.2
air.velocity = 0,-9.2
fall = 1
getpower = 0
givepower = 40
fall.recover = 0
ground.cornerpush.veloff = 0
snap = -1
ko = 0

[State 3921, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3922

;----------------------------------
;Air Attack Start
[Statedef 3922]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 4514

[State 3922, 3]
type = PosAdd
trigger1 = time = 0
x = 2

[State 3922, Slow Motion ] ;Slowdown by Necromancer
type = Pause 
triggerall = time > 0
Trigger1 = (GameTime%3) = 0 &&roundstate = 2 && stateno = 3922
time = 2
movetime = 1 
ignorehitpause = 1 

[State 3922, ChangeState]
type = ChangeState
trigger1 = time = 50
value = 3923
ctrl = 0

;----------------------------------
;Air Attack
[Statedef 3923]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,-6
anim = 4505

[State 3923, 3]
type = PosAdd
trigger1 = time = 0
x = 2

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,0
volume = 100
channel = 0

[State 3923, VelSet]
type = VelAdd
trigger1 = time > 0
y = 0.1

[State 3902, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 80
length = 10
palcontrast = 0,245,0
timegap = 1
framegap = 3
trans = add1

[State 3923, 5] 
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
attr = S, HA
animtype  = Light
damage    = 46, 4
priority  = 7
guardflag = MA
hittime = 0,200
pausetime = 0,200
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 200
air.hittime = 200
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
getpower = 0
givepower = 40
fall.recover = 0
ground.cornerpush.veloff = 0
ko = 0

[State 3923, VelSet]
type = VelSet
trigger1 = pos Y = 0
y = 0

[State 3923, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3924
ctrl = 0

;---------------------------
;Air Attack Comedown
[Statedef 3924]
type = A
movetype = A
physics = A
ctrl = 0
velset = 0,5
anim = 4507

[State 3902, ply]
type = PlaySnd
trigger1 = time = 0
value = 3,1
volume = 100
channel = 0

[State 3924, 5] 
type = HitDef
trigger1 = animelem = 1
attr = S, HA
animtype  = Light
damage    = 46, 4
priority  = 7
guardflag = MA
hittime = 0,200
pausetime = 0,200
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 200
air.hittime = 200
ground.velocity = 0,8
air.velocity = 0,8
fall = 1
getpower = 0
givepower = 40
fall.recover = 0
ground.cornerpush.veloff = 0
ko = 0

;-----------------------------
;Air Attack Land
[Statedef 3925]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 4508

[State 3925, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 3925, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3926
ctrl = 0

;-----------------------------
;Transform Back
[Statedef 3926]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 4509
sprpriority = 2

[State 3926, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "Dragon"
ID = 3320
pos = 0,-30
postype = p1
facing = 1
stateno = 3927
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 3926, flashing]
type = palfx
time = 80
trigger1 = AnimElemTime(3)= 10
add = 10,25,10
sinadd = 0,100,-45,5

[State 3926, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 20,0
volume = 100
channel = 11
ignorehitpause = 1

[State 3926, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 6,0
volume = 100
channel = 0
ignorehitpause = 1

[State 3926, EnvColor]
type = EnvColor
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(4) = 6
value = 255,255,255
time = 3

[State 3926, EnvColor]
type = EnvColor
trigger1 = animelemtime(4) = 3
trigger2 = animelemtime(4) = 9
value = 00,200,0
time = 3

[State 3926, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 4
ID = 25

[State 184, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 8004
pos = 0,5
postype = p1
scale = 1, 1
sprpriority = 0
ontop = 1
shadow = 10,0,0
ownpal = 1

[State 3926, VarSet]
type = VarSet
trigger1 = animelem = 4
v =  59
value = 0

[State 3926, VarSet]
type = VarSet
trigger1 = animelem = 4
v =  29
value = 0

[State 3926, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------
;Dragon Awakening
[Statedef 3927]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3329
sprpriority = 5

