
[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 15
airjuggle = 15
sparkno = 1
guard.sparkno = 40
KO.echo = 1
volume = 30
 ;Variables with this index and above will not have their values
  ;reset to 0 between rounds or matches. There are 60 int variables,
  ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  ;If omitted, then it defaults to 60 and 40 for integer and float
  ;variables repectively, meaning that none are persistent, i.e. all
  ;are reset.
IntPersistIndex = 55
FloatPersistIndex = 30
[Size]
xscale = 1 
yscale = 1
ground.back = 15
ground.front = 9
air.back = 12
air.front = 12
z.width = 3
attack.width = 4,4
attack.dist = 160       
proj.attack.dist = 90

[Velocity]
walk.fwd  = 3.2 
walk.back = -3.0
run.fwd  = 5.6, 0
run.back = -5.5,-4
jump.neu = 0,-7.5
jump.back = -2.75, -6.8
jump.fwd = 3.75,-6.8
runjump.fwd = 4.6
airjump.neu = 0,-6.5
airjump.back = -2.75,-6.5
airjump.fwd = 2.75,-6.5

[Movement]
airjump.num = 5
airjump.height = 45
yaccel = .45
stand.friction = .8
crouch.friction = .8


;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win
[Statedef 180]
type = S
velset = 0

[State 180, 1]
type = Powerset
trigger1 = Var(2) > 0
trigger1 = Var(2) < 1000
value = 0

[State 180, 1]
type = VarSet
trigger1 = Var(2) > 0
v = 2
value = 0

[State 180, 1]
type = VarSet
trigger1 = Var(3) > 0
v = 3
value = 0

[State 180, 1]
type = VarSet
trigger1 = Var(4) > 0
v = 4
value = 0

[State 180, 1]
type = ChangeState
trigger1 = command = "hold_x"
value = 181

[State 180, 2]
type = ChangeState
trigger1 = command = "hold_a"
value = 182

[State 180, 3]
type = ChangeState
trigger1 = command = "hold_y"
value = 183

[State 180, 4]
type = ChangeState
trigger1 = command = "hold_b"
value = 184


[State 180, 5]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,100

[State 180, 6]
type = ChangeState
trigger1 = Var(57) = 1
value = 185

[State 180, 6]
type = ChangeState
trigger1 = Var(1) = [0,24]
value = 181

[State 180, 7]
type = ChangeState
trigger1 = Var(1) = [25,49]
value = 182

[State 180, 8]
type = ChangeState
trigger1 = Var(1) = [50,74]
value = 183

[State 180, 9]
type = ChangeState
trigger1 = Var(1) = [75,100]
value = 184

;---------------------------------------------------------------------------
; Win 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,0


;---------------------------------------------------------------------------
; Win 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 182, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 6,2

[State 182, 3]
type = PlaySnd
trigger1 = AnimElem = 23
value = 6,1

[State 182, 4]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 16
value = 5,2

;---------------------------------------------------------------------------
; Win 3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 183, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win 4
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0,0

[State 184, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 184, 2]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
value = 2,3

[State 184, 3]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
value = 0,2

[State 184, 4]
type = PlaySnd
trigger1 = AnimElem = 10
value = 4,0

; Win 5
[Statedef 185]
type = S
ctrl = 0
anim = 3030
velset = 0,0,0

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3510, 4]
type = explod
trigger1 = time = 3
anim = 9100
pos = 0,20
postype = p1
sprpriority = -10
supermove = 1
bindtime = 1
removetime = 500
vel = 0,0

[State 181, 2]
type = PlaySnd
trigger1 = Time = 0
value = 4,5

[State 1600, 2]
type = PlaySnd
trigger1 = time = 3
value = 5,14

[State 1600, 2]
type = PlaySnd
trigger1 = time = 3
value = 5,15


;---------------------------------------------------------------------------
; Intro
[Statedef 191]
type = S
ctrl = 0

[State 191 , 1]
type = VarSet
trigger1 = time = 0
v = 55
value = 0

[State 190 , 4]
type = ChangeState
trigger1 = p2name = "Vega"
trigger2 = p4name = "Vega"
trigger3 = p2name = "M. Bison"
trigger4 = p4name = "M. Bison"
value = 194

[State 190 , 4]
type = ChangeState
trigger1 = p2name = "Chun-Li"
trigger2 = p4name = "Chun-Li"
value = 195

[State 190 , 4]
type = ChangeState
trigger1 = p2name = "Kogason"
trigger2 = p4name = "Kogason"
value = 196

[State 190 , 4]
type = ChangeState
trigger1 = p2name = "Infinte (Tiffany Charles)"
trigger2 = p4name = "Infinte (Tiffany Charles)"
value = 197


[State 180, 5]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,49

[State 180, 6]
type = ChangeState
trigger1 = Var(1) = [0,24]
value = 192

[State 180, 7]
type = ChangeState
trigger1 = Var(1) = [25,49]
value = 193

; Intro 1 - Born from the fire....
[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 1]
type = AssertSpecial
trigger1 = Time = [0,320]
flag = Intro

[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 1 
value = 5,14

[State 191, 4]
type = PlaySnd
trigger1 = AnimElem = 30 
value = 2,8

[State 9185, 1]
type = AssertSpecial
trigger1 = Time = [0,320]
flag = NoMusic

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 9100
ProjRemAnim = -1
projremovetime = 320
offset = 0, 15
velocity = 0.0000001

[State 191, 4]
type = PlaySnd
trigger1 = AnimElem = 45 
value = 4,0

[State 191, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

; Intro 2 - Bison Parody
[Statedef 193]
type = S
ctrl = 0
anim = 192
velset = 0,0,0

[State 191, 1]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = Intro

[State 192 , 3]
type = Projectile
trigger1 = Time = 0
projanim = 9101
offset = 0, -250
velocity = 0,2
accel = 0, 0
projremovetime = 128
projremanim = -1
sprpriority = -2

[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 1 
value = 4,5

[State 191, 4]
type = PlaySnd
trigger1 = time = 128 
value = 5,14

[State 191, 4]
type = PlaySnd
trigger1 = time = 128 
value = 5,15

[State 9185, 1]
type = AssertSpecial
trigger1 = Time = [0,175]
flag = NoMusic

[State 191, 3]
type = Projectile
trigger1 = time = 127
projanim = 1028
ProjRemAnim = -1
projremovetime = 49
offset = 0, 20
velocity = 0.0000001

[State 191, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0



;---------------------------------------------------------------------------
; INTRO (VS VEGA)
[Statedef 194]
type = S
ctrl = 0
physics = N
anim = 191
velset = 0,0,0

[State 3510, 4]
type = explod
trigger1 = time = 0
anim = 7001
pos = -320,10
postype = right
sprpriority = 5
supermove = 1
bindtime = 1
removetime = 400
vel = 0,0

[State 9185, 1]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = NoMusic


[State 191, 1]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = Intro

; INTRO (VS CHUN-LI)
[Statedef 195]
type = S
ctrl = 0
physics = N
anim = 193
velset = 0,0,0

[State 3510, 4]
type = explod
trigger1 = time = 0
anim = 7002
pos = -320,10
postype = right
sprpriority = 5
supermove = 1
bindtime = 1
removetime = 400
vel = 0,0

[State 9185, 1]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = NoMusic


[State 191, 1]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = Intro

; Intro vs. Koga
[Statedef 196]
type = S
ctrl = 0
anim = 194
velset = 0,0,0

[State 191, 1]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = Intro

[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 1 
value = 5,14

[State 191, 4]
type = PlaySnd
trigger1 = AnimElem = 30 
value = 2,2

[State 9185, 1]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = NoMusic

[State 3510, 4]
type = explod
trigger1 = time = 0 || time = 200
anim = 9100
pos = 0,20
postype = p1
sprpriority = -10
supermove = 1
bindtime = 1
removetime = 200
vel = 0,0

[State 3510, 4]
type = explod
trigger1 = time = 0
anim = 7000
pos = -320,10
postype = right
sprpriority = 5
supermove = 1
bindtime = 1
removetime = 400
vel = 0,0

[State 191, 4]
type = PlaySnd
trigger1 = time = 1
value = 2,2

[State 191, 5]
type = ChangeState
trigger1 = Time = 400
value = 0

; Intro vs. Infinite
[Statedef 197]
type = S
ctrl = 0
anim = 195
velset = 0,0,0

[State 191, 1]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = Intro

[State 191, 1]
type = PlaySnd
trigger1 = time = 300 
value = 5,14

[State 191, 4]
type = PlaySnd
trigger1 = time = 300 
value = 5,15

[State 9185, 1]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = NoMusic

[State 3510, 4]
type = explod
trigger1 = time = 300
anim = 9100
pos = 0,20
postype = p1
sprpriority = -10
supermove = 1
bindtime = 1
removetime = 100
vel = 0,0

[State 3510, 4]
type = explod
trigger1 = time = 0
anim = 7003
pos = -320,10
postype = right
sprpriority = 5
supermove = 1
bindtime = 1
removetime = 400
vel = 0,0

[State 191, 4]
type = PlaySnd
trigger1 = time = 200
value = 4,0

[State 191, 5]
type = ChangeState
trigger1 = Time = 400
value = 0

;---------------------------------------------------------------------------
; Weak Kick
[Statedef 200]
number = 6
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 8
ctrl = 0
anim = 200
velset = 0

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


[State 200, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 1
value = 2,5

[State 1002, 3]
type = Projectile
triggerall = Var(2) > 0
triggerall = Var(2) < 1000
trigger1 = AnimElem = 3
projanim = 200
projhitanim = 1029
projhits = 15
offset = 55, 0
velocity = 3.5, 0
projremovetime = 3
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 4,1
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
air.juggle = 3

[State 200, 3]
type = HitDef
trigger1 = Time = 3
attr = S, NA
damage    = 26
guardflag = MA
pausetime = 8,9
sparkxy = -10,-53
hitsound = S7,3
guardsound = S8,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.3,-2.5
airguard.velocity = -2.8, -3

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Medium Kick
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
anim = 210
velset = 0,0,0

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

[State 210, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 1
value = 2,6

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Med
damage   = 59
guardflag = MA
pausetime = 11,11
sparkxy = -10,-81
hitsound   = S7,4
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -5.9
air.type = Low
air.velocity = -3.3,-3.5
airguard.velocity = -3.2, -3

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hard Kick
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
anim = 225
velset = 0,0,0

[State 220, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0,2

[State 220, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 2
value = 2,0

[State 220, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 83
animtype = Hard
guardflag = MA
pausetime = 13,13
sparkxy =  -13,-63
hitsound   = S7,5
guardsound = S8,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -7
air.type = Low
air.velocity = -4.1,-2.3
guard.velocity = -9
airguard.velocity = -5.2, -3.2

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hard Kick (Close)
[Statedef 220]
type    = S
movetype= A
physics = S
poweradd= 250
ctrl = 0
anim = 1001

[State 1001, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,3

[State 1001, 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,3

[State 1001, 3]
type = PlaySnd
trigger1 = AnimElem = 16
value = 2,3

[State 1001, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage   = 10
guardflag = HA
pausetime =4,4
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 5]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 4,4
sparkxy =  -15,-50
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 6]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 4,4
sparkxy =  -7,-90
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 7]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 4,4
sparkxy =  -25,-80
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 8]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 4,4
sparkxy =  -20,-25
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 9]
type = HitDef
trigger1 = AnimElem = 9
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 4,4
sparkxy =  -15,-75
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 10]
type = HitDef
trigger1 = AnimElem = 10
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 4,4
sparkxy =  -5,-51
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 11]
type = HitDef
trigger1 = AnimElem = 11
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 7,7
sparkxy =  -31,-65
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -4.5,-3.5
air.type = Low
air.velocity = -4.5,-3.5
guard.velocity = -4.5
airguard.velocity = -2.5, -3
fall = 1

[State 1001, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Weak Punch
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 8
ctrl = 0
anim = 230
velset = 0

[State 230, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 230, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 1
value = 2,5

[State 230, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 21
guardflag = MA
pausetime = 10,10
sparkxy =  -7,-68
hitsound   = S7,0
guardsound = S8,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 11
ground.velocity = -3.2
air.velocity = -2,-3
airguard.velocity = -3,-3

[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Medium Punch
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
anim = 245
velset = 0,0,0

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

[State 240, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 1
value = 2,5

[State 240, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 56
guardflag = MA
pausetime = 11,11
sparkxy = -3,-57
hitsound   = S7,1
guardsound = S8,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -4.2
air.velocity = -2.5,-3.2
airguard.velocity = -3,-2.8

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Medium Punch (Close)
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
anim = 240
velset = 0,0,0

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

[State 240, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 1
value = 2,6

[State 240, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 58
animtype  = Med
guardflag = MA
pausetime = 10,10
sparkxy =   -12,-45
hitsound   = S7,1
guardsound = S8,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -4.2
air.velocity = -2.5,-3.2
airguard.velocity = -3,-2.8

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hard Punch
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
ctrl = 0
anim = 250

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = 5,0

[State 250, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 1
value = 2,6

[State 250, 3]
type = HitDef
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
trigger3 = AnimElem = 14
trigger4 = AnimElem = 15
trigger5 = AnimElem = 16
trigger6 = AnimElem = 17
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 4,4
sparkxy =  -5,-70
hitsound   = S5,13
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -1.7,2.5
airguard.velocity = -1.7,1.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6

[State 1300, 6]
type = Explod
trigger1 = moveHit 
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1


[State 250, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_A
[Statedef 400]
type    = S
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 400
velset = 0,0,0

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 18
guardflag = LA
pausetime = 11,11
sparkxy = 10, 0
hitsound   = S7,3
guardsound = S8,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4.1
air.type = High
air.velocity = -1.4,-3

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_B
[Statedef 410]
type    = S
movetype= A
physics = C
juggle  = 5
poweradd= 30
ctrl = 0
anim = 410
velset = 0,0,0

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 33
guardflag = LA
pausetime = 11,11
sparkxy = 10, 0
hitsound   = S7,4
guardsound = S8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5
air.type = High
air.velocity = -1.8,-3.1

[State 410, 3]
type = SprPriority
trigger1 = AnimElem = 4
value = -2

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_C
[Statedef 420]
type    = S
movetype= A
physics = N
juggle  = 2
poweradd= 80
ctrl = 0
anim = 420
velset = 0,0,0

[State 420, 1]
type = PlaySnd
trigger1 = Time = 1
trigger2 = AnimElem = 8, 5
value = 0,2

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage   = 63
guardflag = L
pausetime = 11,12
sparkxy =  -7,-36
hitsound   = S7,5
guardsound = S8,1
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -2,-4
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = 1

[State 420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_X
[Statedef 430]
number = 6
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 12
ctrl = 0
anim = 430

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 430, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 12
guardflag = MA
pausetime = 9,9
sparkxy = -5,-45
hitsound   = S7,0
guardsound = S8,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.type = High
air.velocity = -1.2,-3
guard.velocity = -5

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_Y
[Statedef 440]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 30
ctrl = 0
anim = 440

[State 440, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 440, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 33
guardflag = MA
pausetime = 11,11
sparkxy = -8,-45
hitsound   = S7,1
guardsound = S8,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.7
air.type = High
air.velocity = -1.5,-3.2

[State 440, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_Z
[Statedef 450]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
anim = 220
velset = 0,0,0

[State 220, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0,2

[State 220, 2]
type = PlaySnd
trigger1 = Time = 7
value = 2,0

[State 220, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 86
guardflag = MA
pausetime = 12,12
sparkxy =  -10,-97
hitsound   = S7,5
guardsound = S8,1
ground.type = Trip
ground.slidetime = 20
ground.hittime  = 23
ground.velocity = -2.1,-5.8
air.type = Low
air.velocity = -2.1,-5.8
guard.velocity = -5
airguard.velocity = -4.5, -3
fall = 1

[State 450, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 600

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 18
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-65
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3,-2.5

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_A (moving)
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 18
ctrl = 0
anim = 605

[State 605, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 605, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 18
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-65
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3,-2.5

[State 600, 3]
type = velset
triggerall = movecontact = 1
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = -4.4
y = -3.4

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 610

[State 610, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 610, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 27
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = S7,4
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

[State 610, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_B (moving)
[Statedef 615]
type    = A
movetype= A
physics = A
poweradd= 32
ctrl = 0
anim = 615

[State 615, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 615, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 30
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy = 0,-53
hitsound = S7,4
guardsound = S8,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -4.5
air.velocity = -2.1,-3.3

;---------------------------------------------------------------------------
;JUMP_STOMP
[Statedef 617]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 70
ctrl = 0
anim = 617

[State 620, 1]
type = PlaySnd
trigger1 = Time = 3
value = 0,1

[State 620, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Med
damage    = 42
guardflag = 
pausetime = 14,4
sparkxy = 15,0
hitsound   = S7,4
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -3.5,-4.8
guard.velocity = -8

[State 600, 3]
type = velset
triggerall = movecontact = 1
trigger1 = time = 8
trigger2 = time = 9
trigger3 = time = 10
trigger4 = time = 11
trigger5 = time = 12
trigger6 = time = 13
trigger7 = time = 14
trigger8 = time = 15
x = -2.4
y = -4.8

[State 215, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_C
[Statedef 620]
number = 10
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 70
ctrl = 0
anim = 620

[State 620, 1]
type = PlaySnd
trigger1 = Time = 3
value = 0,2

[State 620, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Med
damage    = 42
guardflag = HA
pausetime = 12,11
sparkxy = -12,-82
hitsound   = S7,5
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8

;---------------------------------------------------------------------------
;JUMP_C (moving)
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 50
ctrl = 0
anim = 625

[State 625, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 625, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 48
guardflag = HA
pausetime = 12,12
sparkxy =  -5,-70
hitsound   = S7,5
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 625, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage   = 48
guardflag = HA
pausetime = 12,12
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

;---------------------------------------------------------------------------
;JUMP_X
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 630

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 630, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 15
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-60
hitsound   = S7,0
guardsound = S8,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_X (moving)
[Statedef 635]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 635

[State 635, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,0

[State 635, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 15
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-70
hitsound   = S7,0
guardsound = S8,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 640

[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 640, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 27
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_Y (moving)
[Statedef 645]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 645

[State 645, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,1

[State 645, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 33
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-70
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

;---------------------------------------------------------------------------
;JUMP_Z
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 650

[State 650, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 37
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_Z (moving)
[Statedef 655]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 50
ctrl = 0
anim = 655

[State 655, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 655, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 48
guardflag = HA
pausetime = 12,12
sparkxy =  -5,-70
hitsound   = S7,2
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

;---------------------------------------------------------------------------
; TAUNT
[Statedef 700]
type = S
movetype = I
physics = S
ctrl = 0
anim = 700
velset = 0

[State 700, 1]
type = CtrlSet
trigger1 = AnimElem = 3
value = 1

[State 700, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,0

[State 700, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,2

[State 700, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------------------------------------------------------------- 
; COUNTERATTACK 
[Statedef 745] 
type = S 
movetype = A 
physics = S 
poweradd = -1000 
anim = 1102
ctrl = 0 
velset = 16