[State 3927, HitDef]
type = HitDef
trigger1 = TimeMod = 4, 1
attr = A, HA
animtype  = Hard
damage    = 10, 5
priority  = 7,hit
guardflag = MA
pausetime = 0,15
sparkno = -1
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
air.hittime = 30
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
getpower = 0
givepower = 40
palfx.time = 42
palfx.add = 0,19,0
palfx.sinadd = 80,200,80,9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 3927, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 20,1
channel = 10
ignorehitpause = 1

[State 3927, ChangeState]
type = Destroyself
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;;Ranger Storm
;;---------------------------------------------------------------------------
[Statedef 3800]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 3800
ctrl = 0
sprpriority = 2

[State 3340, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 51
anim = s3314
sound = 20,0
pos = 25,11
darken = 1
poweradd = -3000

[State 3340, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 800
length = 20
palcontrast = 0,245,0
timegap = 1
framegap = 3
trans = add1

[State 3340, ]
type = Explod
trigger1 = AnimElem = 1
anim = 3314
ID = 3340
pos = -6,0
supermove = 51
pausemovetime = 51
sprpriority = 1

[State 3800,Evle]
type = VelSet
trigger1 = animelem = 2
x = 8
persistent = 0

[State 3800, Uppercut]
type = ChangeState
trigger1 = time > 5
trigger1 = p2BodyDist X <= 15
value = 3801

[State 3800, Miss]
type = ChangeState
trigger1 = FrontEdgeBodyDist < 15
value = 0

;Uppercut Launcher
[Statedef 3801]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0,0
anim = 3814
ctrl = 0

[State 3801, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, HA
animtype  = Light               ;Make p2 use "Up" type animation on hit
damage    = 40, 12
getpower  = 0
priority  = 7, hit
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = s8000
sparkxy = 0,-68
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = 3,0
air.velocity = 3,0
p2facing = 1                 ;Force p2 to face p1 on hit
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 0             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
liedown.time = 300
down.bounce = 0
kill = 0

[State 3801, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,255
time = 2
persistent = 0

[State 3801, k]
type = BGPalFX
trigger1 = movehit = 1
time = 570
add = 00,50,00
sinadd = 150,100,150,80

[State 3340, Explod]
type = Explod
trigger1 = movehit = 1
anim = 3304
pos = 160,120
postype = left
random = 320,240
removetime = -2
scale = 1, 1
ontop = 1
ownpal = 1
removeongethit = 1
ID = 35

[State 3340, xv]
type = PlaySnd
trigger1 = movehit =1
value = 10,0
volume = 200

[State 3801, 2]
type = HitDef
trigger1 = animelem = 7
attr = S, HA
animtype  = Up               ;Make p2 use "Up" type animation on hit
damage    = 155, 12
getpower  = 0
priority  = 7, hit
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = s8002
sparkxy = 0,-70
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 1
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 0             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
yaccel = .9               ;Accelerate p2 downwards rapidly
liedown.time = 300
down.bounce = 0
p1stateno = 3815
p2stateno = 3810
kill = 0

[State 3801, gd]
type = AfterImageTime
trigger1 = animtime = 0
time = 0

[State 3801, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
persistent = 0

;PLAYER 2's SPECIAL STATE
[Statedef 3810]
type = A
movetype = H
physics = N
ctrl = 0
anim = 5051

[State 3810 ]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3810, 1]
type = Velset
trigger1 = time = 0
X = 0
Y = -20

[State 3810, ]
type = PosSet
trigger1 = time = 50 
x = 0

[State 3810, ]
type = VelSet
trigger1 = time = 50 
x = 0

[State 3810, 2]
type = VelAdd
trigger1 = time < 1000
y = .45

[State 3810, 3]
type = Velset
trigger1 = Pos Y >= -1 && time > 10
x = 0
y = 0

[State 3810, g]
type = ChangeAnim
trigger1 = vel Y >= 0
value = 5061
;elem = 6
persistent = 0

[State 3810, g]
type = ChangeState
trigger1 = vel X = 0
trigger1 = Pos Y >= -1
trigger1 = time > 10
value = 3811

;Hit Ground
[Statedef 3811]
type    = L
movetype= H
physics = N

[State 3811, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 3811, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 3811, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
trigger1 = Time = 50
value = 3812