[State 745, 1] 
type = AfterImage 
trigger1 = Time = 0 
time = 35 

[State 745, 2] 
type = EnvColor 
trigger1 = Time = 0 
value = 231,231,231 
time = 1 

[State 745, 3] 
type = PlaySnd 
trigger1 = Animelem = 2
value = 4,1
channel = 0

[State 745, 4] 
type = PlaySnd 
trigger1 = Animelem = 2
value = 0,2 

[State 1141, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 80, 32
guardflag = 
hitflag = MAF
pausetime = 30,30
sparkxy = -12,-80
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -25, -3
air.velocity = -25, -3 
palfx.time = 50
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1

[State 745, 6] 
type = ChangeState 
trigger1 = AnimTime = 0 
value = 0 
ctrl = 1 

; Rushing Lightning
[Statedef 851]
type    = S
movetype= A
physics = S
poweradd= 250
ctrl = 0
anim = 1001

[State 100, 2]
type = VelSet
trigger1 = 1
x = 8.3


[State 1001, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,3

[State 1001, 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,3

[State 1001, 3]
type = PlaySnd
trigger1 = AnimElem = 16
value = 2,3

[State 1001, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage   = 10
guardflag = HA
pausetime =4,4
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 5]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 4,4
sparkxy =  -15,-50
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 6]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 4,4
sparkxy =  -7,-90
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 7]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 4,4
sparkxy =  -25,-80
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 8]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 4,4
sparkxy =  -20,-25
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 9]
type = HitDef
trigger1 = AnimElem = 9
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 4,4
sparkxy =  -15,-75
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 10]
type = HitDef
trigger1 = AnimElem = 10
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 4,4
sparkxy =  -5,-51
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6

[State 1001, 11]
type = HitDef
trigger1 = AnimElem = 11
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 7,7
sparkxy =  -31,-65
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -4.5,-3.5
air.type = Low
air.velocity = -4.5,-3.5
guard.velocity = -4.5
airguard.velocity = -2.5, -3
fall = 1

[State 1001, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Dashing Tackle
[Statedef 850]
type    = S
movetype= A
physics = S
poweradd= 250
ctrl = 0
anim = 850

[State 100, 2]
type = VelSet
trigger1 = Time >= 0
trigger1 = AnimElem = 3, < 0
x = 8.3

[State 1001, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,3


[State 1001, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 80, 10
guardflag = LA
pausetime =4,4
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5,-7
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6
fall = 1
fall.recover = 0



[State 1001, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Parry start
[Statedef 998] 
type = S 
movetype= I 
physics = S
juggle = 0 
ctrl = 0 
anim = 199
velset = -5.0,0 

[State 998]
type = ChangeState
trigger1 = statetype = S
trigger1 = p2bodydist X <= 13
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger1 = command = "back_y"
trigger2 = statetype = S
trigger2 = p2bodydist X <= 13
trigger2 = p2statetype = S
trigger2 = p2movetype != H
trigger2 = command = "back_z"
value = 800


[State 998]
type = ChangeState
trigger1 = command = "spinningbirdkick_a"
value = 1121
ctrl = 1


[State 998]
type = ChangeState
trigger1 = command = "spinningbirdkick_b"
value = 1123
ctrl = 1


[State 998]
type = ChangeState
trigger1 = command = "spinningbirdkick_c"
value = 1125


[State 998]
type = ChangeState
trigger1 = command = "BB"
value = 105
ctrl = 1
[State 3056, 1]
type = Velset
trigger1 = time >= 0
trigger1 = time <= 8
x = -5

[State 998]
type = ChangeState
trigger1 = command != "holdback"
value = 0
ctrl = 1

[State 998, 3] 
type = ReversalDef 
trigger1 = Time > 0 
trigger1 = Time <= 8
attr = S, NT
reversal.attr = SA, NA, SA, HA, SP, HP, NP 
pausetime = 0,15 
sparkno = -1
guard.sparkno = -1
hitsound = S8,0
sprpriority = -1 
p1stateno = 999 

[State 998, 4] 
type = ChangeState 
trigger1 = Time = 8
value = 0;21 
ctrl = 1

;------------------------
;Parry (end)
[Statedef 999] 
type = S 
movetype= I 
physics = S
anim = 710
velset = -0.05,0
ctrl = 0

[State 1201, 1] 
type = PlayerPush 
trigger1 = Time >= 0 
value = 0 

[State 1201, 2] 
type = Playsnd 
trigger1 = Time = 0 
value = 5,3 

[State 1201, 3]
type = PalFx
trigger1 = time = 0
add = 255,255,255
time = 3

[State -2, 1]
type = NotHitBy
trigger1 = time = 10
value = SCA
time = 10

[State 1201, 3] 
type = ChangeState 
Trigger1 = AnimTime = 0 
value = 0 
ctrl = 1

;---------------------------------------------------------------------------
;KIKKOKEN_X
[Statedef 1020]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1020

[State 1020, 1]
type = PlaySnd
trigger1 = Animelem = 6
value = 2,1
volume = 35
channel = 0

[State 1021, 2]
type = PlaySnd
trigger1 = Animelem = 7
value = 5,0
volume = -35

[State 1020, 4]
type = Projectile
trigger1 = Animelem = 7
projanim = 1025
projhitanim = 1027
projhits = 1
offset = 55, -55
velocity = 3.5, 0
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 30,4
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkxy =  -5,-70
hitsound   = S5,13
guardsound = S8,1
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
air.juggle = 3

[State 1300, 6]
type = Explod
trigger1 = projHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1


[State 1020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;KIKKOKEN_Y
[Statedef 1021]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1020

[State 1021, 1]
type = PlaySnd
trigger1 = Animelem = 6
value = 2,1
volume = 35
channel = 0

[State 1021, 2]
type = PlaySnd
trigger1 = Animelem = 7
value = 5,0
volume = -35

[State 1021, 4]
type = Projectile
trigger1 = Animelem = 7
projanim = 1025
projhitanim = 1027
projhits = 1
offset = 53, -55
velocity = 4.5
; HitDef part of projectile info
attr = S, SP
damage   = 40,5
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0
sparkxy =  -5,-70
hitsound   = S5,13
guardsound = S8,1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6

[State 1300, 6]
type = Explod
trigger1 = projHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1021, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;KIKKOKEN_Z
[Statedef 1022]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1020

[State 1022, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 0

[State 1022, 1]
type = PlaySnd
trigger1 = Animelem = 6
value = 2,1
volume = 35
channel = 0

[State 1022, 2]
type = PlaySnd
trigger1 = Animelem = 7
value = 5,0
volume = -35

[State 1022, 4]
type = Projectile
trigger1 = Animelem = 7
projanim = 1025
projhitanim = 1027
projhits = 1
offset = 50, -55
velocity = 6.5
; HitDef part of projectile info
attr = S, SP
damage   = 55,8
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0
sparkxy =  -5,-70
hitsound   = S5,13
guardsound = S8,1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6

[State 1300, 6]
type = Explod
trigger1 = projHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1022, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;DARK WAVE X
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 50
juggle = 0
ctrl = 0
anim = 1021

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1
channel = 0

[State 1000, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,0
volume = -35

[State 1000, 7]
type = Projectile
triggerall = Var(3) > 0
triggerall = Var(3) < 1000
trigger1 = AnimElem = 5
projanim = 1028
projhitanim = 1028
projpriority = 1
projshadow = -1
projhits = 3
offset = 30,-1
velocity = 3.5
attr = S, HA
damage   = 20,10
animtype = heavy
guardflag = L
hitflag = MAFDP
pausetime = 0,10
hitsound   = S5,13
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6

[State 1000, 7]
type = Projectile
triggerall = Var(2) = 0
trigger1 = AnimElem = 5
projanim = 1026
projhitanim = 1029
projpriority = 1
projshadow = -1
offset = 40,-1
velocity = 3.5
attr = S, HA
damage   = 60,10
animtype = heavy
guardflag = L
hitflag = MAFDP
pausetime = 0,10
hitsound   = S5,13
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0
palfx.time = 30
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6

[State 1300, 6]
type = Explod
trigger1 = projHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;DARK WAVE Y
[Statedef 1001]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 52
juggle = 0
ctrl = 0
anim = 1021

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1
channel = 0

[State 1000, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,0

[State 1000, 7]
type = Projectile
triggerall = Var(3) > 0
triggerall = Var(3) < 1000
trigger1 = AnimElem = 5
projanim = 1028
projhitanim = 1028
projpriority = 1
projshadow = -1
projhits = 4
offset = 30,-1
velocity = 5.5
attr = S, HA
damage   = 20,10
animtype = heavy
guardflag = L
hitflag = MAFDP
pausetime = 0,10
hitsound   = -1
sparkxy = 500,500
guardsound = S8,1
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1026
projhitanim = 1029
projpriority = 1
projshadow = -1
offset = 40,-1
velocity = 4.8
attr = S, HA
damage   = 75,11
animtype = heavy
guardflag = L
hitflag = MAFDP
pausetime = 0,10
hitsound   = S5,13
sparkxy = 500,500
guardsound = S8,1
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -7
air.animtype = Back
air.velocity = -3.5,-6
air.juggle = 3
air.fall = 1
down.velocity = -3.5,-6
down.hittime = 30
down.bounce = 0
palfx.time = 30
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6

[State 1300, 6]
type = Explod
trigger1 = projhit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;DARK WAVE Z
[Statedef 1004]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 55
juggle = 0
ctrl = 0
anim = 1021

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1
channel = 0

[State 1000, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,0

[State 1000, 5]
type = PlaySnd
trigger1 = projHit = 1
value = 5,14

[State 1000, 7]
type = Projectile
triggerall = Var(3) > 0
triggerall = Var(3) < 1000
trigger1 = AnimElem = 5
projanim = 1028
projhitanim = 1028
projpriority = 1
projshadow = -1
projhits = 5
offset = 30,-1
velocity = 7.5
attr = S, HA
damage   = 20,10
animtype = heavy
guardflag = L
hitflag = MAFDP
pausetime = 0,10
hitsound   = -1
sparkxy = 500,500
guardsound = S8,1
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1026
projhitanim = 1028
projpriority = 1
projshadow = -1
offset = 40,-1
numhits = 3
velocity = 6.5
attr = S, HA
damage   = 85,12
animtype = heavy
guardflag = L
hitflag = MAF
pausetime = 0,10
sparkxy = 500,500
hitsound = s5,14
guardsound = S8,1           
animtype = Hard
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -1.4,-11
air.velocity = -6,3
guard.velocity = -7
fall = 1
palfx.time = 120
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
[State 1300, 6]
type = Explod
trigger1 = projHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;LIGHTNING_KICK_C
[Statedef 1002]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1002

[State 1002, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,3

[State 1002, 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,3

[State 1002, 3]
type = PlaySnd
trigger1 = AnimElem = 14
value = 2,3

[State 1002, 4]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
attr = S, ST
damage = 10,0
Guardflag =M
snap = 45, 0, 0, 1 
guardsound = s8,1
p1stateno = 1003
sparkno = 3
sparkxy = -10,-75
guard.velocity = -4
guard.pausetime = 5,5

[State 1002, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;LIGHTNING_KICK_C (Continue)
[Statedef 1003]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1003

[State 1002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,8
volume = 50

[State 1002, 2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 2,1
volume = 50
channel = 0


[State 1002, 3]
type = Projectile
triggerall = Var(3) > 0
triggerall = Var(3) < 1000
trigger1 = AnimElem = 33
projanim = 1028
projhitanim = 1028
projhits = 15
offset = 55, 0
velocity = 0.0001, 0
projremovetime = 120
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 2,1
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
air.juggle = 3

[State 1102, 3]
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
trigger21 = AnimElem = 21
trigger22 = AnimElem = 22
trigger23 = AnimElem = 23
trigger24 = AnimElem = 24
trigger25 = AnimElem = 25
trigger26 = AnimElem = 26
trigger27 = AnimElem = 27
trigger28 = AnimElem = 28
trigger29 = AnimElem = 29
attr = S, NA
damage    = 3,1
guardflag = MA
pausetime = 3,3
sparkxy = -10,-58
hitsound = S7,3             
guardsound = S8,1           
animtype = Hard
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -0.2,-2
air.velocity = 0.7,-1
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6

[State 1103, 3]
type = Hitdef
trigger1 = AnimElem = 33
attr = S, NA
damage    = 10,5
guardflag = MA
pausetime = 50,50
sparkxy = -10,-58
sparkno = 3
hitsound = S5,7
guardsound = S8,1           
animtype = DiagUp
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -0.2,-2
air.velocity = -1.4,-11
guard.velocity = -7
fall = 1
palfx.time = 120
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
fall.recover = 0
[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1002, 17]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; AIR_LIGHTNING_KICK
[Statedef 1005]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 80
ctrl = 0
anim = 1005

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,3

[State 1005, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,3

[State 1005, 3]
type = PlaySnd
trigger1 = AnimElem = 12
value = 2,3

[State 1005, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage   = 5
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1005, 5]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage   = 5
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-50
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1005, 6]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage   = 5
guardflag = HA
pausetime = 7,7
sparkxy =  -7,-90
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1005, 7]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage   = 5
guardflag = HA
pausetime = 7,7
sparkxy =  -25,-80
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1005, 8]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA
damage   = 5
guardflag = HA
pausetime = 7,7
sparkxy =  -20,-25
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1005, 9]
type = HitDef
trigger1 = AnimElem = 9
attr = A, NA
damage   = 5
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-75
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1005, 10]
type = HitDef
trigger1 = AnimElem = 10
attr = A, NA
damage   = 15
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-51
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1005, 11]
type = HitDef
trigger1 = AnimElem = 11
attr = A, NA
damage   = 20
guardflag = HA
pausetime = 7,7
sparkxy =  -31,-65
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8.5,-3.5
air.type = Low
air.velocity = -8.5,-3.5
guard.velocity = -9
airguard.velocity = -4.5, -3
fall = 1
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1005, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------- 
;RISINGKICK_A (on the ground) 
[Statedef 1030] 
number = 5 
type = S 
movetype= A 
physics = N 
juggle = 1 
poweradd=140 
velset = 0 
ctrl = 0 
anim = 1030

[State 1030, 1]
type = ChangeState 
trigger1 = AnimElem = 1
value = 1031

;--------------------------------------------------------------------------- 
; RISINGKICK_A2 (going up) 
[Statedef 1031] 
number = 8 
type = A 
movetype = A 
velset = 3,-4.7

[State 1031, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1031, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 0
y = .195

[State 1031, 3] 
type = VelAdd 
trigger1 = Animelem >= 10
y = .4

[State 1031, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2
channel = 0


[State 1031, 4]
type = VelSet
trigger1 = AnimElem = 11
x = .7
y = 3

[State 1031, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 57
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1031, 5]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage    = 55
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-5
air.velocity = -2,-5
fall = 1

[State 1031, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1031

[State 1031, 7] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1032

;--------------------------------------------------------------------------- 
;RISINGKICK_A3 (land on ground) 
[Statedef 1032] 
type = S 
movetype= A 
physics = S 
anim = 1032
velset = 0,0 

[State 1032, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1032, 2] 
type = ChangeState 
trigger1 = Time = 5 
value = 0 
ctrl = 1 

;--------------------------------------------------------------------------- 
;RISINGKICK_B (on the ground) 
[Statedef 1033] 
number = 5 
type = S 
movetype= A 
physics = N 
juggle = 1 
poweradd=140 
velset = 0 
ctrl = 0 
anim = 1033

[State 1033, 1]
type = ChangeState 
trigger1 = AnimElem = 1
value = 1034

;--------------------------------------------------------------------------- 
; RISINGKICK_B2 (going up) 
[Statedef 1034] 
number = 8 
type = A 
movetype = A 
anim = 1034
velset = 4.5,-4.2

[State 1034, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1034, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 0 
y = .1

[State 1034, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2
channel = 0


[State 1034, 4] 
type = VelAdd 
trigger1 = Animelem >= 21
y = .4

[State 1034, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 47
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-9
air.velocity = -2,-9
fall = 1
air.recover = 0
fall.recover = 0

[State 1031, 4]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 18
attr = A, SA
damage    = 45
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1

[State 1034, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1037

[State 1034, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1035

;--------------------------------------------------------------------------- 
;RISINGKICK_B3 (land on ground) 
[Statedef 1035] 
type = S 
movetype= A 
physics = S 
anim = 1035
velset = 0,0 

[State 1035, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1035, 2]
type = ChangeState 
trigger1 = Time = 5 
value = 0 
ctrl = 1 

;--------------------------------------------------------------------------- 
;RISINGKICK_C (on the ground) 
[Statedef 1036] 
number = 5 
type = S 
movetype= A 
physics = N 
juggle = 1 
poweradd=140 
velset = 0 
ctrl = 0 
anim = 1036

[State 1036, 1]
type = ChangeState 
trigger1 = AnimElem = 1
value = 1037

;--------------------------------------------------------------------------- 
; RISINGKICK_C2 (going up) 
[Statedef 1037] 
number = 8 
type = A 
movetype = A 
anim = 1037
velset = 4.5,-4.2

[State 1037, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1037, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 0 
y = .1

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2
channel = 0


[State 1037, 4]
type = VelSet
trigger1 = AnimElem = 21
x = 0
y = 3.8

[State 1037, 4]
type = VelSet
trigger1 = AnimElem = 23
x = 0
y = 4.8

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 55
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-9
air.velocity = -2,-9
fall = 1
air.recover = 0
fall.recover = 0

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 18
attr = A, SA
damage    = 53, 15
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1

[State 1037, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1037

[State 1037, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1035

;--------------------------------------------------------------------------- 
;RISINGKICK_C3 (land on ground) 
[Statedef 1038] 
type = S 
movetype= A 
physics = S 
anim = 1038
velset = 0,0 

[State 1038, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1038, 2] 
type = ChangeState 
trigger1 = Time = 5 
value = 0 
ctrl = 1 

;---------------------------------------------------------------------------
; SPINNING BIRD KICK_a
[Statedef 1060]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1060
velset = 5

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,8
channel = 0


[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
value = 0,0

[State 1036, 2]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
x = 4

[State 1036, 2]
type = VelSet 
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 13
trigger7 = AnimElem = 14
trigger8 = AnimElem = 15
trigger9 = AnimElem = 16
x = 3.8

[State 1036, 2]
type = PosAdd
trigger1 = AnimElem = 18
trigger2 = AnimElem = 19
trigger3 = AnimElem = 20
trigger4 = AnimElem = 21
trigger5 = AnimElem = 22
trigger6 = AnimElem = 23
x = -4.2

[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
attr = A, NA
damage   = 33
guardflag = HA
pausetime = 7,7
sparkxy =  -30,-84
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 1034, 4]
type = HitDef
trigger1 = AnimElem = 13
attr = A, SA
damage    = 23
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy =  -30,-84
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6.2,-4
air.velocity = -6.2,-4
fall = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SPINNING BIRD KICK_b
[Statedef 1061]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1061
velset = 5