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

;Getup
[Statedef 3812]
type    = L
movetype= I
physics = N
poweradd= 0
velset = 0,0
anim = 5120
ctrl = 0
sprpriority = 2

[State 3812, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 3812, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 3812, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3813
ctrl = 0

;Dizzy
[Statedef 3813]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 3813, 1] 
type = ChangeState
trigger1 = time = 300
value = 0
ctrl = 1

;-------------------------
;Green Ranger
[Statedef 3815]
type = S
ctrl = 0
velset = 0,0

[State 3815, hjgb]
type = EnvColor
trigger1 = time = 0
value = 255,255,255

[State 3815, k]
type = BGPalFX
trigger1 = time = 0
time = 566
add = 00,50,00
sinadd = 150,100,150,80

[State 3815, ]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 3815]
type = AssertSpecial
trigger1 = time > 1
flag = NoAutoTurn

[State 3815, s]
type = NotHitBy
trigger1 = time = 0
value = SCA, NT,ST,HT
time = -1

[State 3815, d]
type = Turn
trigger1 = animtime = 0
trigger1 = pos x < 0
trigger1 = facing = -1
persistent = 0

[State 3815, d]
type = Turn
trigger1 = animtime = 0
trigger1 = pos x > 0
trigger1 = facing = 1
persistent = 0

[State 3815, 1]
type = ChangeAnim
trigger1 = animtime = 0
value = 0
persistent = 0

[State 3815, 1] 
type = ChangeState
trigger1 = time = 70
value = 3816
ctrl = 1

;------------------
;Jump Back
[Statedef 3816]
movetype = I
type    = S
physics = N
ctrl = 0
anim = 105
sprpriority = 1
velset = -7,-8

[State 3816, k]
type = ScreenBound
trigger1 = time >= 0
value = 0
movecamera = 0,0

[State 3816, Gravity]
type = Gravity
trigger1 = time >= 0

[State 3816, Width]
type = Width
trigger1 = BackEdgeBodyDist < 20
player = 20,0

[State 3816, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3817

;Call a RANGER
[Statedef 3817]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3900
velset = 0,0

[State 3817, j]
type = PosSet
trigger1 = facing = -1
trigger1 = time = 0
x = 200

[State 3817, j]
type = PosSet
trigger1 = facing = 1
trigger1 = time = 0
x = -200

[State 3817, k]
type = ScreenBound
trigger1 = time >= 0
value = 0
movecamera = 0,0

[State 3817, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,4

[State 3817, Communicator Signal]
type = Explod
trigger1 = animelemtime(2) = 10
anim = 8010
ID = 256
pos = 28,-72
postype = p1
bindtime = -1
removetime = 100
pausemovetime = 100
scale = 1, 1
sprpriority = 2

[State 3817, 3]
type = ChangeState
trigger1 = time = 100
value = 3818
ctrl = 1

;Rangers
[Statedef 3818]
type = S
movetype = A
physics = S
ctrl = 0
anim = 0
velset = 0,0

[State 3818, k]
type = ScreenBound
trigger1 = time >= 0
value = 0
movecamera = 0,0

;Red Ranger
[State 3818, Helper]
type = Helper
triggerall = p2Stateno = 3813
trigger1 = time = 10
helpertype = normal
name = "Red Ranger"
ID = 4040
pos = -20,0
postype = left
stateno = 4100
ownpal = 1
persistent = 0
supermovetime = 20

;Pink Ranger
[State 3818, Helper]
type = Helper
triggerall = p2Stateno = 3813
trigger1 = time = 10
helpertype = normal
name = "Pink Ranger"
ID = 4005
pos = 25,0
facing = -1
postype = Right
stateno = 4120
ownpal = 1
persistent = 0
supermovetime = 20

;Black Ranger
[State 3818, Helper]
type = Helper
trigger1 = time = 60
helpertype = normal
name = "Black Ranger"
ID = 4050
pos = -20,0
facing = 1
postype = Left
stateno = 4140
ownpal = 1
persistent = 0
supermovetime = 20

[State 3818, v]
type = ChangeState
trigger1 = win = 0
trigger1 = time = 295
value = 3819

[State 3818, v]
type = ChangeState
trigger1 = win = 1
trigger1 = time = 200
value = 0
ctrl = 1