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,8
channel = 0


[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 22
value = 0,1

[State 1036, 2]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
x = 4

[State 1036, 2]
type = VelSet 
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 13
trigger7 = AnimElem = 14
trigger8 = AnimElem = 15
trigger9 = AnimElem = 16
trigger10 = AnimElem = 17
trigger11 = AnimElem = 18
trigger12 = AnimElem = 19
trigger13 = AnimElem = 20
trigger14 = AnimElem = 21
trigger15 = AnimElem = 22
trigger16 = AnimElem = 23
trigger17 = AnimElem = 24
trigger18 = AnimElem = 25
x = 3.8

[State 1036, 2]
type = PosAdd
trigger1 = AnimElem = 27
trigger2 = AnimElem = 28
trigger3 = AnimElem = 29
trigger4 = AnimElem = 30
trigger5 = AnimElem = 31
trigger6 = AnimElem = 32
x = -4.2

[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 19
attr = A, NA
damage   = 26
guardflag = HA
pausetime = 7,7
sparkxy =  -30,-84
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6


[State 1034, 4]
type = HitDef
trigger1 = AnimElem = 22
attr = A, SA
damage    = 37
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy =  -30,-84
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6.2,-4
air.velocity = -6.2,-4
fall = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; SPINNING BIRD KICK_c
[Statedef 1062]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1062
velset = 5

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,8
channel = 0


[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 22
trigger5 = AnimElem = 28
trigger6 = AnimElem = 31
value = 0,2

[State 1036, 2]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
x = 4

[State 1036, 2]
type = VelSet 
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 13
trigger7 = AnimElem = 14
trigger8 = AnimElem = 15
trigger9 = AnimElem = 16
trigger10 = AnimElem = 17
trigger11 = AnimElem = 18
trigger12 = AnimElem = 19
trigger13 = AnimElem = 20
trigger14 = AnimElem = 21
trigger15 = AnimElem = 22
trigger16 = AnimElem = 23
trigger17 = AnimElem = 24
trigger18 = AnimElem = 25
trigger19 = AnimElem = 26
trigger20 = AnimElem = 27
trigger21 = AnimElem = 29
trigger22 = AnimElem = 29
trigger23 = AnimElem = 30
trigger24 = AnimElem = 31
trigger25 = AnimElem = 32
trigger26 = AnimElem = 33
trigger27 = AnimElem = 34
x = 5

[State 1036, 2]
type = PosAdd
trigger1 = AnimElem = 36
trigger2 = AnimElem = 37
trigger3 = AnimElem = 38
trigger4 = AnimElem = 39
trigger5 = AnimElem = 40
trigger6 = AnimElem = 41
x = -4.2

[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 13
trigger7 = AnimElem = 14
trigger8 = AnimElem = 15
trigger9 = AnimElem = 16
trigger10 = AnimElem = 17
trigger11 = AnimElem = 18
trigger12 = AnimElem = 19
trigger13 = AnimElem = 20
trigger14 = AnimElem = 21
trigger15 = AnimElem = 22
trigger16 = AnimElem = 23
trigger17 = AnimElem = 24
trigger18 = AnimElem = 25
trigger19 = AnimElem = 26
trigger20 = AnimElem = 27
trigger21 = AnimElem = 29
trigger22 = AnimElem = 29
trigger23 = AnimElem = 30
attr = A, NA
damage   = 20,5
guardflag = HA
pausetime = 7,7
sparkxy =  -30,-84
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
fall = 1
fall.recover = 0

[State 1034, 4]
type = HitDef
trigger1 = AnimElem = 31
attr = A, SA
damage    = 36
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy =  -30,-84
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6.2,-4
air.velocity = -6.2,-4
fall = 1
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Deadly Split A
[Statedef 1080]
type    = S
movetype= A
physics = S
poweradd= 50
ctrl = 0
anim = 1080
velset = 10

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,4
channel = 0


[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = A, NA
damage   = 52
hitflag  = MAFD
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-42
sparkno = 12
hitsound   = S5,10
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
fall = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Deadly Split B
[Statedef 1081]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1080
velset = 18

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,4
channel = 0


[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = A, NA
damage   = 52
hitflag  = MAFD
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-42
sparkno = 12
hitsound   = S5,10
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
fall = 1
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Deadly Split C
[Statedef 1082]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1080
velset = 30

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,4
channel = 0


[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = A, NA
damage   = 52
hitflag  = MAFD
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-42
sparkno = 12
hitsound   = S5,10
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.sinadd = 40,0,256,6
fall = 1
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Air Psycho Shot
[Statedef 1090]
type    = A
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 650

[State 1040, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 1040, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1022
projhitanim = 1029
offset = 23,-52
velocity = 2, 4
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, SP
projhits = 1
damage    = 86,10
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = s5,13
guardsound = s8,1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .1
y = .1

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 20
y = .4

[State 1300, 6]
type = Explod
trigger1 = projHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1


[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 20
value = 52

[State 1000, 8]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0


[State 1040, 8]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1
channel = 0


;Air Psycho Shot (Strong)
[Statedef 1091]
type    = A
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 650

[State 1050, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 1
channel = 0


[State 1050, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1022
projhitanim = 1029
offset = 23,-52
velocity = 3, 3
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, SP
projhits = 1
damage    = 92,10
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = s5,13
guardsound = s8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .1
y = .1

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 20
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 19
value = 52

[State 1000, 8]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0
[State 1300, 6]
type = Explod
trigger1 = projHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1050, 8]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0

;Air Psycho Shot (Fierce)
[Statedef 1092]
type    = A
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 650

[State 1060, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 1
channel = 0


[State 1060,1]
type= PlaySnd
trigger1 = AnimElem = 3
value = 5,0

[State 1060, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1022
projhitanim = 1029
offset = 23,-52
velocity = 4, 2
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, SP
projhits = 1
damage    = 96,10
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = s5,13
guardsound = s8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .1
y = .1

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 20
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 19
value = 52

[State 1300, 6]
type = Explod
trigger1 = projhit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1


[State 1000, 8]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

; Fantasy Turn (weak) SAS
[Statedef 1121]
type    = S
movetype= A
physics = S
ctrl = 0


[State 270, 9]
type = ChangeState
trigger1 = life <= 800
value = 2131

[State 270, 9]
type = ChangeState
trigger1 = life > 800
value = 2121

; Fantasy Turn (med) SAS
[Statedef 1123]
type    = S
movetype= A
physics = S
ctrl = 0


[State 270, 9]
type = ChangeState
trigger1 = life <= 800
value = 2133

[State 270, 9]
type = ChangeState
trigger1 = life > 800
value = 2123

; Fantasy Turn (strong) SAS
[Statedef 1125]
type    = S
movetype= A
physics = S
ctrl = 0


[State 270, 9]
type = ChangeState
trigger1 = life <= 800
value = 2135

[State 270, 9]
type = ChangeState
trigger1 = life > 800   
value = 2125

; Fantasy Turn (weak) start
[Statedef 2121]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 1120

[State 270, PLaySound1]
type = PlaySnd
trigger1 = animelem = 1
value = 2,1
channel = 0


[State 270, push]
type = playerpush
trigger1 = time >=0
value = 1

[State 270, nopushback]
type = VelSet
trigger1 = time >= 0
x = 0

[State 270, PosAdd]
type = posadd
trigger1 = time >= 0
x = 1

[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 2122

;---------------------------------------------------------------------------
; Fantasy Turn (weak) Part 2
[Statedef 2122]
type    = A
movetype= A
juggle = 5
velset = 0, -3

[State 271, push]
type = playerpush
trigger1 = time >= 0
value = 1

[State 271, PosAdd]
type = Posadd
trigger1 = time >= 0
x = 1

[State 271, VelAdd]
type = VelAdd
trigger1 = time >= 0
y = 0.20

[State 271, 5]
type = PosAdd
trigger1 = Animelem = 5
x = 6

[State 225, 4]
type = Explod
trigger1 = movehit = 1
persistent = 0
anim = 804
pos = -15,-65
postype = p2
sprpriority = 2
bindtime = 1


[State 225, 4]
type = Explod
trigger1 = moveguarded = 1
persistent = 0
anim = 801
pos = -15,-65
postype = p2
sprpriority = 2
bindtime = 1


[State 271, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Heavy
getpower = 70,35
givepower = 40,20
damage    = 70
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,12
sparkno = -1
guard.sparkno = -1
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -8
air.velocity = -6,-4.0
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300


[State 271, 2]
type = HitDef
trigger1 = animelem = 8
attr = S, NA
animtype  = Heavy
getpower = 70,35
givepower = 40,20
damage    = 70
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1, -10
air.velocity = -1,-10
fall = 1
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 272, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= 0
value = 2128

;---------------------------------------------------------------------------
; Fantasy Turn (medium) start
[Statedef 2123]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 1120

[State 270, PLaySound1]
type = PlaySnd
trigger1 = animelem = 1
value = 2,1
channel = 0


[State 270, push]
type = playerpush
trigger1 = time >=0
value = 1

[State 270, nopushback]
type = VelSet
trigger1 = time >= 0
x = 0

[State 270, PosAdd]
type = posadd
trigger1 = time >= 0
x = 2

[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 2124

;---------------------------------------------------------------------------
; Fantasy Turn (medium) continued
[Statedef 2124]
type    = A
movetype= A
juggle = 5
velset = 0, -3

[State 271, push]
type = playerpush
trigger1 = time >= 0
value = 1

[State 271, PosAdd]
type = Posadd
trigger1 = time >= 0
x = 2

[State 271, VelAdd]
type = VelAdd
trigger1 = time >= 0
y = 0.20


[State 271, 5]
type = PosAdd
trigger1 = Animelem = 5
x = 8

[State 271, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Heavy
getpower = 70,35
givepower = 40,20
damage    = 70
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,12
sparkno = -1
guard.sparkno = -1
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -8
air.velocity = -6,-4.0
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300


[State 271, 2]
type = HitDef
trigger1 = animelem = 8
attr = S, NA
animtype  = Heavy
getpower = 70,35
givepower = 40,20
damage    = 70
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1, -10
air.velocity = -6,-4.0
fall = 1
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 272, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= 0
value = 2128

;---------------------------------------------------------------------------
; Fantasy Turn (strong) start
[Statedef 2125]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 1120

[State 270, PLaySound1]
type = PlaySnd
trigger1 = animelem = 1
value = 2,1
channel = 0

[State 270, push]
type = playerpush
trigger1 = time >=0
value = 1

[State 270, nopushback]
type = VelSet
trigger1 = time >= 0
x = 0

[State 270, PosAdd]
type = posadd
trigger1 = time >= 0
x = 3

[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 2126

;---------------------------------------------------------------------------
; Fantasy Turn (strong) continued
[Statedef 2126]
type    = A
movetype= A
juggle = 5
velset = 0, -3

[State 271, push]
type = playerpush
trigger1 = time >= 0
value = 1

[State 271, PosAdd]
type = Posadd
trigger1 = time >= 0
x = 3

[State 271, VelAdd]
type = VelAdd
trigger1 = time >= 0
y = 0.20

[State 271, 5]
type = PosAdd
trigger1 = Animelem = 5
x = 10



[State 271, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Heavy
getpower = 70,35
givepower = 40,20
damage    = 70,5
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,12
sparkno = -1
guard.sparkno = -1
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -8
air.velocity = -6,-4.0
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 271, 2]
type = HitDef
trigger1 = animelem = 8
attr = S, NA
animtype  = Heavy
getpower = 70,35
givepower = 40,20
damage    = 70,5
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1, -10
air.velocity = -6,-4.0
fall = 1
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 272, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= 0
value = 2128

; Fantasy Turn (weak) start L1-L3
[Statedef 2131]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 1121

[State 270, PLaySound1]
type = PlaySnd
trigger1 = animelem = 1
value = 2,1
channel = 0


[State 270, push]
type = playerpush
trigger1 = time >=0
value = 1

[State 270, nopushback]
type = VelSet
trigger1 = time >= 0
x = 0

[State 270, PosAdd]
type = posadd
trigger1 = time >= 0
x = 1

[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 2132

;---------------------------------------------------------------------------
; Fantasy Turn (weak) Part 2
[Statedef 2132]
type    = A
movetype= A
juggle = 5
velset = 0, -1.5

[State 4020, 5]
type = targetbind
trigger1 = life > 500
trigger1 = movehit = 1
trigger1 = AnimElem = 15, < 0
trigger2 = life <= 250
trigger2 = movehit = 1
pos = 55,-20
time = 75

[State 4020, 5]
type = targetbind
trigger1 = life > 250
trigger1 = life <= 500
trigger1 = movehit = 1
pos = 35,-20
time = 75

[State 271, push]
type = playerpush
trigger1 = time >= 0
value = 1

[State 271, PosAdd]
type = Posadd
trigger1 = time >= 0
x = 1

[State 271, VelAdd]
type = VelAdd
trigger1 = time >= 10
y = 0.20

[State 271, 5]
type = PosAdd
trigger1 = Animelem = 10
x = 6

[State 271, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
attr = S, NA
animtype  = Heavy
getpower = 70,35
givepower = 40,20
damage    = 30, 5
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,12
sparkno = -1
guard.sparkno = -1
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -3
air.velocity = -3,-4.0
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300
fall = 1

[State 271, 2]
type = HitDef
trigger1 = animelem = 17
attr = S, NA
animtype  = Heavy
getpower = 70,35
givepower = 40,20
damage    = 70
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1, -10
air.velocity = -1,-10
fall = 1
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300
[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 272, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= 0
value = 2128

;---------------------------------------------------------------------------
; Fantasy Turn (medium) start
[Statedef 2133]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 1121

[State 270, PLaySound1]
type = PlaySnd
trigger1 = animelem = 1
value = 2,1
channel = 0


[State 270, push]
type = playerpush
trigger1 = time >=0
value = 1

[State 270, nopushback]
type = VelSet
trigger1 = time >= 0
x = 0

[State 270, PosAdd]
type = posadd
trigger1 = time >= 0
x = 2

[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 2134

;---------------------------------------------------------------------------
; Fantasy Turn (medium) continued
[Statedef 2134]
type    = A
movetype= A
juggle = 5
velset = 0, -1.5

[State 4020, 5]
type = targetbind
trigger1 = life > 500
trigger1 = movehit = 1
trigger1 = AnimElem = 15, < 0
trigger2 = life <= 250
trigger2 = movehit = 1
pos = 55,-20
time = 75

[State 4020, 5]
type = targetbind
trigger1 = life > 250
trigger1 = life <= 500
trigger1 = movehit = 1
pos = 35,-20
time = 75


[State 271, push]
type = playerpush
trigger1 = time >= 0
value = 1

[State 271, PosAdd]
type = Posadd
trigger1 = time >= 0
x = 2

[State 271, VelAdd]
type = VelAdd
trigger1 = time >= 10
y = 0.20


[State 271, 5]
type = PosAdd
trigger1 = Animelem = 100
x = 8

[State 271, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
attr = S, NA
animtype  = Heavy
getpower = 70,35
givepower = 40,20
damage    = 30, 5
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,12
sparkno = -1
guard.sparkno = -1
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -3
air.velocity = -3,-4.0
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300
fall = 1

[State 271, 2]
type = HitDef
trigger1 = animelem = 17
attr = S, NA
animtype  = Heavy
getpower = 70,35
givepower = 40,20
damage    = 70
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1, -10
air.velocity = -1,-10
fall = 1
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 272, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= 0
value = 2128

;---------------------------------------------------------------------------
; Fantasy Turn (strong) start
[Statedef 2135]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 1121

[State 270, PLaySound1]
type = PlaySnd
trigger1 = animelem = 1
value = 2,1
channel = 0


[State 270, push]
type = playerpush
trigger1 = time >=0
value = 1

[State 270, nopushback]
type = VelSet
trigger1 = time >= 0
x = 0

[State 270, PosAdd]
type = posadd
trigger1 = time >= 0
x = 3

[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 2136

;---------------------------------------------------------------------------
; Fantasy Turn (strong) continued
[Statedef 2136]
type    = A
movetype= A
juggle = 5
velset = 0, -1.5

[State 4020, 5]
type = targetbind
trigger1 = life > 500
trigger1 = movehit = 1
trigger1 = AnimElem = 15, < 0
trigger2 = life <= 250
trigger2 = movehit = 1
pos = 55,-20
time = 75

[State 4020, 5]
type = targetbind
trigger1 = life > 250
trigger1 = life <= 500
trigger1 = movehit = 1
pos = 35,-20
time = 75

[State 271, push]
type = playerpush
trigger1 = time >= 0
value = 1

[State 271, PosAdd]
type = Posadd
trigger1 = time >= 0
x = 3

[State 271, VelAdd]
type = VelAdd
trigger1 = time >= 10
y = 0.20

[State 271, 5]
type = PosAdd
trigger1 = Animelem = 10
x = 10



[State 271, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
attr = S, NA
animtype  = Heavy
getpower = 70,35
givepower = 40,20
damage    = 30, 5
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,12
sparkno = -1
guard.sparkno = -1
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -3
air.velocity = -3,-4.0
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300
fall = 1

[State 271, 2]
type = HitDef
trigger1 = animelem = 17
attr = S, NA
animtype  = Heavy
getpower = 70,35
givepower = 40,20
damage    = 70
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
hitsound = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1, -10
air.velocity = -1,-10
fall = 1
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 272, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= 0
value = 2128

;---------------------------------------------------------------------------
; Fantasy Turn Finish
[Statedef 2128]
type = S
movetype = I
physics = S
velset = 2, 0
anim = 1032

[State 272, 9]; Level 2 Finish - Snap Kick
type = ChangeState
trigger1 = time = 0
trigger1 = life <= 500
trigger1 = life > 250
value = 2129

[State 272, 9]; Level 3 Finish - Backflip
type = ChangeState
trigger1 = time = 0
trigger1 = life <=250
value = 2130


[State 272, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 272, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Snap Kick Finisher
[Statedef 2129]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1113

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,1
channel = 0


[State 1005, 4]
type = HitDef
trigger1 = AnimElem = 6
attr = A,SA
damage   = 20
guardflag = HA
pausetime = 40,40
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2,-9
airguard.velocity = -2,-9
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1005, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Backflip Finisher
[Statedef 2130]
type   = A
movetype = A
physics = N
poweradd = 100
juggle  = 1
velset = 2,-7
anim = 1108
ctrl = 0

[State 2102, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, HA
animtype = Back
damage = 15,2
guardflag = M
pausetime = 7,7
sparkxy = 0,-50
hitsound = S5,7
priority = 2, Hit
guardsound = s8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-6
air.velocity = -0.4,-10
fall = 1



[State 1110, 1]
type = VelAdd
trigger1 = Time > 0
y = .54

[State 1110, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -.4

[State 1110, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1110, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1110, 5]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1035

;teleport
[Statedef 1131]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1130
ctrl = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2, 8
volume = 255
channel = 0
 

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
value = 5, 4

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = 15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = -15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1131
ProjRemAnim = -1
projremovetime = 3
offset = 30, 0
velocity = -10,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1131
ProjRemAnim = -1
projremovetime = 3
offset = -30, 0
velocity = 10,0

[State 2700, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 10

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1    
;---------------------------------------------------------------------------
;teleport
[Statedef 1132]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1130
ctrl = 0

[State 2700, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 25

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2, 8
volume = 255
channel = 0
 

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
value = 5, 4

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = 15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = -15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1131
ProjRemAnim = -1
projremovetime = 3
offset = 30, 0
velocity = -10,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1131
ProjRemAnim = -1
projremovetime = 3
offset = -30, 0
velocity = 10,0

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1    
;---------------------------------------------------------------------------
;teleport
[Statedef 1133]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1130
ctrl = 0

[State 2700, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 40

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2, 8
volume = 255 
channel = 0


[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
value = 5, 4

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = 15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = -15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1131
ProjRemAnim = -1
projremovetime = 3
offset = 30, 0
velocity = -10,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1131
ProjRemAnim = -1
projremovetime = 3
offset = -30, 0
velocity = 10,0

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1    

;teleport
[Statedef 1134]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1130
ctrl = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2, 8
volume = 255
channel = 0
 

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
value = 5, 4

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = 15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = -15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1131
ProjRemAnim = -1
projremovetime = 3
offset = 30, 0
velocity = -10,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1131
ProjRemAnim = -1
projremovetime = 3
offset = -30, 0
velocity = 10,0

[State 2700, 1]
type = VelSet
trigger1 = AnimElem = 2
x = -10

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1    
;---------------------------------------------------------------------------
;teleport
[Statedef 1135]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1130
ctrl = 0

[State 2700, 1]
type = VelSet
trigger1 = AnimElem = 2
x = -25

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2, 8
volume = 255
channel = 0
 

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
value = 5, 4

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = 15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = -15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1131
ProjRemAnim = -1
projremovetime = 3
offset = 30, 0
velocity = -10,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1131
ProjRemAnim = -1
projremovetime = 3
offset = -30, 0
velocity = 10,0

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1    
;---------------------------------------------------------------------------
;teleport
[Statedef 1136]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1130
ctrl = 0

[State 2700, 1]
type = VelSet
trigger1 = AnimElem = 2
x = -40

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2, 8
volume = 255
channel = 0
 

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
value = 5, 4

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = 15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = -15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1131
ProjRemAnim = -1
projremovetime = 3
offset = 30, 0
velocity = -10,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1131
ProjRemAnim = -1
projremovetime = 3
offset = -30, 0
velocity = 10,0

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1    

; Dark Cutter SAS
[Statedef 1100]
type    = S
movetype= A
physics = S
ctrl = 0


[State 270, 9]
type = ChangeState
trigger1 = life <= 250
value = 1102

[State 270, 9]
type = ChangeState
trigger1 = life > 250
value = 1101


;Dark Cutter L0-L2
[Statedef 1101]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 50
juggle = 0
ctrl = 0
anim = 1100

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1
channel = 0


[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,0
volume = 100

[State 1101,3]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1055
projhitanim = 1056
projremovetime = 8
offset = 12, -44
attr = S, SP 
damage = 25, 5
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9 
sparkno = 12
sparkxy = 60, -15
hitsound = S5,10 
guardsound =S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,4]
type = Projectile
trigger1 = life < 800
trigger1 = time = 14
projanim = 1055
projhitanim = 1056
projremovetime = 8
offset = 17, -44
attr = S, SP 
damage = 25, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9 
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,4]
type = Projectile
trigger1 = time = 18
projanim = 1055
projhitanim = 1056
projremovetime = 8
offset = 17, -44
attr = S, SP 
damage = 25, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9 
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,4]
type = Projectile
trigger1 = life < 500
trigger1 = time = 22
projanim = 1055
projhitanim = 1056
projremovetime = 8
offset = 17, -44
attr = S, SP 
damage = 25, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9 
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100


[State 1101,5]
type = Projectile
trigger1 = time = 26
projanim = 1056
projhitanim = 1056
projremovetime = 9
offset = 22, -44
attr = S, SP 
damage = 25, 5
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9  
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Var(7) = 1
value = 1103
ctrl = 1

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Dark Cutter L3
[Statedef 1102]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 50
juggle = 0
ctrl = 0
anim = 1100

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1
channel = 0


[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,0
volume = 100

[State 1101,3]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1055
projhitanim = 1056
projremovetime = 8
offset = 12, -44
attr = S, SP 
damage = 15, 5
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9 
sparkno = 12
sparkxy = 60, -15
hitsound = S5,10 
guardsound =S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,4]
type = Projectile
trigger1 = time = 18
projanim = 1055
projhitanim = 1056
projremovetime = 8
offset = 17, -44
attr = S, SP 
damage = 15, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9 
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,5]
type = Projectile
trigger1 = time = 26
projanim = 1056
projhitanim = 1056
projremovetime = 9
offset = 22, -44
attr = S, SP 
damage = 15, 5
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9  
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,3]
type = Projectile
trigger1 = Time = 34
projanim = 1055
projhitanim = 1056
projremovetime = 8
offset = 12, -44
attr = S, SP 
damage = 15, 5
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9 
sparkno = 12
sparkxy = 60, -15
hitsound = S5,10 
guardsound =S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,4]
type = Projectile
trigger1 = time = 42
projanim = 1055
projhitanim = 1056
projremovetime = 8
offset = 17, -44
attr = S, SP 
damage = 15, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9 
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,5]
type = Projectile
trigger1 = time = 50
projanim = 1056
projhitanim = 1056
projremovetime = 9
offset = 22, -44
attr = S, SP 
damage = 15, 5
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9  
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1000, 8]
type = ChangeAnim
trigger1 = Time = 28
value = 1100


[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Var(7) = 1
value = 1103
ctrl = 1

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Sweeping Cutter SAS
[Statedef 2100]
type    = S
movetype= A
physics = S
ctrl = 0


[State 270, 9]
type = ChangeState
trigger1 = life <= 250
value = 2102

[State 270, 9]
type = ChangeState
trigger1 = life > 250
value = 2101


;Sweeping Cutter L0-L2
[Statedef 2101]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 50
juggle = 0
ctrl = 0
anim = 2100

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,4
channel = 0


[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,0
volume = 100

[State 1101,3]
type = Projectile
trigger1 = AnimElem = 4
projanim = 2055
projhitanim = 2056
projremovetime = 8
offset = 22, -25
attr = S, SP 
damage = 25, 5
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = L
pausetime = 0,9 
sparkno = 12
sparkxy = 60, -15
hitsound = S5,10 
guardsound =S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,4]
type = Projectile
trigger1 = life < 800
trigger1 = time = 14
projanim = 2055
projhitanim = 2056
projremovetime = 8
offset = 24, -25
attr = S, SP 
damage = 25, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = L
pausetime = 0,9 
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,4]
type = Projectile
trigger1 = time = 18
projanim = 2055
projhitanim = 2056
projremovetime = 8
offset = 27, -25
attr = S, SP 
damage = 25, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = L
pausetime = 0,9 
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,4]
type = Projectile
trigger1 = life < 500
trigger1 = time = 22
projanim = 2055
projhitanim = 2056
projremovetime = 8
offset = 27, -25
attr = S, SP 
damage = 25, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = L
pausetime = 0,9 
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100


[State 1101,5]
type = Projectile
trigger1 = time = 26
projanim = 2055
projhitanim = 2056
projremovetime = 9
offset = 32, -25
attr = S, SP 
damage = 25, 5
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = L
pausetime = 0,9  
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(7) = 1
value = 1103
ctrl = 1

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Dark Cutter L3
[Statedef 2102]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 50
juggle = 0
ctrl = 0
anim = 2100

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4,5
channel = 0


[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,0
volume = 100

[State 1101,3]
type = Projectile
trigger1 = AnimElem = 4
projanim = 2055
projhitanim = 2056
projremovetime = 8
offset = 22, -25
attr = S, SP 
damage = 15, 5
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = L 
pausetime = 0,9 
sparkno = 12
sparkxy = 60, -15
hitsound = S5,10 
guardsound =S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,4]
type = Projectile
trigger1 = time = 18
projanim = 2055
projhitanim = 2056
projremovetime = 8
offset = 27, -25
attr = S, SP 
damage = 15, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = L
pausetime = 0,9 
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,5]
type = Projectile
trigger1 = time = 26
projanim = 2056
projhitanim = 2056
projremovetime = 9
offset = 32, -25
attr = S, SP 
damage = 15, 5
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = L 
pausetime = 0,9  
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,3]
type = Projectile
trigger1 = Time = 34
projanim = 2055
projhitanim = 2056
projremovetime = 8
offset = 22, -25
attr = S, SP 
damage = 15, 5
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = L
pausetime = 0,9 
sparkno = 12
sparkxy = 60, -15
hitsound = S5,10 
guardsound =S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,4]
type = Projectile
trigger1 = time = 42
projanim = 2055
projhitanim = 2056
projremovetime = 8
offset = 27, -25
attr = S, SP 
damage = 15, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = L
pausetime = 0,9 
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,5]
type = Projectile
trigger1 = time = 50
projanim = 2056
projhitanim = 2056
projremovetime = 9
offset = 32, -25
attr = S, SP 
damage = 15, 5
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = L
pausetime = 0,9  
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1000, 8]
type = ChangeAnim
trigger1 = Time = 28
value = 2100


[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(7) = 1
value = 1103
ctrl = 1

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Piercing Dagger SAS
[Statedef 1103]
type    = S
movetype= A
physics = S
ctrl = 0


[State 270, 9]
type = ChangeState
trigger1 = life <= 250
trigger2 = var(2) > 0
value = 1105

[State 270, 9]
type = ChangeState
trigger1 = life > 250
value = 1104

;Piercing Dagger L0
[Statedef 1104]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 12
velset = 16
ctrl = 0
anim = 1101

[State 1141,1]
type = ChangeAnim
triggerall = time = 0
trigger1 = life <= 800
trigger1 = life > 500
value = 1104

[State 1141,1]
type = ChangeAnim
triggerall = time = 0
trigger1 = life <= 500
trigger1 = life > 250
value = 1105



[State 1141, 1]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 1141, 2]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 1141, 3]
type = playsnd
trigger1 = AnimElem = 3
value = 2,4
channel = 0



[State 1141, 4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = life > 800
attr = S, NA
damage   = 60, 12
guardflag = MA
hitflag = MAF
pausetime = 20,20
sparkxy = -22,-40
sparkno = 12
hitsound = S5,11
guardsound = S8,1
volume = 100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 3, 0
air.velocity = 3, 0
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1141, 4]
type = HitDef
triggerall = life <= 800
triggerall = life > 500
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
attr = S, NA
damage   = 40, 12
guardflag = MA
hitflag = MAF
pausetime = 20,20
sparkxy = -22,-40
sparkno = 12
hitsound = S5,11
guardsound = S8,1
volume = 100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 1, 0
air.velocity = 1, 0
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1141, 4]
type = HitDef
triggerall = life <= 500
triggerall = life > 250
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
attr = S, NA
damage   = 30, 10
guardflag = MA
hitflag = MAF
pausetime = 20,20
sparkxy = -22,-40
sparkno = 12
hitsound = S5,11
guardsound = S8,1
volume = 100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 3, 0
air.velocity = 3, 0
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
ownpal = 1
ignorehitpause = 1



[State 9200, 1]
type = VarSet
trigger1 = Time = 0
v = 7
value = 0

[State 9200, 1]
type = VarSet
trigger1 = Time = 0
v = 7
value = 0

[State 1141, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Dark Drill (Piercing Dagger L3)
[Statedef 1105]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 12
velset = 10
ctrl = 0
anim = 1103

[State 1141, 1]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 1141, 2]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 1141, 3]
type = playsnd
trigger1 = AnimElem = 3
value = 4,4
channel = 0



[State 1141, 4]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
attr = S, NA
damage   = 8, 4
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkxy = -22,-40
sparkno = 12
hitsound = S5,11
guardsound = S8,1
volume = 100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 1, 0
air.velocity = 1, 0
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 9200, 1]
type = VarSet
trigger1 = Time = 0
v = 7
value = 0

[State 1141, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Death Touch
[Statedef 1106] 
type = S 
movetype = A 
physics = S 
anim = 745
ctrl = 0 
velset = 0,0

[State 745 ,1]
type = Velset
triggerall = time = 0
trigger1 = life <= 800
trigger1 = life > 500
x = 10

[State 745 ,1]
type = Velset
triggerall = time = 0
trigger1 = life <= 500
trigger1 = life > 250
x = 16

[State 745 ,1]
type = Velset
triggerall = time = 0
trigger1 = life <= 250
trigger2 = var(2) > 0
x = 25


[State 745, 3] 
type = PlaySnd 
trigger1 = Animelem = 2
value = 2,1
channel = 0


[State 745, 4] 
type = PlaySnd 
trigger1 = Animelem = 2
value = 0,2 

[State 1141, 4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = life > 800
attr = S, NA
damage   = 60, 12
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkxy = -22,-40
hitsound = S5,8
guardsound = S8,1
volume = 100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2, -9
air.velocity = -2, -9
palfx.time = 60
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1


[State 1141, 4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = life <= 800
trigger1 = life > 500
attr = S, NA
damage   = 75, 12
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkxy = -22,-40
hitsound = S5,8
guardsound = S8,1
volume = 100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2, -9
air.velocity = -2, -9
palfx.time = 60
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1


[State 1141, 4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = life <= 500
trigger1 = life > 250
attr = S, NA
damage   = 90, 12
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkxy = -22,-40
hitsound = S5,8
guardsound = S8,1
volume = 100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2, -9
air.velocity = -2, -9
palfx.time = 60
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1

[State 1141, 4]
type = HitDef
triggerall = AnimElem = 3
trigger1 = life <= 250
trigger2 = var(2) > 0
attr = S, NA
damage   = 120, 20
guardflag = MA
hitflag = MAF
pausetime = 20,20
sparkxy = -22,-40
hitsound = S5,7
guardsound = S8,1
volume = 100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2, -9
air.velocity = -2, -9
palfx.time = 60
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1

[State 745, 6] 
type = ChangeState 
trigger1 = AnimTime = 0 
value = 0 
ctrl = 1 

; Death Strike SAS
[Statedef 1140]
type    = S
movetype= A
physics = S
ctrl = 0


[State 270, 9]
type = ChangeState
trigger1 = life <=800
value = 1142

[State 270, 9]
type = ChangeState
trigger1 = life > 800
value = 1141


; Death Strike L0
[Statedef 1141]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 12
velset = 16
ctrl = 0
anim = 1102

[State 1141, 1]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 1141, 2]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 1141, 3]
type = playsnd
trigger1 = AnimElem = 3
value = 4,1


[State 1141, 4]
type = HitDef
trigger1 = life > 250
trigger1 = AnimElem = 3
attr = S, NA
damage   = 100, 32
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkxy = -12,-80
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -25, -3
air.velocity = -25, -3 
palfx.time = 50
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1


[State 1141, 4]
type = HitDef
trigger1 = life <= 250
trigger1 = AnimElem = 3
attr = S, NA
damage   = 80, 32
guardflag = 
hitflag = MAF
pausetime = 30,30
sparkxy = -12,-80
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -25, -3
air.velocity = -25, -3 
palfx.time = 50
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1

[State 1141, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Death Strike L3
[Statedef 1142]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 50
juggle = 0
ctrl = 0
anim = 4001

[State 1101,3]
type = Projectile
trigger1 = Time = 0
projanim = 1102
projhitanim = -1
projremovetime = 7
offset = 0, 0
attr = S, SP 
damage = 25, 5
velocity = 2
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9 
sparkno = 3
sparkxy = 0, -60
hitsound = S5,7 
guardsound =S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1101,4]
type = Projectile
trigger1 = time = 6
projanim = 1102
projhitanim = -1
projremovetime = 7
offset = 0, 0
attr = S, SP 
damage = 25, 9
velocity = 2
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9 
sparkxy = 60, -65
sparkno = 3
hitsound = S5,7 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1000, 8]
type = ChangeState
trigger1 = life > 500
trigger1 = time = 6
value = 1141

[State 1000, 8]
type = ChangeState
trigger1 = life <= 500
trigger1 = time = 12
value = 1141

; Bloody Moon weak
[Statedef 1150]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 1106

[State 2100, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1
channel = 0



[State 2100, 3]
type = PlaySnd
trigger1 = Time = 5
value = 5,0

[State 2100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1151

;--------------------------
; Bloody Moon (start upward)
[Statedef 1151]
type = S
movetype = A
physics = S
juggle  = 1
poweradd = 100
anim = 1107
ctrl = 0
velset = 0

[State 2101, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype = back
damage = 30,4
guardflag = M
pausetime = 10,10
sparkxy = 500,-500
hitsound = S5,11
priority = 6, Hit
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.1,-8
air.velocity = -0.1,-8
fall = 1

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5
ignorehitpause = 1


[State 2101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1152

;--------------------------
; Bloody Moon(somersault)
[Statedef 1152]
type   = A
movetype = A
physics = N
poweradd = 100
juggle  = 1
velset = 2,-7
anim = 1108
ctrl = 0

[State 4020, 5]
type = targetbind
trigger1 = life <= 850
trigger1 = life > 500
trigger1 = movehit = 1
trigger1 = AnimElem = 7, < 0
trigger2 = life <= 500
trigger2 = life > 250
trigger2 = movehit = 1
trigger2 = AnimElem = 12, < 0
trigger3 = life <=250
trigger3 = movehit = 1
pos = 55,-20
time = 25


[State 1141,1]
type = ChangeAnim
triggerall = time = 0
trigger1 = life <= 800
trigger1 = life > 500
value = 1111

[State 1141,1]
type = ChangeAnim
triggerall = time = 0
trigger1 = life <= 500
value = 1112


[State 1110, 8]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
anim = 1109
sprpriority = 3
postype = p1
pos = 0,0
shadow = 68,68,68
bindtime = -1

[State 2102, 1]
type = HitDef
triggerall = life > 800
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, HA
animtype = Back
damage = 30,2
guardflag = M
pausetime = 10,10
sparkxy = 500,-500
sparkno = 12
hitsound = S5,11
priority = 2, Hit
guardsound = s8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-6
air.velocity = -0.4,-10
fall = 1

[State 2102, 1]
type = HitDef
triggerall = life <=800
triggerall = life > 500
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
attr = S, HA
animtype = Back
damage = 16,2
guardflag = M
pausetime = 5,5
sparkxy = 500,-500
sparkno = 12
hitsound = S5,11
priority = 2, Hit
guardsound = s8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-6
air.velocity = -0.4,-10
fall = 1

[State 2102, 1]
type = HitDef
triggerall = life <= 500
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
attr = S, HA
animtype = Back
damage = 11,2
guardflag = M
pausetime = 5,5
sparkxy = 500,-500
sparkno = 12
hitsound = S5,11
priority = 2, Hit
guardsound = s8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-6
air.velocity = -0.4,-10
fall = 1