;-------------------
;Uppercut jump in
[Statedef 3819]
type = A
physics = N
ctrl = 0
anim = 42
sprpriority = 3

;Blue Ranger
[State 3818, Helper]
type = Helper
trigger1 = facing = -1
trigger1 = time = 0
helpertype = normal
name = "Blue Ranger"
ID = 4000
pos = -20,-100
postype = left
facing = 1
stateno = 4150
ownpal = 1
persistent = 0

;Blue Ranger
[State 3818, Helper]
type = Helper
trigger1 = facing = 1
trigger1 = time = 0
helpertype = normal
name = "Blue Ranger"
ID = 4000
pos = 20,-100
postype = right
facing = 1
stateno = 4150
ownpal = 1
persistent = 0

[State 3819, k]
type = ScreenBound
trigger1 = time >= 0
value = 0
movecamera = 0,0

[State 3819, ]
type = PosSet
trigger1 = facing = -1
trigger1 = time = 0
x = 180
y = -100

[State 3819, ]
type = PosSet
trigger1 = facing = 1
trigger1 = time = 0
x = -180
y = -100

[State 3819, VelSet]
type = VelSet
trigger1 = time = 0
x = 5
y = 4

[State 3819, VelAdd]
type = VelAdd
trigger1 = time > 1
x = .1
y = .3

[State 3819, ChangeState]
type = ChangeState
trigger1 = pos Y >= -1
value = 3820

;-----------
;Uppercut - rise
;-----------
[Statedef 3820]
type = A
movetype = A
physics = N
ctrl = 0
anim = 3801
sprpriority = 3
velset = 0,0

[State 3820, k]
type = Pause
trigger1 = animelem = 1
time = 40
movetime = 35

[State 3820, ]
type = VelSet
trigger1 = animelem = 11
x = 5
y = -4

[State 3820, Afterimage]
type = AfterImage
trigger1 = animelem = 11
time = 800
length = 40
paladd = 0,0,0
palcontrast = 0,200,0
palbright = 0,0,0
palpostbright = 0,0,0
palmul = 1,1,1
timegap = 1
framegap = 3
trans = add1

[State 3820, 2]
type = HitDef
trigger1 = animelem = 11
attr = S, HA
animtype  = Light
damage    = 100, 100
priority  = 7
guardflag = MA
hittime = 0,50
pausetime = 0,50
sparkno = s8002
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 200
air.hittime = 200
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
getpower = 0
givepower = 40
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
kill = 1

[State 3819, f]
type = Explod
trigger1 = movehit
trigger1 = winko = 1
anim = 3410
ID = 3410
pos = 0,0
postype = left
ownpal = 1
removeongethit = 1
persistent = 0
sprpriority = 0

[State 3819, a]
type = RemoveExplod
trigger1 = time = 72
ID = 3410
ignorehitpause = 1
persistent = 0

[State 3819, f]
type = Explod
trigger1 = movehit
trigger1 = winko = 1
trigger1 = time < 70
anim = 3300
ID = 3300
pos = 0,0
postype = left
ownpal = 1
removeongethit = 1
persistent = 0
pausemovetime = 50
removetime = -1
sprpriority = 0

[State 3819, a]
type = RemoveExplod
trigger1 = time = 72
ID = 3300
ignorehitpause = 1
persistent = 0

[State 3819, g]
type = EnvColor
trigger1 = movehit
value = 0,200,0
time = 4
persistent = 0

[State 3819, ]
type = RemoveExplod
trigger1 = movehit 
ID = 35

[State 3819, k]
type = ScreenBound
trigger1 = time >= 0
value = 0
movecamera = 0,0

[State 3820, ]
type = PlayerPush
trigger1 = time > 0
value = 0

[State 3820, k]
type = Pause
trigger1 = animelemtime(11) = 30
time = 50

[State 3820, 11] ;Gravity
type = VelAdd
trigger1 = animelemTime(11) >= 30
y = .60

[State 3820, 12] ;Change to coming down animation
type = Changestate
trigger1 = time = 72
value = 3821
persistent = 0