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = 1
ontop = 1
ownpal = 1



[State 1005, 12]
type = ChangeState
trigger1 = life <= 250
trigger1 = AnimElem = 13
trigger1 = movehit = 1
value = 1159



[State 1110, 1]
type = VelAdd
trigger1 = life > 500
trigger1 = Time > 0
trigger2 = life <= 500
trigger2 = Time > 2
y = .54

[State 1110, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -.4

[State 1110, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1110, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1110, 5]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1035

; Bloody Moon medium
[Statedef 1153]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 1106

[State 2100, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1
channel = 0



[State 2100, 3]
type = PlaySnd
trigger1 = Time = 5
value = 5,0


[State 2100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1154

;--------------------------
; Bloody Moon (start upwards)
[Statedef 1154]
type = S
movetype = A
physics = S
juggle  = 1
poweradd = 100
anim = 1107
ctrl = 0
velset = 0

[State 2101, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype = back
damage = 30,4
guardflag = M
pausetime = 10,10
sparkxy = 500,-500
hitsound = S5,10
priority = 6, Hit
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.1,-8
air.velocity = -0.1,-8
fall = 1

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5
ignorehitpause = 1


[State 9200, 1]
type = VarSet
trigger1 = Time = 0
v = 7
value = 0

[State 2101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1155

;--------------------------
; Bloody Moon (somersault)
[Statedef 1155]
type   = A
movetype = A
physics = N
poweradd = 100
juggle  = 1
velset = 7,-7
anim = 1108
ctrl = 0

[State 4020, 5]
type = targetbind
trigger1 = life <= 850
trigger1 = life > 500
trigger1 = movehit = 1
trigger1 = AnimElem = 7, < 0
trigger2 = life <= 500
trigger2 = life > 250
trigger2 = movehit = 1
trigger2 = AnimElem = 12, < 0
trigger3 = life <=250
trigger3 = movehit = 1
pos = 55,-20
time = 25


[State 1141,1]
type = ChangeAnim
triggerall = time = 0
trigger1 = life <= 800
trigger1 = life > 500
value = 1111

[State 1141,1]
type = ChangeAnim
triggerall = time = 0
trigger1 = life <= 500
value = 1112


[State 1110, 8]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
anim = 1109
sprpriority = 3
postype = p1
pos = 0,0
shadow = 68,68,68
bindtime = -1

[State 2102, 1]
type = HitDef
triggerall = life > 800
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, HA
animtype = Back
damage = 30,2
guardflag = M
pausetime = 10,10
sparkxy = 500,-500
sparkno = 12
hitsound = S5,11
priority = 2, Hit
guardsound = s8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-6
air.velocity = -0.4,-10
fall = 1

[State 2102, 1]
type = HitDef
triggerall = life <=800
triggerall = life > 500
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
attr = S, HA
animtype = Back
damage = 16,2
guardflag = M
pausetime = 5,5
sparkxy = 500,-500
sparkno = 12
hitsound = S5,11
priority = 2, Hit
guardsound = s8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-6
air.velocity = -0.4,-10
fall = 1

[State 2102, 1]
type = HitDef
triggerall = life <= 500
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
attr = S, HA
animtype = Back
damage = 11,2
guardflag = M
pausetime = 5,5
sparkxy = 500,-500
sparkno = 12
hitsound = S5,11
priority = 2, Hit
guardsound = s8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-6
air.velocity = -0.4,-10
fall = 1


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = 1
ontop = 1
ownpal = 1



[State 1005, 12]
type = ChangeState
trigger1 = life <= 250
trigger1 = AnimElem = 13
trigger1 = movehit = 1
value = 1159



[State 1110, 1]
type = VelAdd
trigger1 = life > 500
trigger1 = Time > 0
trigger2 = life <= 500
trigger2 = Time > 2
y = .54

[State 1110, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -.4

[State 1110, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1110, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1110, 5]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1035

; Bloody Moon strong
[Statedef 1156]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 1106

[State 2100, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1
channel = 0



[State 2100, 3]
type = PlaySnd
trigger1 = Time = 5
value = 5,0

[State 2100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1157

;--------------------------
; Bloody Moon (starting upwards)
[Statedef 1157]
type = S
movetype = A
physics = S
juggle  = 1
poweradd = 100
anim = 1107
ctrl = 0
velset = 0

[State 2101, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype = back
damage = 30,4
guardflag = M
pausetime = 10,10
sparkxy = 500,-500
hitsound = S5,10
priority = 6, Hit
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.1,-10
air.velocity = -0.1,-10
fall = 1

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5
ignorehitpause = 1


[State 2101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1158

;--------------------------
; Bloody Moon (somersault)
[Statedef 1158]
type   = A
movetype = A
physics = N
poweradd = 100
juggle  = 1
velset = 11,-9
anim = 1108
ctrl = 0

[State 4020, 5]
type = targetbind
trigger1 = life <= 850
trigger1 = life > 500
trigger1 = movehit = 1
trigger1 = AnimElem = 7, < 0
trigger2 = life <= 500
trigger2 = life > 250
trigger2 = movehit = 1
trigger2 = AnimElem = 12, < 0
trigger3 = life <=250
trigger3 = movehit = 1
pos = 55,-20
time = 25


[State 1141,1]
type = ChangeAnim
triggerall = time = 0
trigger1 = life <= 800
trigger1 = life > 500
value = 1111

[State 1141,1]
type = ChangeAnim
triggerall = time = 0
trigger1 = life <= 500
value = 1112


[State 1110, 8]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
anim = 1109
sprpriority = 3
postype = p1
pos = 0,0
shadow = 68,68,68
bindtime = -1

[State 2102, 1]
type = HitDef
triggerall = life > 800
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, HA
animtype = Back
damage = 30,2
guardflag = M
pausetime = 10,10
sparkxy = 500,-500
sparkno = 12
hitsound = S5,11
priority = 2, Hit
guardsound = s8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-6
air.velocity = -0.4,-10
fall = 1

[State 2102, 1]
type = HitDef
triggerall = life <=800
triggerall = life > 500
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
attr = S, HA
animtype = Back
damage = 16,2
guardflag = M
pausetime = 5,5
sparkxy = 500,-500
sparkno = 12
hitsound = S5,11
priority = 2, Hit
guardsound = s8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-6
air.velocity = -0.4,-10
fall = 1

[State 2102, 1]
type = HitDef
triggerall = life <= 500
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
attr = S, HA
animtype = Back
damage = 11,2
guardflag = M
pausetime = 5,5
sparkxy = 500,-500
sparkno = 12
hitsound = S5,11
priority = 2, Hit
guardsound = s8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-6
air.velocity = -0.4,-10
fall = 1


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = 1
ontop = 1
ownpal = 1



[State 1005, 12]
type = ChangeState
trigger1 = life <= 250
trigger1 = AnimElem = 13
trigger1 = movehit = 1
value = 1159



[State 1110, 1]
type = VelAdd
trigger1 = life > 500
trigger1 = Time > 0
trigger2 = life <= 500
trigger2 = Time > 2
y = .54

[State 1110, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -.4

[State 1110, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1110, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1110, 5]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1035

; Aerial Rage part 1
[Statedef 1159]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1005

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,3

[State 1005, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,3

[State 1005, 3]
type = PlaySnd
trigger1 = AnimElem = 12
value = 2,3

[State 1005, 4]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
attr = A, NA
damage   = 1
guardflag = 
snap = 55, -20, 0, 1
pausetime = 4,30
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1005, 12]
type = ChangeState
trigger1 = AnimElem = 12
value = 1160

;Aerial Rage pt. 2
[Statedef 1160]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1113

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,1
channel = 0


[State 1005, 4]
type = HitDef
trigger1 = AnimElem = 6
attr = A,SA
damage   = 15
guardflag = HA
pausetime = 40,200
sparkxy =  -5,-70
snap= 60,-60,0,1
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1005, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 1161

;Bye bye!
[Statedef 1161]
type    = A
movetype= A
physics = N
juggle  = 1
velset =   0,0,0
anim = 4002     
ctrl = 0        

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = 15,0

[State 4000, 1]
type = PosAdd
trigger1 = Time = 3
x = 60
y = -280



[State 4000 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 5,4


[State 4000 , 7]
type = ChangeState
trigger1 = time = 5
value = 1162
ctrl = 0

;HELLO!
[Statedef 1162]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,20
ctrl = 0
anim = 1114

[State 1005, 1]
type = PlaySnd
trigger1 = time = 0
value = 4,0
channel = 0


[State 1005, 4]
type = HitDef
trigger1 = time > 0
trigger1 = movehit !=1
attr = A,SA
damage   = 15
guardflag = HA
pausetime = 0,0
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = 0,20
airguard.velocity = 0, 20
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
fall = 1

[State 1005, 12]
type = PlaySnd
trigger1 = movehit = 1
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5,7

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 105

;Rib Breaker
[Statedef 1170]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 50
juggle = 0
ctrl = 0
anim = 851

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,4
channel = 0


[State 630, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype  = Hard
damage    = 70,20
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = s5,17
guardsound = s8,0
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -12,-1.4
air.velocity = -1.3,-3
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
p2facing = 1
p2stateno = 940

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Hit by Rib Breaker
[Statedef 940]
type    = A
movetype= H ;Get hit
physics = N

[State 940, 0]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 940, 2]
type = PosAdd
trigger1 = Time = 0
y = -20

[State 940, 3]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 912

[State 940, 4]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 941

;------------------------------------------
; Hit by Ｊ前入れ強 (吹っ飛び)
[Statedef 941]
type    = A
movetype= H ;Get hit
physics = N

[State 941, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 913

[State 941, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 913

[State 941, 2]
type = VelSet
trigger1 = Time = 0
x = -15
y =   0

[State 941, 3]
type = LifeAdd
trigger1 = backedgedist <= 5
value = -50

[State 941, 5]
type = ChangeState
trigger1 = backedgedist <= 5
value = 942

;------------------------------------------
; Hit by Rib Breaker
[Statedef 942]
type    = A
movetype= H ;Get hit
physics = N

[State 942, 0]
type = PlaySnd
Trigger1 = Time = 0
value = 5,7

[State 942, 1]
type = PosAdd
trigger1 = Time = 0
y = -20

[State 942, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 912

[State 942, 3]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 942, 4]
type = EnvShake
Trigger1 = Time = 0
time = 15
ampl = -3
freq = 90
phase = 90

[State 942, 6]
type = ChangeState
trigger1 = Time = 10
value = 943

;------------------------------------------
; Hit by Rib Breaker Elbow
[Statedef 943]
type    = A
movetype= H ;Get hit
physics = N

[State 943, 0]
type = ChangeAnim2
Trigger1 = Time = 0
value = 912

[State 943, 1]
type = Gravity
trigger1 = Time >= 0

[State 943, 5]
type = SelfState
trigger1 = Pos Y > 10
trigger1 = Vel Y > 0
value = 5100
ctrl = 0

;Dark Slasher
[Statedef 1175]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 55
juggle = 0
ctrl = 0
anim = 2021

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1

[State 1000, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,0


[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 5
projanim = 2102
projpriority = 1
projshadow = -1
offset = 40,-1
numhits = 3
projhits = 2
velocity = 0
attr = S, HA
damage   = 40,12
animtype = heavy
guardflag = L
hitflag = MAFDP
pausetime = 0,10
sparkxy = 0,-50
sparkno = S998
hitsound = s5,11
guardsound = S8,1           
animtype = Hard
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -6,-1.4
air.velocity = -6,-1.4
guard.velocity = -7
fall = 1
fall.recover = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Burning Slide
[Statedef 1190]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 8
velset = 6
ctrl = 0
anim = 852

[State 1141, 1]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 1141, 2]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 1141, 3]
type = playsnd
trigger1 = AnimElem = 3
value = 2,4


[State 1141, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 80, 5
guardflag = L
hitflag = MAFDP
pausetime = 12,12
sparkxy = -12,-80
hitsound = S5,7
guardsound = S8,1
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5, -3
air.velocity = -5, -3 
palfx.time = 50
palfx.mul = 100,150,300
palfx.add = 0,40,100
palfx.sinadd = 40,0,256,6
fall.recover = 0
fall = 1

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1300, 6]
type = PalFX
trigger1 = 1
;trigger1 = animelem = 8
time = 5
mul = 100,150,300
add = 0,40,100
sinadd = 40,0,256,3

[State 1300, 6]
type = Explod
trigger1 = AnimElem = 3
;trigger1 = animelem = 8
anim = 89986
postype = p1
pos = 0,-25
bindtime = 44
removetime = 20
sprpriority = 1

[State 1141, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Burning Slide
[Statedef 1191]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 8
velset = 12
ctrl = 0
anim = 852

[State 1141, 1]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 1141, 2]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 1141, 3]
type = playsnd
trigger1 = AnimElem = 3
value = 2,4


[State 1141, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 80, 5
guardflag = L
hitflag = MAFDP
pausetime = 12,12
sparkxy = -12,-80
hitsound = S5,7
guardsound = S8,1
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5, -3
air.velocity = -5, -3 
palfx.time = 50
palfx.mul = 100,150,300
palfx.add = 0,40,100
palfx.sinadd = 40,0,256,6
fall.recover = 0
fall = 1

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1300, 6]
type = PalFX
trigger1 = 1
;trigger1 = animelem = 8
time = 5
mul = 100,150,300
add = 0,40,100
sinadd = 40,0,256,3

[State 1300, 6]
type = Explod
trigger1 = AnimElem = 3
;trigger1 = animelem = 8
anim = 89986
postype = p1
pos = 0,-25
bindtime = 44
removetime = 20
sprpriority = 1

[State 1141, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Burning Slide
[Statedef 1192]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 20
ctrl = 0
anim = 852

[State 1141, 1]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 1141, 2]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 1141, 3]
type = playsnd
trigger1 = AnimElem = 3
value = 2,4


[State 1141, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 80, 5
guardflag = L
hitflag = MAFDP
pausetime = 12,12
sparkxy = -12,-80
hitsound = S5,7
guardsound = S8,1
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5, -3
air.velocity = -5, -3 
palfx.time = 50
palfx.mul = 100,150,300
palfx.add = 0,40,100
palfx.sinadd = 40,0,256,6
fall.recover = 0
fall = 1

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1300, 6]
type = PalFX
trigger1 = 1
;trigger1 = animelem = 8
time = 5
mul = 100,150,300
add = 0,40,100
sinadd = 40,0,256,3

[State 1300, 6]
type = Explod
trigger1 = AnimElem = 3
;trigger1 = animelem = 8
anim = 89986
postype = p1
pos = 0,-25
bindtime = 44
removetime = 20
sprpriority = 1

[State 1141, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;DARK VORTEX (start)
[Statedef 1600]
type    = S
movetype= A
physics = S
poweradd= -2000
anim = 1100
ctrl = 0

[State 1650, 3]
type = SuperPause
trigger1 = AnimElem = 1
pos = 9, -48
time = 50
darken = 0

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1
[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 3

[State 1600, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,5
channel = 0


[State 1600, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4,2
volume = 100
channel = 0


[State 1600, 2]
type = PlaySnd
trigger1 = time = 3
value = 5,14

[State 1600, 2]
type = PlaySnd
trigger1 = time = 3
value = 5,15


[State 1600, 3]
type = AfterImage
trigger1 = Animelem = 2
time = 1

[State 1600, 3]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 3, < 0
time = 5
trans = add

[State 1348, 2]
type = Projectile
trigger1 = time = 5
projanim = 1028
projhitanim = 1028
projshadow = 68,68,68
offset = 40, 0
velocity = 0
projremovetime = 64
projpriority = 1
numhits = 4
attr = S, SA
damage   = 50,5
guardflag = M
animtype = hard
pausetime = 0,9
sparkno = -1
hitsound   = s5,14
guardsound = s8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 8
guard.velocity = -7
ground.velocity = -15, -6
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5,-0.4
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
fall = 1

[State 1348, 2]
type = Projectile
trigger1 = time = 10
projanim = 1028
projhitanim = 1028
projshadow = 68,68,68
offset = 90, 0
velocity = 0
projremovetime = 64
projpriority = 1
numhits = 4
attr = S, SA
damage   = 50,5
guardflag = M
animtype = hard
pausetime = 0,9
sparkno = -1
hitsound   = s5,14
guardsound = s8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 8
guard.velocity = -7
ground.velocity = -15, -6
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5,-0.4
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
fall = 1

[State 1348, 2]
type = Projectile
trigger1 = time = 15
projanim = 1028
projhitanim = 1028
projshadow = 68,68,68
offset = 140, 0
velocity = 0
projremovetime = 64
projpriority = 1
numhits = 4
attr = S, SA
damage   = 50,5
guardflag = m
animtype = hard
pausetime = 0,9
sparkno = -1
hitsound   = s5,14
guardsound = s8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 8
guard.velocity = -7
ground.velocity = -15, -6
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5,-0.4
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
fall = 1

[State 1348, 2]
type = Projectile
trigger1 = time = 20
projanim = 1028
projhitanim = 1028
projshadow = 68,68,68
offset = 190, 0
velocity = 0
projremovetime = 64
projpriority = 1
numhits = 4
attr = S, SA
damage   = 50,5
guardflag = M
animtype = hard
pausetime = 0,9
sparkno = -1
hitsound   = s5,14
guardsound = s8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 8
guard.velocity = -7
ground.velocity = -15, -6
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5,-0.4
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
fall = 1

[State 1348, 2]
type = Projectile
trigger1 = time = 25
projanim = 1028
projhitanim = 1028
projshadow = 68,68,68
offset = 240, 0
velocity = 0
projremovetime = 64
projpriority = 1
numhits = 4
attr = S, SA
damage   = 50,5
guardflag = M
animtype = hard
pausetime = 0,9
sparkno = -1
hitsound   = s5,14
guardsound = s8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 8
guard.velocity = -7
ground.velocity = -15, -6
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5,-0.4
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
fall = 1

[State 1348, 2]
type = Projectile
trigger1 = time = 30
projanim = 1028
projhitanim = 1028
projshadow = 68,68,68
offset = 290, 0
velocity = 0
projremovetime = 64
projpriority = 1
numhits = 4
attr = S, SA
damage   = 50,5
guardflag = M
animtype = hard
pausetime = 0,9
sparkno = -1
hitsound   = s5,14
guardsound = s8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 8
guard.velocity = -7
ground.velocity = -15, -6
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5,-0.4
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
fall = 1

[State 1300, 6]
type = Explod
trigger1 = projHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1



[State 1600, 38]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Kikosho 
[Statedef 1650]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
anim = 1500

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1650, 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = 4,1

[State 1650, 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 5,1

[State 1650, 3]
type = AfterImage
trigger1 = Animelem = 4
time = 1

[State 1650, 3]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 5, < 0
time = 5

[State 1650, 3]
type = SuperPause
trigger1 = AnimElem = 1
pos = 9, -48
time = 50
darken = 0
[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1500, 4]
type = HitDef
trigger1 = AnimElem = 13
attr = A, NA
damage   = 12,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 5]
type = HitDef
trigger1 = AnimElem = 15
attr = A, NA
damage   = 17,10
guardflag = HA
pausetime = 3,3
sparkxy =  -15,-50
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 5]
type = HitDef
trigger1 = AnimElem = 17
attr = A, NA
damage   = 19,10
guardflag = HA
pausetime = 3,3
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 6]
type = HitDef
trigger1 = AnimElem = 19
attr = A, NA
damage   = 17,10
guardflag = HA
pausetime = 3,3
sparkxy =  -25,-80
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 7]
type = HitDef
trigger1 = AnimElem = 21
attr = A, NA
damage   = 15,10
guardflag = HA
pausetime = 3,3
sparkxy =  -20,-25
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 8]
type = HitDef
trigger1 = AnimElem = 23
attr = A, NA
damage   = 18,10
guardflag = HA
pausetime = 3,3
sparkxy =  -15,-75
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 9]
type = HitDef
trigger1 = AnimElem = 25
attr = A, NA
damage   = 10,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-51
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 10]
type = HitDef
trigger1 = AnimElem = 27
attr = A, NA
damage   = 19,10
guardflag = HA
pausetime = 3,3
sparkxy =  -31,-65
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 11]
type = HitDef
trigger1 = AnimElem = 29
attr = A, NA
damage   = 11,10
guardflag = HA
pausetime = 3,3
sparkxy =  -15,-91
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 13]
type = HitDef
trigger1 = AnimElem = 31
attr = A, NA
damage   = 13,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 14]
type = HitDef
trigger1 = AnimElem = 33
attr = A, NA
damage   = 12,10
guardflag = HA
pausetime = 3,3
sparkxy =  -2,-20
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 15]
type = HitDef
trigger1 = AnimElem = 35
attr = A, NA
damage   = 10,10
guardflag = HA
pausetime = 3,3
sparkxy =  -6,-80
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 16]
type = HitDef
trigger1 = AnimElem = 37
attr = A, NA
damage   = 14,10
guardflag = HA
pausetime = 3,3
sparkxy =  -25,-98
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 4]
type = HitDef
trigger1 = AnimElem = 39
attr = A, NA
damage   = 19,10
guardflag = HA
pausetime = 3,3
sparkxy =  -20,-25
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 5]
type = HitDef
trigger1 = AnimElem = 41
attr = A, NA
damage   = 17,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-51
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 7]
type = HitDef
trigger1 = AnimElem = 43
attr = A, NA
damage   = 10,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 9]
type = HitDef
trigger1 = AnimElem = 45
attr = A, NA
damage   = 11,10
guardflag = HA
pausetime = 3,3
sparkxy =  -25,-98
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 11]
type = HitDef
trigger1 = AnimElem = 47
attr = A, NA
damage   = 16,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 13]
type = HitDef
trigger1 = AnimElem = 49
attr = A, NA
damage   = 13,10
guardflag = HA
pausetime = 3,3
sparkxy =  -15,-91
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6

[State 1500, 15]
type = HitDef
trigger1 = AnimElem = 51
attr = A, NA
damage   = 12
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-51
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4,2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6

[State 1500, 16]
type = HitDef
trigger1 = AnimElem = 52
attr = A, NA
damage   = 15
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 150
ground.velocity = -8.5,-3.5
air.type = Low
air.velocity = -8.5,-3.5
guard.velocity = -9
airguard.velocity = -4.5, -3
fall = 1
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1650, 38]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; DARKNESS FLASH 
[Statedef 1500]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 1600

[State 1500, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,4

[State 1500, 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 4,3

[State 1500, 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 5,5

[State 1500, 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = 5,15

[State 1500, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1500, 3]
type = AfterImage
trigger1 = Animelem = 4
time = 1

[State 1500, 3]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 6, < 0
time = 5
trans = add

[State 1500, 3]
type = SuperPause
trigger1 = AnimElem = 1
pos = 9,-48
time = 50
darken = 0
[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 184, 2]
type = Projectile
trigger1 = AnimElem = 12
projanim = 1023
projhitanim = 1024
projhits = 50
projmisstime = 4
projremanim = 1024
projshadow = -1
projpriority = 30
projremovetime = 125
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 3000
velocity = 0.001,0.001
offset = 0,-62
attr = S, HP
damage   = 12,1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = s5,14
hitspark = -1
sparkxy = 500,500
guardsound = s8,1
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10
air.animtype = Back
air.velocity = -10,-2
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 1
fall =1
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6

[State 1300, 6]
type = Explod
trigger1 = projhit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1


[State 1500, 17]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Darkness Rush (Level 1)-Supreme Tackle
[Statedef 1660]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
anim = 850

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1650, 3]
type = AfterImage
trigger1 = Animelem = 4
time = 1

[State 1650, 3]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 5, < 0
time = 5

[State 1650, 3]
type = SuperPause
trigger1 = AnimElem = 1
pos = 9, -48
time = 50
darken = 0
[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3


[State 100, 2]
type = VelSet
trigger1 = Time >= 0 && movehit !=1
trigger1 = AnimElem = 3, < 0
x = 16

[State 100, 2]
type = VelSet
trigger1 = movehit
x = 0

[State 1001, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,3


[State 1001, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 220, 30
guardflag = LA
pausetime = 30,30
sparkxy =  -5,-70
hitsound   = S5,16
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5,-7
air.velocity = -8,-3.5
airguard.velocity = -3.4,-2.6
fall = 1
fall.recover = 0
p2facing = 1
p2stateno = 940
fall.yvelocity = -2.5

[State 2270, 10]
type = EnvColor
trigger1 = MoveHit 
value = 255,255,255
ignorehitpause = 1
under = 1


[State 1001, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Darkness Rush(Level 2)- Ring around the rosie
[Statedef 1670]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -2000
velset = 0,0
ctrl = 0
anim = 1920

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
mul = 0, 0, 200
time = 50
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,4

[State 1141, 1]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 1141, 2]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 3056, 1]
type = Velset
trigger1 = time >= 5
trigger1 = time <= 30
x = 12

[State 1141,4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
snap = 50, 0, 0, 1 
damage    = 42,10
priority  = 5
guardflag = MA
pausetime = 5,100
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-2
air.velocity = 0,-2
fall = 1

[State 1141, 5]
type = ChangeState
trigger1 = movehit = 1
value = 1671


[State 1141, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1671]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4150

[State 4150, 1]
type = TargetBind
trigger1 = Time = 0
pos = 0,0
time = 30


[State 4150, 2]
type = AfterImage
trigger1 = Time = 1
time = 38
length = 18
PalBright   =   10,  10,  10
PalContrast = 0,0,256
FrameGap = 3
trans = add1

[State 4000 , 3]
type = Projectile
trigger1 = time = 0
damage = 15,5
attr = S, HA
hitflag = MAFP
guardflag = M
projanim = 9102
projshadow = -1
projheightbound = -250,100
projedgebound = 20000
projstagebound = 20000
projhitanim = 9102
projremanim = 9102
projmisstime = 0
projpriority = 99999
remvelocity = 0,0
getpower = 0,0
projhits = 20
pausetime = 5,3
velocity = 0,0
offset = 0,0
sparkno = s998
sparkxy = 0,-100
hitsound   = S5,11
guardsound = S8,1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0,-5
airguard.velocity = 0,-5
air.type = Low
air.velocity = 0,-5
air.juggle = 0
air.fall = 1
down.hittime = 30
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 60
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 4150]
type = VarSet
trigger1 = Var(31) = 0
trigger1 = Var(11) = 1
v = 31
value = 21

[State 4150]
type = VarAdd
trigger1 = P2Life <= 100
trigger1 = Var(11) = 1
v = 31
value = -1

[State 4150, 3]
type = VelSet
trigger1 = AnimElem = 1
x = 20

[State 4150, 3]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
trigger7 = AnimElem = 15
trigger8 = AnimElem = 17
trigger9 = AnimElem = 19
trigger10 = AnimElem = 21
trigger11 = AnimElem = 23
trigger12 = AnimElem = 25
value = 0, 7

[State 4150, 4]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
trigger7 = AnimElem = 15
trigger8 = AnimElem = 17
trigger9 = AnimElem = 19
trigger10 = AnimElem = 21
trigger11 = AnimElem = 23
trigger12 = AnimElem = 25
x = 50

[State 4150, 5]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
x = -50

[State 4150, 6]
type = VelSet
trigger1 = AnimElem = 26
x = -10


[State 4150, 8]
type = ChangeState
trigger1 = AnimTime= 0
triggerall = Var(11) = 0
value = 4114
ctrl = 0

[State 4150, 9]
type = ChangeState
trigger1 = AnimTime= 0
triggerall = Var(11) = 1
value = 4114
ctrl = 0

; Finishing Taunt
[Statedef 4114]
type = S
ctrl = 0
anim = 184
velset = 0,0,0

[State 184, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 184, 2]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
value = 2,3

[State 184, 3]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
value = 0,2

[State 184, 4]
type = PlaySnd
trigger1 = AnimElem = 10
value = 4,0

[State 4150, 9]
type = ChangeState
trigger1 = Time= 50
value = 0
ctrl = 1

;Darkness Rush (Level 3)-Rush Hour
[Statedef 1680]
type    = S
movetype= A
physics = N
juggle  = 1
velset =   0,0,0
anim = 4002     
ctrl = 0        

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1650, 3]
type = AfterImage
trigger1 = Animelem = 4
time = 1

[State 1650, 3]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 5, < 0
time = 5

[State 1650, 3]
type = SuperPause
trigger1 = AnimElem = 1
pos = 9, -48
time = 50
poweradd = -3000
movetime = 8
darken = 0

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3


[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = 15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = -15,0


[State 4000 , 1]
type = changeanim
trigger1 = time = 55
value = 4001

[State 4000 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 5,4

[State 4000 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 2, 8

[State 3900, 4]
type = Helper
trigger1 = time = 10 || time = 30 || time = 50
ID = 3905
stateno = 3905    
pos = -157,0
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time =10 || time = 30 || time = 50
ID = 3905
stateno = 3905    
pos = -257,0
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time = 10 || time = 30 || time = 50
ID = 3905
stateno = 3905    
pos = -377,0
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time = 10 || time = 30 || time = 50
ID = 3905
stateno = 3905    
pos = -277,0
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time =15 || time = 35 || time = 55
ID = 3905
stateno = 3905    
pos = -377,0
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time =15 
trigger2 =time = 35 || time = 55
ID = 3905
stateno = 3905    
pos = -170,10
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time = 15 || time = 35 || time = 55 
ID = 3905
stateno = 3905    
pos = -50,15
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time = 20 || time = 40 || time = 60
ID = 3905
stateno = 3905    
pos = -105,5
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time = 20 || time = 40 || time = 60
ID = 3905
stateno = 3905   
pos = -150,13
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time = 20 || time = 40 || time = 60
ID = 3905
stateno = 3905    
pos = -105,9
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time = 25 || time = 45 || time = 65
ID = 3905
stateno = 3905   
pos = -10,6
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time = 25 || time = 45 || time = 65
ID = 3905
stateno = 3905    
pos = -65,5
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time = 20 || time = 40 || time = 60
ID = 3905
stateno = 3905   
pos = -150,13
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time = 20 
trigger2 = time = 40 
trigger3 = time = 60
ID = 3905
stateno = 3905    
pos = -105,9
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time = 25 
trigger2 = time = 45 
trigger3 = time = 65
ID = 3905
stateno = 3905   
pos = -10,6
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0

[State 3900, 4]
type = Helper
trigger1 = time = 25 
trigger2 = time = 45 
trigger3 = time = 65
ID = 3905
stateno = 3905    
pos = -65,5
postype = back   
helpertype = normal  
keyctrl = 0
ownpal = 0


[State 3900, End]
type = ChangeState
trigger1 = Anim = 4001
trigger1 = NumHelper(3905) <= 0
value = 4002
ctrl = 1

;---------------------------------------------------------------------------
; The DC Frenzy
[Statedef 3905]
type = S
movetype = A
physics = N
varset = 0,0
anim = 1923

[State 3905, 1]
type = BindToParent
trigger1 = IsHelper(3905) = 1
trigger1 = Anim = 1923
trigger1 = AnimElem = 1
pos = 0,0
time = 0
facing = 1

[State 300,1]
type = AfterImage
trigger1 = time = 0
time = 50000
TimeGap  = 4
FrameGap = 1
length = 5
PalBright   = 245,0,0
PalContrast = 245,0,0
Trans = add

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0


[State 3905, 2]
type = VelSet
trigger1 = Time >= 0
x = 13

[State 3905, 3]
type = HitDef
trigger1 = Anim = 1923
attr = SCA, HP
damage   = 15, 5
persistent = 0
hitflag = MAFD
guardflag = MAFD
pausetime = 0,5
sparkxy =  -7,-20
hitsound   = s5,8
guardsound = s8,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -2,-6
guard.velocity = -6
air.velocity = -2.4,-6.5
airguard.velocity = -3,-6
fall = 1
fall.recover = 0

[State 3905, 6]
type = DestroySelf
trigger1 = FrontEdgeDist < -150
trigger2 = time = 250

[State 3905, 7]
type = HitOverride
trigger1 = Time >= 0
time = -1    
attr = SCA, AA, AT, AP   
slot = 0   
stateno = 3905  


; SUPER_LIGHTNING_KICK (Level 1)
[Statedef 1700]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
anim = 1700
juggle  = 14

[State 1701, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0
channel = 0


[State 1701, 2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4,2
channel = 0


[State 1701, 3]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
value = 0,2

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 7
time = 1
trans = add

[State 1702, 5]
type = AfterImageTime
trigger1 = AnimElem = 55, < 0
time = 5

[State 1701, 6]
type = SuperPause
trigger1 = AnimElem = 5
pos = -5,-44
time = 50
darken = 0
[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 5
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 5
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 5
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1701, 7]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
attr = A, NA
damage   = 30,5
guardflag = HA
pausetime = 9,15
sparkxy =  45,-84
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -6,-3
airguard.velocity = -3.4,-2.6

[State 1701, 9]
type = HitDef
trigger1 = AnimElem = 26
trigger2 = AnimElem = 34
trigger3 = AnimElem = 47
attr = A, NA
damage   = 20,5
guardflag = HA
pausetime = 5,15
sparkxy =  -15,-91
hitsound   = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4,-2.6

[State 1701, 10]
type = HitDef
trigger1 = AnimElem = 28
trigger2 = AnimElem = 36
trigger3 = AnimElem = 49
attr = A, NA
damage   = 20,5
guardflag = HA
pausetime = 5,15
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4,-2.6

[State 1701, 11]
type = HitDef
trigger1 = AnimElem = 30
trigger2 = AnimElem = 38
trigger3 = AnimElem = 51
attr = A, NA
damage   = 20,5
guardflag = HA
pausetime = 5,15
sparkxy =  -15,-50
hitsound   = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4,-2.6

[State 1701, 12]
type = HitDef
trigger1 = AnimElem = 32
trigger2 = AnimElem = 40
trigger3 = AnimElem = 53
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 5,15
sparkxy =  -7,-90
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4,-2.6

[State 1701, 13]
type = HitDef
trigger1 = AnimElem = 43
attr = A, NA
damage   = 40,10
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -5,-3
airguard.velocity = -3.4,-2.6
fall = 1

[State 1701, 14]
type = HitDef
trigger1 = AnimElem = 55
attr = A, NA
damage   = 40,10
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8.5,-3.5 
air.type = Low 
air.velocity = -8.5,-3.5 
guard.velocity = -9 
airguard.velocity = -4.5, -3 
fall = 1 

[State 1701, 15] 
type = VelSet 
Trigger1 = Animelem = 7, >= 0
x = 2

[State 1701, 16]
type = VelSet
trigger1 = AnimElem = 45
x = 3

[State 1701, 17]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,3

[State 1701, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SUPER_LIGHTNING_KICK (Level 2)
[Statedef 1701]
type    = S
movetype= A
physics = S
poweradd= -2000
ctrl = 0
anim = 1701

[State 1701, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0
channel = 0

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 5
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 5
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1701, 2]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 33
trigger6 = AnimElem = 40
trigger7 = AnimElem = 47
trigger8 = AnimElem = 51
trigger9 = AnimElem = 55
value = 2,3

[State 1701, 3]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
value = 0,2

[State 1701, 4]
type = AfterImage
trigger1 = Animelem = 7
time = 1
trans = add

[State 1701, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 55, < 0
time = 5

[State 1701, 6]
type = SuperPause
trigger1 = AnimElem = 5
pos = -5,-44
time = 50
darken = 0

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 5
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 1701, 7]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
attr = A, NA
damage   = 15
guardflag = HA
pausetime = 9,9
sparkxy =  45,-84
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = -6
air.velocity = -6,-3
airguard.velocity = -3.4,-2.6

[State 1701, 9]
type = HitDef
trigger1 = AnimElem = 26
trigger2 = AnimElem = 34
trigger3 = AnimElem = 47
attr = A, NA
damage   = 18
guardflag = HA
pausetime = 5,5
sparkxy =  -15,-91
hitsound   = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4,-2.6

[State 1701, 10]
type = HitDef
trigger1 = AnimElem = 28
trigger2 = AnimElem = 36
trigger3 = AnimElem = 49
attr = A, NA
damage   = 18
guardflag = HA
pausetime = 5,5
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4,-2.6

[State 1701, 11]
type = HitDef
trigger1 = AnimElem = 30
trigger2 = AnimElem = 38
trigger3 = AnimElem = 51
attr = A, NA
damage   = 18
guardflag = HA
pausetime = 5,5
sparkxy =  -15,-50
hitsound   = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4,-2.6

[State 1701, 12]
type = HitDef
trigger1 = AnimElem = 32
trigger2 = AnimElem = 40
trigger3 = AnimElem = 53
attr = A, NA
damage   = 18
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4,-2.6

[State 1701, 13]
type = HitDef
trigger1 = AnimElem = 43
attr = A, NA
damage   = 23
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -5,-3
airguard.velocity = -3.4,-2.6
fall = 1

[State 1701, 14]
type = HitDef
trigger1 = AnimElem = 55
attr = A, NA
damage   = 23
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8.5,-3.5 
air.type = Low 
air.velocity = -8.5,-3.5 
guard.velocity = -9 
airguard.velocity = -4.5, -3 
fall = 1 

[State 1701, 15] 
type = VelSet 
Trigger1 = Animelem = 7, >= 0
x = 2.3

[State 1701, 16]
type = VelSet
trigger1 = AnimElem = 45
x = 3

[State 1701, 17]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,3

[State 1701, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SUPER_LIGHTNING_KICK (Level 3)
[Statedef 1702]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 1702

[State 1702, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 50
value = 4,0

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 5
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 5
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1702, 2]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 11
trigger3 = AnimElem = 14
trigger4 = AnimElem = 16
trigger5 = AnimElem = 19
trigger6 = AnimElem = 21
trigger7 = AnimElem = 24
trigger8 = AnimElem = 26
trigger9 = AnimElem = 29
trigger10 = AnimElem = 31
trigger11 = AnimElem = 33
value = 2,3