;-------------------
;Uppercut - Comedown
;-------------------
[Statedef 3821]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1101
sprpriority = 3
velset = 2,0

[State 3819, k]
type = ScreenBound
trigger1 = time >= 0
value = 0
movecamera = 0,0

[State 3821, 11] ;Gravity
type = Gravity
trigger1 = Time >= 10

[State 3821, ChangeState]
type =ChangeState
trigger1 = pos Y >= -1
value = 3822
ctrl = 1

;End Pose
[Statedef 3822]
type = S
ctrl = 0
anim = 3802
velset = 0,0

[State 3822, sa]
type = AfterImageTime
trigger1 = time = 0
time = 0
;ignorehitpause = 0
;persistent = 1

[State 0, ]
type = HitBy
trigger1 = time = 0
value = SCA,NT,HT,ST

[State 3822, ]
type = Turn
trigger1 = time = 0

[State 3822, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Dragonzord Tail Finisher
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 3500]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0,0
anim = 3500
ctrl = 0
sprpriority = 2

[State 3500, Afterimage]
type = AfterImage
trigger1 = time = 0
time = 400
length = 20
palcontrast = 0,245,0
timegap = 1
framegap = 3
trans = add1

[State 3500, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 150
anim = -1
sound = 20, 0
movetime = 149
darken = 1
poweradd = -3000
unhittable = 1

[State 3500, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2)  = 40
value = 5,0
volume = 10
channel = 9

[State 3500, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3314
pos = 0,28
postype = p1
supermovetime = 51
scale = 1, 1
ontop = 1

[State 3500, Pause]
type = Pause
trigger1 = animelem = 3
time = 150
movetime = 150

[State 3500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 89,1
volume = 100
channel = 6

[State 3500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 89,2
volume = 200
ignorehitpause = 1

[State 3500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 5,1
volume = 10
;channel = 8
ignorehitpause = 1

[State 3600, 0.5]
type = null;HitDef
trigger1 = Animelem = 1
attr = S, HA                     
damage    = 1                   
animtype = Back                 
getpower = 30,00                
givepower = 0                 
hitflag = MAFD                  
priority = 6, Hit               
pausetime = 1,10                
numhits = 1                     
AffectTeam = Friendly
p2stateno = 3502

[State 3600, 0.5]
type = null;HitDef
trigger1 = Animelem = 1
attr = S, HA                     
damage    = 1                   
animtype = Back                 
getpower = 30,00                
givepower = 0                 
hitflag = MAFD                  
priority = 6, Hit               
pausetime = 1,10                
numhits = 1                     
AffectTeam = E
p2stateno = 3502
 
[State 3500, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Tail Drill"
ID = 3501
pos = 0,-75
postype = back
facing = 1
stateno = 3501
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 3500, VarSet]
type = VarSet
trigger1 = time = 0
v =  58
value = 1

[State 3500, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 3502]

[State 3502, ]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause = 0
;persistent = 1

;-------------------------------
;The Tail
[Statedef 3501]
type    = S
movetype= A
physics = N
juggle  = 15
poweradd= 0
velset = 8,2
anim = 3510
ctrl = 0
sprpriority = 1

[State 3501, VelAdd]
type = VelAdd
triggerall = Vel X >0
trigger1 = time > 30
trigger1 = Pos X < 300
x = -.5

[State 3501, VelSet]
type = VelSet
trigger1 = Vel X <= 0
x = 0
persistent = 0

[State 3501, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
persistent = 0

[State 3501, VelSet]
type = VelSet
trigger1 = time = 150
x = -4

[State 3501, VelSet]
type = VelSet
trigger1 = time = 175
y = -2

[State 3501, AngleDraw]
type = AngleDraw
trigger1 = time > 0

[State 3501, AngleAdd]
type = AngleAdd
trigger1 = time > 175
value = -.7

[State 3501, ]
type = AssertSpecial
trigger1 = time < 300
flag = unguardable

[State 3501, HitDef]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
attr = S, HA
animtype  = Hard
damage    = 200,200
priority  = 7,hit
hitflag = MAFD
guardflag = MA
pausetime = 0,15
sparkno = s8002
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
air.hittime = 30
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8,-5
air.velocity = -8,-5
fall = 1
getpower = 0
givepower = 40
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 3501, EnvShake]
type = EnvShake
trigger1 = time = 0 
time = 250
freq = 60
ampl = -8