[State 1702, 3]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 11
trigger3 = AnimElem = 14
trigger4 = AnimElem = 16
trigger5 = AnimElem = 19
trigger6 = AnimElem = 21
trigger7 = AnimElem = 24
trigger8 = AnimElem = 26
trigger9 = AnimElem = 29
trigger10 = AnimElem = 31
trigger11 = AnimElem = 33
value = 0,2

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 7
time = 1
trans = add

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 66, < 0
time = 5

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 5
pos = -5,-44
time = 50
darken = 0

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 5
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 1702, 7]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 14
trigger3 = AnimElem = 19
trigger4 = AnimElem = 24
trigger5 = AnimElem = 29
trigger6 = AnimElem = 33
attr = A, NA
damage   = 15
guardflag = HA
pausetime = 0,0
sparkxy =  45,-84
hitsound   = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = -4
air.velocity = -5,-3
airguard.velocity = -3.4,-2.6

[State 1702, 8]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 31
attr = A, NA
damage   = 15
guardflag = HA
pausetime = 0,0
sparkxy =  -71,-60
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = -4
air.velocity = -5,-3
airguard.velocity = -3.4,-2.6

[State 1702, 9]
type = HitDef
trigger1 = AnimElem = 36
trigger2 = AnimElem = 44
trigger3 = AnimElem = 56
attr = A, NA
damage   = 18
guardflag = HA
pausetime = 5,5
sparkxy =  -15,-91
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4,-2.6

[State 1702, 10]
type = HitDef
trigger1 = AnimElem = 38
trigger2 = AnimElem = 46
trigger3 = AnimElem = 58
attr = A, NA
damage   = 18
guardflag = HA
pausetime = 5,5
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4,-2.6

[State 1702, 11]
type = HitDef
trigger1 = AnimElem = 40
trigger2 = AnimElem = 48
trigger3 = AnimElem = 60
attr = A, NA
damage   = 18
guardflag = HA
pausetime = 5,5
sparkxy =  -15,-50
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4,-2.6

[State 1702, 12]
type = HitDef
trigger1 = AnimElem = 42
trigger2 = AnimElem = 49
attr = A, NA
damage   = 18
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-5
airguard.velocity = -3.4,-2.6

[State 1702, 13]
type = HitDef
trigger1 = AnimElem = 47
attr = A, NA
damage   = 23
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-3
air.velocity = -5,-3
airguard.velocity = -3.4,-2.6
fall = 1

[State 1702, 14]
type = HitDef
trigger1 = AnimElem = 62
attr = A, NA
damage   = 23
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8.5,-3.5 
air.type = Low 
air.velocity = -8.5,-3.5 
guard.velocity = -9 
airguard.velocity = -4.5, -3 
fall = 1 

[State 1702, 15]
type = PlaySnd
trigger1 = AnimElem = 44
trigger2 = AnimElem = 49
trigger3 = AnimElem = 54
trigger4 = AnimElem = 58
trigger5 = AnimElem = 60
trigger6 = AnimElem = 63
value = 2,3

[State 1702, 16] 
type = VelSet 
Trigger1 = Animelem = 7, >= 0
x = 4

[State 1702, 17] 
type = VelSet 
Trigger1 = Animelem = 57, >= 0
x = 4

[State 1702, 18]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,3

[State 1702, 19]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------
;Psycho Rain Level 1
[Statedef 1801]
type    = A
movetype= A
physics = S
juggle = 0
ctrl = 0
velset = 0
anim = 1800
poweradd= -1000

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50
darken = 0

[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .05
y = .05

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,4
volume = 100
channel = 0


[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
value = 5,0

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
projanim = 1022
projhitanim = 1029
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 17,-59
velocity = 7,4.05
attr = A, HP
damage   = 15,3
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S5,13
guardsound = S8,1
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,4
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 100
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 100
value = 52

[State 1300, 6]
type = Explod
trigger1 = projHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1


[State 1000, 8]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

;--------------------------------------------------------------------
;Psycho Rain Level 2
[Statedef 1802]
type    = A
movetype= A
physics = S
juggle = 0
ctrl = 0
velset = 0
anim = 1800
poweradd= -2000

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50
darken = 0
[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .05
y = .05

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3
volume = 100

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,4
channel = 0


[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
value = 5,0

[State 1070, 2]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
projanim = 1022
projhitanim = 1029
offset = 17,-59
velocity = 3, 3
projhits = 3
projmisstime = 2
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, HP
damage    = 5,1
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S5,13
guardsound = S8,1
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,4
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1070, 8]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
projanim = 1022
projhitanim = 1029
offset = 17,-59
velocity = 3.5, 2.5
projhits = 3
projmisstime = 2
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, HP
damage    = 5,1
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S5,13
guardsound = S8,1
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,4
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1070, 9]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
projanim = 1022
projhitanim = 1029
offset = 17,-59
velocity = 2.5, 3.5
projhits = 3
projmisstime = 2
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, HP
damage    = 5,1
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S5,13
guardsound = S8,1
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,4
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1070, 10]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
projanim = 1022
projhitanim = 1029
offset = 17,-59
velocity = 4, 2
projhits = 3
projmisstime = 2
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, HP
damage    = 5,1
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S5,13
guardsound = S8,1
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,4
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1070, 11]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
projanim = 1022
projhitanim = 1029
offset = 17,-59
velocity = 2, 4
projhits = 3
projmisstime = 2
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, HP
damage    = 5,1
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S5,13
guardsound = S8,1
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,4
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1070, 12]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
projanim = 1022
projhitanim = 1029
offset = 17,-59
velocity = 4.25, 1.75
projhits = 3
projmisstime = 2
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, HP
damage    = 5,1
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S5,13
guardsound = S8,1
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,4
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1070, 13]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
projanim = 1022
projhitanim = 1029
offset = 17,-59
velocity = 1.75, 4.25
projhits = 3
projmisstime = 2
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, HP
damage    =5,1
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S5,8
guardsound = S8,1
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,4
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 100
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 100
value = 52

[State 1000, 8]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

;Psycho Rage
[Statedef 1803]
type    = A
movetype= A
physics = S
juggle = 0
ctrl = 0
velset = 0
anim = 1801
poweradd= -3000

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50
darken = 0

[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .05
y = .05

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,2
volume = 100

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,5

[State 3510, 4]
type = explod
trigger1 = AnimElem = 2
anim = 1803
pos = 0,-60
postype = p1
sprpriority = 10
supermove = 1
bindtime = 80
vel = 0,0
time = 80

[State 1348, 9]
type = Projectile
trigger1 = animelem = 2
projanim = 1803
projhitanim = 1803
projshadow = 68,68,68
offset = 0, -60
velocity = 0
projremovetime = 80
projpriority = 1
projhits = 100
attr = S, SA
damage   = 2,0
guardflag = L
animtype = hard
pausetime = 0,80
sparkno = -1
hitsound   = s5,8
guardsound = s8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 8
guard.velocity = -7
ground.velocity = 0,0
air.animtype = back
air.velocity = 0,0
airguard.velocity = -0.5,-0.4
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300


[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0 
value = 1804

;Psycho Rage Finish
[Statedef 1804]
type    = A
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 650

[State 1060, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 1

[State 1060,1]
type= PlaySnd
trigger1 = AnimElem = 3
value = 5,5

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1803
projhitanim = 1804
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,-60
velocity = 7,4.05
attr = A, HP
damage   = 300,50
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S5,7
guardsound = S8,1
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,4
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
palfx.time = 70
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
sprpriority = 1

[State 1650,3 ]
type = Envcolor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 255
time = 5


[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .1
y = .1

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 100
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 99
value = 52

[State 1000, 8]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

; Shichisei Senkuu Kyaku
[Statedef 1900]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1900
velset = 0, 0

[State 7015, 1]
type = Veladd
trigger1 = AnimElem = 2
x = 10
y = 0

[State 7015, 3]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 30

[State 7005, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 3 

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 200,0,200
supermove = 1

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0,-60
time = 50
darken = 0

[State 7015, 2]
type = PowerAdd
trigger1 = Time = 2
value = -3000


[State 7015, 2]
type = AfterImage
trigger1 = AnimElem >= 1
length = 4
TimeGap  = 4
FrameGap = 1
Time = 20
trans = add


[State 3056, 3]
type = HitDef
trigger1 = AnimElem = 2
persistent = 0
attr = S, HT
Guardflag = M
hitsound = S5,8
guardsound = s8,1
sparkno = 3
sparkxy = -10,-75
p2facing = 1
p2stateno = 1902
p1stateno = 1901
p2getp1state = 1
guard.velocity = -4
guard.pausetime = 30,6
palfx.time = 274
palfx.mul = 100,150,300
palfx.add = 0,40,100


[State 7015, 2]
type = Velset
trigger1 = Animtime = 0
y = 2.5
x = 2

[State 7015, 3]
type = ChangeState
trigger1 = vel y >= 1
value = 50

[State 7015, 5]
type = EnvColor
trigger1 = MoveHit = 1
value = 255,255,255
time = 15



;Shichisei Senkuu Kyaku (connected)
[Statedef 1901]
type = A
movetype = A
physics = N
anim = 1901
ctrl = 0
velset = 0,0

[State 1301,1]
type = Velset
trigger1 = Time = 0
x = 0.1

[State 1650,3 ]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 255
time = 15
supermove = 1

[State 9185, 1]
type = AssertSpecial
trigger1 = Time =[0,274]
flag = NoMusic
flag2 = NoFG
flag3 = timerfreeze

[State 3510, 4]
type = explod
trigger1 = AnimElem = 1
anim = 9910
pos = -320,0
postype = right
sprpriority = -2
supermove = 1
bindtime = 200
removetime = 200
scale = 1.05263157894736842105263157894737, 1.07142857142857142857142857142857
vel = 0,0

[State 1650,3 ]
type = Envcolor
trigger1 = time = 200
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 74
under = 1
supermove = 1

[State 1060,1]
type= PlaySnd
trigger1 = Time = 15
trigger2 = Time = 30
trigger3 = Time = 45
trigger4 = Time = 60
trigger5 = Time = 75
value = 5,0

[State 1060,1]
type= PlaySnd
trigger1 = Time = 80
trigger2 = Time = 85
trigger3 = Time = 90
trigger4 = Time = 95
trigger5 = Time = 100
value = 5,7

[State 1060,1]
type= PlaySnd
trigger1 = Time = 120
value = 4,3
volume = 255

[State 1060,1]
type= PlaySnd
trigger1 = Time = 200
value = 5,11

[State 4020, 5]
type = posset
trigger1 = Time = 0
x = 0
y = -50

[State 4020, 6]
type = posadd
trigger1 = Time = 1
x = 60

[State 4020, 5]
type = targetbind
trigger1 = Time = 1
pos = -60,-20


[State 10001, 20]
type = explod
trigger1 = Time = 80
anim = 7771
pos = 0,0
postype = left
sprpriority = 2
supermove = 1
bindtime = 1
vel = 0,0

[State 10001, 21]
type = explod
trigger1 = Time = 85
anim = 7772
pos = 0,1
postype = left
sprpriority = 2
supermove = 1
bindtime = 1
vel = 0,0

[State 10001, 22]
type = explod
trigger1 = Time = 90
anim = 7773
pos = 0,0
postype = left
sprpriority = 2
supermove = 1
bindtime = 1
vel = 0,0

[State 10001, 23]
type = explod
trigger1 = Time = 95
anim = 7774
pos = 0,0
postype = left
sprpriority = 2
supermove = 1
bindtime = 1
vel = 0,0

[State 10001, 24]
type = explod
trigger1 = Time = 100
anim = 7775
pos = 0,0
postype = left
sprpriority = 2
supermove = 1
bindtime = 1
vel = 0,0

[State 3510, 4]
type = explod
trigger1 = Time = 120
trigger2 = Time = 124
trigger3 = Time = 128
trigger4 = Time = 132
trigger5 = Time = 136
trigger6 = Time = 140
trigger7 = Time = 144
trigger8 = Time = 148
trigger9 = Time = 152
trigger10 = Time = 156
trigger11 = Time = 160
trigger12 = Time = 164
trigger13 = Time = 168
trigger14 = Time = 172
trigger15 = Time = 176
trigger16 = Time = 180
anim = 9200
pos = -320,0
postype = right
sprpriority = 10
supermove = 1
bindtime = 2
removetime = 2
vel = 0,0

[State 3510, 4]
type = explod
trigger1 = Time = 200
trigger2 = Time = 220
trigger3 = Time = 240
anim = 2000
pos = 0,-45
postype = p2
sprpriority = 2
supermove = 1
bindtime = 1
vel = 0,0

[State 7015, 2]
type = Velset
trigger1 = Animtime = 0
y = 2.5
x = 2

[State 7015, 3]
type = ChangeState
trigger1 = vel y >= 1
value = 50

; The Unfortunate Victim
[Statedef 1902]
type = S
physics = S
movetype = H
ctrl = 0

[State 3061, 4]
type = Changeanim2
trigger1 = time = 0
value = 1902

[State 4020, 5]
type = gamemakeanim
trigger1 = Time = 15
pos = -100, 50
value = 3

[State 4020, 5]
type = gamemakeanim
trigger1 = Time = 30
pos = -100, 0
value = 3

[State 4020, 5]
type = gamemakeanim
trigger1 = Time = 45
pos = -100, -50
value = 3

[State 4020, 5]
type = gamemakeanim
trigger1 = Time = 60
pos = 100, 30
value = 3

[State 4020, 5]
type = gamemakeanim
trigger1 = Time = 75
pos = 100, -30
value = 3

[State 3060,1]
type = Palfx
trigger1 = time = 200
time = 74
add = 256,256,256
mul = 0,0,0

[State 3061, 1]
type = lifeadd
trigger1 = time = 200
value = -650


[State 3062, 4]
type = selfState
trigger1 = animtime = 0
value = 5050
ctrl = 0

;--------------------------------------------------------------------
;Psycho Dimension-Healing
[Statedef 3030]
type = S
movetype = I
physics = S
anim = 3030
velset = 0,0
poweradd = -3000
ctrl = 0


[State 3510, 4]
type = explod
trigger1 = Time = 60
trigger2 = Time = 64
trigger3 = Time = 68
trigger4 = Time = 72
trigger5 = Time = 76
trigger6 = Time = 80
trigger7 = Time = 84
trigger8 = Time = 88
trigger9 = Time = 92
trigger10 = Time = 96
trigger11 = Time = 100
trigger12 = Time = 104
trigger13 = Time = 108
trigger14 = Time = 112
trigger15 = Time = 116
trigger16 = Time = 120
anim = 9200
pos = -320,0
postype = right
sprpriority = -3
supermove = 1
bindtime = 2
removetime = 2
vel = 0,0

[State 3510, 4]
type = explod
trigger1 = time = 30
anim = 9100
pos = 0,20
postype = p1
sprpriority = -10
supermove = 1
bindtime = 1
removetime = 90
vel = 0,0

[State 3510, 4]
type = explod
trigger1 = time = 30
anim = 9100
pos = 0,20
postype = p2
sprpriority = -10
supermove = 1
bindtime = 1
removetime = 90
vel = 0,0

[State 3510, 1]
type = SuperPause
trigger1 = time = 30
anim = -1
pos = 8, -82
time = 90
movetime = 90
darken = 0

[State 9200, 1]
type = VarSet
trigger1 = Time = 120
v = 2
value = 500

[State 9200, 1]
type = VarSet
trigger1 = Time = 0
v = 55
value = 1

[State -2, 1]
type = explod 
trigger1 = time = 120
anim = 9200 
ID = 9000
pos = -320,0 
postype = right 
sprpriority = -10 
ownpal = -1 
removetime = 800
bindtime = 800


[State 9200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2
volume = 255
channel = 0


[State 9200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,1
volume = 255

[State 9200, 2]
type = ChangeState
trigger1 = time = 121
value = 0
ctrl = 1

;Psycho Dimension-Power
[Statedef 3040]
type = S
movetype = I
physics = S
anim = 3030
velset = 0,0
poweradd = -3000
ctrl = 0

[State 3510, 4]
type = explod
trigger1 = Time = 60
trigger2 = Time = 64
trigger3 = Time = 68
trigger4 = Time = 72
trigger5 = Time = 76
trigger6 = Time = 80
trigger7 = Time = 84
trigger8 = Time = 88
trigger9 = Time = 92
trigger10 = Time = 96
trigger11 = Time = 100
trigger12 = Time = 104
trigger13 = Time = 108
trigger14 = Time = 112
trigger15 = Time = 116
trigger16 = Time = 120
anim = 9200
pos = -320,0
postype = right
sprpriority = -3
supermove = 1
bindtime = 2
removetime = 2
vel = 0,0

[State 3510, 4]
type = explod
trigger1 = time = 30
anim = 9100
pos = 0,20
postype = p1
sprpriority = -10
supermove = 1
bindtime = 1
removetime = 120
vel = 0,0

[State 3510, 4]
type = explod
trigger1 = time = 30
anim = 9100
pos = 0,20
postype = p2
sprpriority = -10
supermove = 1
bindtime = 1
removetime = 120
vel = 0,0

[State 3510, 1]
type = SuperPause
trigger1 = time = 30
anim = -1
pos = 8, -82
time = 90
movetime = 90
darken = 0

[State 9200, 1]
type = VarSet
trigger1 = Time = 120
v = 3
value = 750

[State 9200, 1]
type = VarSet
trigger1 = Time = 0
v = 55
value = 1

[State -2, 1]
type = explod 
trigger1 = time = 120
anim = 9200 
ID = 9000
pos = -320,0 
postype = right 
sprpriority = -10 
ownpal = -1 
removetime = 1000
bindtime = 1000


[State 9200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2
volume = 255
channel = 0


[State 9200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,1
volume = 255

[State 9200, 2]
type = ChangeState
trigger1 = time = 121
value = 0
ctrl = 1

;Psycho Dimension-Shield
[Statedef 3050]
type = S
movetype = I
physics = S
anim = 3030
velset = 0,0
poweradd = -3000
ctrl = 0

[State 3510, 4]
type = explod
trigger1 = Time = 60
trigger2 = Time = 64
trigger3 = Time = 68
trigger4 = Time = 72
trigger5 = Time = 76
trigger6 = Time = 80
trigger7 = Time = 84
trigger8 = Time = 88
trigger9 = Time = 92
trigger10 = Time = 96
trigger11 = Time = 100
trigger12 = Time = 104
trigger13 = Time = 108
trigger14 = Time = 112
trigger15 = Time = 116
trigger16 = Time = 120
anim = 9200
pos = -320,0
postype = right
sprpriority = -3
supermove = 1
bindtime = 2
removetime = 2
vel = 0,0

[State 3510, 4]
type = explod
trigger1 = time = 30
anim = 9100
pos = 0,20
postype = p1
sprpriority = -10
supermove = 1
bindtime = 1
removetime = 90
vel = 0,0

[State 3510, 4]
type = explod
trigger1 = time = 30
anim = 9100
pos = 0,20
postype = p2
sprpriority = -10
supermove = 1
bindtime = 1
removetime = 90
vel = 0,0