[State 3501, Explod]
type = Explod
trigger1 = time = 0
anim = 3300
pos = 0,0
postype = left
random = 0,0
removetime = 250
scale = 1, 1
sprpriority = -1
bindtime = -1
ontop = 0
ownpal = 1
removeongethit = 1
ID = 30

[State 3501, Explod]
type = Explod
trigger1 = time = 0
anim = 3303
pos = 0,240
vel = 0,-2
postype = left
random = 0,0
removetime = 250
scale = 1, 1
sprpriority = 0
ownpal = 1
removeongethit = 1
ID = 31

[State 3501, Explod]
type = Explod
trigger1 = time =120
anim = 3303
pos = 0,0
bindtime = -1
postype = left
random = 0,0
removetime = 250
scale = 1, 1
sprpriority = 0
ownpal = 1
removeongethit = 1
ID = 32

[State 3501, RemoveExplod]
type = RemoveExplod
trigger1 = time = 119
ID = 31

[State 3501, RemoveExplod]
type = RemoveExplod
trigger1 = time = 250
ID = 32

[State 3501, Explod]
type = Explod
trigger1 = timemod = 8,7
trigger1 = time < 250
anim = 6002
pos = 160,200
postype = left
bindtime = 1
random = 320,0
removetime = -2
scale = 1, 1
ontop = 1
ownpal = 1
removeongethit = 1
ID = 33

[State 3501, Explod]
type = Explod
trigger1 = timemod = 8,3
trigger1 = time < 250
anim = 6002
pos = 160,200
postype = left
bindtime = 1
random = 320,0
removetime = -2
scale = 1, 1
sprpriority = 1
ownpal = 1
removeongethit = 1
ID = 34

[State 3501, RemoveExplod]
type = RemoveExplod
trigger1 = time = 250
ID = 33

[State 3501, RemoveExplod]
type = RemoveExplod
trigger1 = time = 250
ID = 34

[State 3501, PlaySnd]
type = PlaySnd
trigger1 = timemod =12,1
trigger1 = time < 250
value = 0,5
volume = 20

[State 3500, VarSet]
type = VarSet
trigger1 = time = 280
v =  58
value = 0

[State 3501, ChangeState]
type = Destroyself
trigger1 = time = 300

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;HELPER SUPERS
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Call a RANGER
;Yellow Ranger
[Statedef 3600]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3900

[State 3600, Ranger Decider]
type = Null;VarRandom
trigger1 = time = 0
v = 55
range = 1,9

[State 3600, Super A]
type = SuperPause
trigger1 = AnimElem = 1
anim = s3330
pos = 28,-72
sound = 20, 0
time = 51
movetime = 9
poweradd = -1000

[State 3600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,4

[State 3600, Pause]
type = Pause
trigger1 = animElem = 2
time = 100

[State 3600, Communicator Signal]
type = Explod
trigger1 = animelem = 2
anim = 8010
ID = 256
pos = 28,-72
postype = p1
bindtime = -1
removetime = 100
pausemovetime = 100
scale = 1, 1
sprpriority = 2

;Yellow Ranger
[State 3600, Helper]
type = Helper
triggerall = numhelper(4021) = 0
trigger1 = animelemtime(2) = 10
;trigger1 = Var(55) = [1,3]
helpertype = normal
name = "Yellow Ranger"
ID = 4021
pos = 200,-200
postype = p2
facing = -1
stateno = 4021
ownpal = 1
persistent = 0
supermovetime = 20

[State 3600, ChangeState]
type = ChangeState
trigger1 = time = 100
;trigger1 = Var(55) = [1,3]
value = 0
ctrl = 1

;Red Ranger
[Statedef 3602]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3900

[State 3602, Ranger Decider]
type = null;VarRandom
trigger1 = time = 0
v = 55
range = 1,9

[State 3602, Super A]
type = SuperPause
trigger1 = AnimElem = 1
anim = s3330
pos = 28,-72
sound = 20, 0
time = 51
movetime = 9
poweradd = -1000

[State 3602, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,4

[State 3602, Pause]
type = Pause
trigger1 = animElem = 2
time = 100

[State 3602, Communicator Signal]
type = Explod
trigger1 = animelem = 2
anim = 8010
ID = 256
pos = 28,-72
postype = p1
bindtime = -1
removetime = 100
pausemovetime = 100
scale = 1, 1
sprpriority = 2

;Red Ranger
[State 3602, Helper]
type = Helper
triggerall = numhelper(4040) = 0
trigger1 = animelemtime(2) = 10
;trigger1 = Var(55) = [4,6]
helpertype = normal
name = "Red Ranger"
ID = 4040
pos = -50,0
postype = back
stateno = 4040
ownpal = 1
persistent = 0
supermovetime = 20

[State 3602, ChangeState]
type = ChangeState
trigger1 = time = 140
;trigger1 = Var(55) = [4,6]
value = 0
ctrl = 1

;Black Ranger
[Statedef 3603]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3900

[State 3603, Ranger Decider]
type = null;VarRandom
trigger1 = time = 0
v = 55
range = 1,9

[State 3603, Super A]
type = SuperPause
trigger1 = AnimElem = 1
anim = s3330
pos = 28,-72
sound = 20, 0
time = 51
movetime = 9
poweradd = -1000

[State 3603, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,4

[State 3603, Pause]
type = Pause
trigger1 = animElem = 2
time = 100

[State 3603, Communicator Signal]
type = Explod
trigger1 = animelem = 2
anim = 8010
ID = 256
pos = 28,-72
postype = p1
bindtime = -1
removetime = 100
pausemovetime = 100
scale = 1, 1
sprpriority = 2

;Black Ranger
[State 3603, Helper]
type = Helper
triggerall = numhelper(4050) = 0
trigger1 = animelemtime(2) = 10
;trigger1 = Var(55) = [7,9]
helpertype = normal
name = "Black Ranger"
ID = 4050
pos = -20,0
postype = back
stateno = 4050
ownpal = 1
persistent = 0
supermovetime = 20

[State 3603, ChangeState]
type = ChangeState
trigger1 = time = 240
;trigger1 = Var(55) = [7,9]
value = 0
ctrl = 1

;===============================================
;RANGER Call Team Attack Level 3
;===============================================
[Statedef 3601]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3900
velset = 0,0

[State 3601, Super A]
type = SuperPause
trigger1 = AnimElem = 1
anim = s3314
pos = 25,8
sound = 20, 0
time = 51
movetime = 9
poweradd = -3000

[State 3601, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,4

[State 3601, Pause]
type = Pause
trigger1 = animElem = 2
time = 100

[State 3601, Communicator Signal]
type = Explod
trigger1 = animelem = 2
anim = 8010
ID = 256
pos = 28,-72
postype = p1
bindtime = -1
removetime = 100
pausemovetime = 100
scale = 1, 1
sprpriority = 2

;Yellow Ranger
[State 3601, Helper]
type = Helper
triggerall = numhelper(4021) = 0
trigger1 = animelemtime(2) = 295
helpertype = normal
name = "Yellow Ranger"
ID = 4021
pos = 200,-200
postype = p2
facing = -1
stateno = 4021
ownpal = 1
persistent = 0
supermovetime = 20

;Red Ranger
[State 3601, Helper]
type = Helper
triggerall = numhelper(4040) = 0
trigger1 = animelemtime(2) = 10
helpertype = normal
name = "Red Ranger"
ID = 4040
pos = -50,0
postype = back
stateno = 4048
ownpal = 1
persistent = 0
supermovetime = 20

;Black Ranger
[State 3601, Helper]
type = Helper
triggerall = numhelper(4050) = 0
trigger1 = animelemtime(2) = 110
helpertype = normal
name = "Black Ranger"
ID = 4050
pos = -20,0
postype = back
stateno = 4058
ownpal = 1
persistent = 0
supermovetime = 20

[State 3601, ChangeState]
type = ChangeState
trigger1 = time = 370
value = 0
ctrl = 1





