[State 3510, 1]
type = SuperPause
trigger1 = time = 30
anim = -1
pos = 8, -82
time = 90
movetime = 90
darken = 0

[State 9200, 1]
type = VarSet
trigger1 = Time = 120
v = 4
value = 750

[State 9200, 1]
type = VarSet
trigger1 = Time = 0
v = 55
value = 1

[State -2, 1]
type = explod 
trigger1 = time = 120
anim = 9200
ID = 9000 
pos = -320,0 
postype = right 
sprpriority = -10 
ownpal = -1 
removetime = 1000
bindtime = 1000


[State 9200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2
volume = 255
channel = 0


[State 9200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,1
volume = 255

[State 9200, 2]
type = ChangeState
trigger1 = time = 121
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; DEADLY STORM(Level 1)
[Statedef 1300]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
anim = 1300
juggle  = 1

[State 1701, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,3

[State 1701, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,4
volume = 100

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1701, 3]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = 5,0
volume = -35

[State 1500, 3]
type = AfterImage
trigger1 = Animelem = 1
time = 1
trans = add

[State 1500, 3]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 16, < 0
time = 5

[State 1701, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50
darken = 0

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 0,0,200
supermove = 1

[State 1052,8]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
projanim = 1055
projhitanim = 1056
projremovetime = 8
offset = 12, -44
attr = S, SP 
snap = 40, 0, 0, 1 
damage = 20, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAFDP
guardflag = MA 
pausetime = 0,20 
sparkno = 12
sparkxy = 60, -15
hitsound = S5,10 
guardsound =S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1052,8.1]
type = Projectile
trigger1 = time = 18
projanim = 1055
projhitanim = 1056
projremovetime = 8

offset = 17, -44
attr = S, SP 
snap = 40, 0, 0, 1 
damage = 20, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAFDP
guardflag = MA 
pausetime = 0,20 
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1052,8.2]
type = Projectile
trigger1 = time = 26
projanim = 1056
projhitanim = 1056
projremovetime = 9
offset = 22, -44
attr = S, SP 
snap = 40, 0, 0, 1 
damage =25, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAFDP
guardflag = MA 
pausetime = 0,20  
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100


[State 1701, 10]
type = HitDef
trigger1 = AnimElem = 15
trigger2 = AnimElem = 16
attr = A, NA
snap = 40, 0, 0, 1 
damage   = 10,5
guardflag = HA
pausetime = 30,45
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 2
air.velocity = -3,-1
airguard.velocity = -3.4,-2.6

[State 4020, 5]
type = targetbind
trigger1 = projcontact = 1
trigger1 = AnimElem = 11, < 0
pos = 40,0
time = 5

[State 1701, 15] 
type = VelSet 
trigger1 = Animelem = 1
trigger2 = Animelem = 4
trigger3 = AnimElem = 8
x = 7

[State 1701, 15] 
type = VelSet 
trigger1 = AnimElem = 12
x = 16

[State 1701, 16]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
x = 0

[State 1701, 17]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1701, 18]
type = ChangeState
trigger1 = AnimElem = 15
trigger1 = Movehit = 1
triiger2 = AnimElem = 16
trigger2 = Movehit = 1
value = 1301
ctrl = 1

[State 1701, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Deadly Storm (LEVEL 1) Finish
[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
anim = 1301

[State 251, Fumaca]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 251, Fumaca]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 251, 3]
type = playsnd
trigger1 = AnimElem = 3
value = 2,4


[State 251, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 80, 12
guardflag = MA
hitflag = MAF
pausetime = 20,20
sparkxy = -22,-40
sparkno = 12
hitsound = S5,11
guardsound = S8,1
volume = 100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 3, 0
air.velocity = 3, 0
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100


[State 251, 3]
type = playsnd
trigger1 = AnimElem = 6
value = 4,1


[State 251, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage   = 100, 32
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkxy = -12,-80
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -25, -3
air.velocity = -25, -3 
palfx.time = 50
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1

[State 251, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; DEADLY STORM(Level 2)
[Statedef 1302]
type    = S
movetype= A
physics = S
poweradd= -2000
ctrl = 0
anim = 1302
juggle  = 1

[State 1701, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,3

[State 1701, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,4
volume = 100

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1701, 3]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
value = 5,0
volume = -35

[State 1500, 3]
type = AfterImage
trigger1 = Animelem = 1
time = 1
trans = add

[State 1500, 3]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 19, < 0
time = 5

[State 1701, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50
darken = 0
[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 0,0,200
supermove = 1

[State 1052,8]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
projanim = 1055
projhitanim = 1056
projremovetime = 8

offset = 12, -44
attr = S, SP 
snap = 40, 0, 0, 1 
damage = 15, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAFDP
guardflag = MA 
pausetime = 0,20 
sparkno = 12
sparkxy = 60, -15
hitsound = S5,10 
guardsound =S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1052,8.1]
type = Projectile
trigger1 = time = 18
projanim = 1055
projhitanim = 1056
projremovetime = 8

offset = 17, -44
attr = S, SP 
snap = 40, 0, 0, 1 
damage = 35, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAFDP
guardflag = MA 
pausetime = 0,20 
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1052,8.2]
type = Projectile
trigger1 = time = 26
projanim = 1056
projhitanim = 1056
projremovetime = 9
offset = 22, -44
attr = S, SP 
snap = 40, 0, 0, 1 
damage = 15, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAFDP
guardflag = MA 
pausetime = 0,20  
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -8 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1701, 10]
type = HitDef
trigger1 = AnimElem = 19
trigger2 = AnimElem = 20
attr = A, NA
snap = 40, 0, 0, 1 
damage   = 20,5
guardflag = HA
pausetime = 30,45
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 2
air.velocity = -3,-1
airguard.velocity = -3.4,-2.6

[State 4020, 5]
type = targetbind
trigger1 = projcontact = 1
trigger1 = AnimElem = 15, < 0
pos = 40,0
time = 5


[State 1701, 15] 
type = VelSet 
trigger1 = Animelem = 1
trigger2 = Animelem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
x = 7

[State 1701, 15] 
type = VelSet 
trigger1 = AnimElem = 16
x = 16

[State 1701, 16]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
x = 0

[State 1701, 17]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1701, 18]
type = ChangeState
trigger1 = AnimElem = 19
trigger1 = Movehit = 1
triiger2 = AnimElem = 20
trigger2 = Movehit = 1
value = 1304
ctrl = 1

[State 1701, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Deadly Storm (LEVEL 2) Finish
[Statedef 1304]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
anim = 1304

[State 251, Fumaca]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 251, Fumaca]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 251, 3]
type = playsnd
trigger1 = AnimElem = 3
value = 2,4


[State 251, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
attr = S, NA
damage   = 50, 12
guardflag = MA
hitflag = MAFDP
pausetime = 20,40
sparkxy = -22,-40
sparkno = 12
hitsound = S5,11
guardsound = S8,1
volume = 100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 3, 0
air.velocity = 3, 0
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100


[State 251, 3]
type = playsnd
trigger1 = AnimElem = 12
value = 4,1


[State 251, 2]
type = HitDef
trigger1 = AnimElem = 12
attr = S, NA
damage   = 100, 32
guardflag = MA
hitflag = MAFDP
pausetime = 12,12
sparkxy = -12,-80
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -25, -3
air.velocity = -25, -3 
palfx.time = 50
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1

[State 251, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; DEADLY STORM(Level 3)
[Statedef 1305]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 1305
juggle  = 1

[State 1701, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,3

[State 1701, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,4
volume = 100

[State 1701, 3]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
value = 5,0
volume = -35

[State 1500, 3]
type = AfterImage
trigger1 = Animelem = 1
time = 1
trans = add

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1500, 3]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 23, < 0
time = 5
trans = add

[State 1701, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50
darken = 0
[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 0,0,200
supermove = 1

[State 1052,8]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
projanim = 1055
projhitanim = 1056
projremovetime = 8
offset = 12, -44
attr = S, SP 
snap = 40, 0, 0, 1 
damage = 15, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAFDP
guardflag = MA 
pausetime = 0,20
sparkno = 12
sparkxy = 60, -15
hitsound = S5,10 
guardsound =S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -5 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1052,8.1]
type = Projectile
trigger1 = time = 18
projanim = 1055
projhitanim = 1056
projremovetime = 8
offset = 17, -44
attr = S, SP 
snap = 40, 0, 0, 1 
damage = 15, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAFDP
guardflag = MA 
pausetime = 0,20 
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -5 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 1052,8.2]
type = Projectile
trigger1 = time = 26
projanim = 1056
projhitanim = 1056
projremovetime = 9
offset = 22, -44
attr = S, SP 
snap = 40, 0, 0, 1 
damage = 15, 9
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAFDP
guardflag = MA 
pausetime = 0,20  
sparkxy = 60, -15
sparkno = 12
hitsound = S5,10 
guardsound = S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -5 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100

[State 3056, 3]
type = HitDef
trigger1 = AnimElem = 28
trigger2 = AnimElem = 29
persistent = 0
attr = S, ST
Guardflag =M
snap = 65, 0, 0, 1 
hitsound = S5,8
guardsound = s8,1
sparkno = 3
sparkxy = -10,-75
p2facing = 1
p2stateno = 1307
p1stateno = 1306
p2getp1state = 1
guard.velocity = -4
guard.pausetime = 30,6
palfx.time = 360
palfx.mul = 100,150,300
palfx.add = 0,40,100
[State 4020, 5]
type = targetbind
trigger1 = projcontact = 1
trigger1 = AnimElem = 23, < 0
pos = 40,0
time = 5


[State 1701, 15] 
type = VelSet 
trigger1 = Animelem = 1
trigger2 = Animelem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
x = 7

[State 1701, 15] 
type = VelSet 
trigger1 = AnimElem = 24
x = 18

[State 1701, 16]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
trigger7 = AnimElem = 27
x = 0

[State 1701, 17]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1701, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Deadly Storm (LEVEL 3) Finish
[Statedef 1306]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
anim = 1306

[State 1650,3 ]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 350
under = 1
supermove = 1

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 18
trigger5 = AnimElem = 19
trigger6 = AnimElem = 20
trigger7 = AnimElem = 21
trigger8 = AnimElem = 22
projanim = 1055
projhitanim = 1056
projremovetime = 8
offset = 12, -44
ProjRemAnim = -1
velocity = 0, 0

[State 3042, 1]
type = hitadd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 9
trigger5 = AnimElem = 12
trigger6 = AnimElem = 15
trigger7 = AnimElem = 14
trigger8 = AnimElem = 15
trigger9 = AnimElem = 18
trigger10 = AnimElem = 19
trigger11 = AnimElem = 20
trigger12 = AnimElem = 21
trigger13 = AnimElem = 22
trigger14 = AnimElem = 26
trigger15 = AnimElem = 29
trigger16 = AnimElem = 32
trigger17 = AnimElem = 35
trigger18 = AnimElem = 36
trigger19 = AnimElem = 37
trigger20 = AnimElem = 38
trigger21 = AnimElem = 39
trigger22 = AnimElem = 40
trigger23 = AnimElem = 41
trigger24 = AnimElem = 42
trigger25 = AnimElem = 43
trigger26 = AnimElem = 44
trigger27 = AnimElem = 45
trigger28 = AnimElem = 46
trigger29 = AnimElem = 47
trigger30 = AnimElem = 48
trigger31 = AnimElem = 49
trigger32 = AnimElem = 50
trigger33 = AnimElem = 51
trigger34 = AnimElem = 52
trigger35 = AnimElem = 53
trigger36 = AnimElem = 54
trigger37 = AnimElem = 55
trigger38 = AnimElem = 56
trigger39 = AnimElem = 57
trigger40 = AnimElem = 58
trigger41 = AnimElem = 59
trigger42 = AnimElem = 60
trigger43 = AnimElem = 61
trigger44 = AnimElem = 62
trigger45 = AnimElem = 63
trigger46 = AnimElem = 64
trigger47 = AnimElem = 65
trigger48 = AnimElem = 66
trigger49 = AnimElem = 67
trigger50 = AnimElem = 68
trigger51 = AnimElem = 69
trigger52 = AnimElem = 70
value = 1

[State 3042, 1]
type = AfterImage
trigger1 = AnimElem = 1
Time = -1

[State 3042, 1]
type = playsnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 9
trigger5 = AnimElem = 12
trigger6 = AnimElem = 15
trigger7 = AnimElem = 14
trigger8 = AnimElem = 15
trigger9 = AnimElem = 18
trigger10 = AnimElem = 19
trigger11 = AnimElem = 20
trigger12 = AnimElem = 21
trigger13 = AnimElem = 22
trigger14 = AnimElem = 26
trigger15 = AnimElem = 29
trigger16 = AnimElem = 32
trigger17 = AnimElem = 35
trigger18 = AnimElem = 36
trigger19 = AnimElem = 37
trigger20 = AnimElem = 38
trigger21 = AnimElem = 39
trigger22 = AnimElem = 40
trigger23 = AnimElem = 41
trigger24 = AnimElem = 42
trigger25 = AnimElem = 43
trigger26 = AnimElem = 44
trigger27 = AnimElem = 45
trigger28 = AnimElem = 46
trigger29 = AnimElem = 47
trigger30 = AnimElem = 48
trigger31 = AnimElem = 49
trigger32 = AnimElem = 50
trigger33 = AnimElem = 51
trigger34 = AnimElem = 52
trigger35 = AnimElem = 53
trigger36 = AnimElem = 54
trigger37 = AnimElem = 55
trigger38 = AnimElem = 56
trigger39 = AnimElem = 57
trigger40 = AnimElem = 58
trigger41 = AnimElem = 59
trigger42 = AnimElem = 60
trigger43 = AnimElem = 61
trigger44 = AnimElem = 62
trigger45 = AnimElem = 63
trigger46 = AnimElem = 64
trigger47 = AnimElem = 65
trigger48 = AnimElem = 66
trigger49 = AnimElem = 67
trigger50 = AnimElem = 68
trigger51 = AnimElem = 69
trigger52 = AnimElem = 70
value = 5,10

[State 3510, 4]
type = explod
trigger1 = AnimElem = 73
trigger2 = AnimElem = 74
trigger3 = AnimElem = 75
anim = 2000
pos = 0,-45
postype = p2
sprpriority = 0
supermove = 1
bindtime = 1
vel = 0,0

[State 3042, 1]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 18
value = 5,0

[State 3042, 1]
type = playsnd
trigger1 = AnimElem = 74
value = 5,11

[State 3042, 1]
type = playsnd
trigger1 = animelem = 1
value = 6,1
volume = 100

[State 3042, 4]
type = ChangeState
trigger1 = animtime = 0
value = 105
ctrl = 0


; The Unfortunate Victim
[Statedef 1307]
type = S
physics = S
movetype = H
ctrl = 0

[State 3061, 4]
type = Changeanim2
trigger1 = time = 0
value = 1307

[State 3061, 1]
type = lifeadd
trigger1 = animelem = 75
value = -450

[State 3061, 1]
type = gamemakeanim
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 9
trigger5 = AnimElem = 12
trigger6 = AnimElem = 15
trigger7 = AnimElem = 14
trigger8 = AnimElem = 15
trigger9 = AnimElem = 18
trigger10 = AnimElem = 19
trigger11 = AnimElem = 20
trigger12 = AnimElem = 21
trigger13 = AnimElem = 22
trigger14 = AnimElem = 26
trigger15 = AnimElem = 29
trigger16 = AnimElem = 32
trigger17 = AnimElem = 35
trigger18 = AnimElem = 36
trigger19 = AnimElem = 37
trigger20 = AnimElem = 38
trigger21 = AnimElem = 39
trigger22 = AnimElem = 40
trigger23 = AnimElem = 41
trigger24 = AnimElem = 42
trigger25 = AnimElem = 43
trigger26 = AnimElem = 44
trigger27 = AnimElem = 45
trigger28 = AnimElem = 46
trigger29 = AnimElem = 47
trigger30 = AnimElem = 48
trigger31 = AnimElem = 49
trigger32 = AnimElem = 50
trigger33 = AnimElem = 51
trigger34 = AnimElem = 52
trigger35 = AnimElem = 53
trigger36 = AnimElem = 54
trigger37 = AnimElem = 55
trigger38 = AnimElem = 56
trigger39 = AnimElem = 57
trigger40 = AnimElem = 58
trigger41 = AnimElem = 59
trigger42 = AnimElem = 60
trigger43 = AnimElem = 61
trigger44 = AnimElem = 62
trigger45 = AnimElem = 63
trigger46 = AnimElem = 64
trigger47 = AnimElem = 65
trigger48 = AnimElem = 66
trigger49 = AnimElem = 67
trigger50 = AnimElem = 68
trigger51 = AnimElem = 69
trigger52 = AnimElem = 70
trigger53 = AnimElem = 74
value = 12
pos = 0,-55

[State 3062, 4]
type = selfState
trigger1 = animtime = 0
value = 5110
ctrl = 0
;----------------------------------------------------
;----------------------------------------------------
; Hazan Tensho Kyaku (Level 1)
[Statedef 1310]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
anim = 9999
juggle  = 10

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50
darken = 0
[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1701, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 1311
ctrl = 0
;----------------------------------------------------
; Hazan Tensho Kyaku (Level 1)(going up) 
[Statedef 1311] 
number = 8 
type = A 
movetype = A 
anim = 9996
velset = 4.5,-4.2

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 1
time = 1
trans = add

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 27, < 0
time = 5

[State 1037, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1037, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 10 
y = .09

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2

[State 1037, 4]
type = Veladd
trigger1 = AnimElem = 28
y = 2.7

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 40,10
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-9
air.velocity = -2,-9
fall = 1
air.recover = 0
fall.recover = 0

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 18
trigger4 = AnimElem = 23
trigger5 = AnimElem = 28
attr = A, SA
damage    = 40,10
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-4
air.velocity = -1,-5.3
fall = 1

[State 1037, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1037

[State 1037, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1035
;----------------------------------------------------
; Hazan Tensho Kyaku (Level 2)
[Statedef 1312]
type    = S
movetype= A
physics = S
poweradd= -2000
ctrl = 0
anim = 9999
juggle  = 10

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50
darken = 0
[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1701, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 1313
ctrl = 0
;----------------------------------------------------
; Hazan Tensho Kyaku (Level 2)(going up) 
[Statedef 1313] 
number = 8 
type = A 
movetype = A 
anim = 9996
velset = 4.5,-4.2

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 1
time = 1
trans = add

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 27, < 0
time = 5

[State 1037, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1037, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 10 
y = .09

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2

[State 1037, 4]
type = Veladd
trigger1 = AnimElem = 28
y = 2.7

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 30,10
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-9
air.velocity = -2,-9
fall = 1
air.recover = 0
fall.recover = 0

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 14
trigger6 = AnimElem = 18
trigger7 = AnimElem = 19
trigger8 = AnimElem = 23
trigger9 = AnimElem = 28
trigger10 = AnimElem = 29
attr = A, SA
damage    = 32,10
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-1
air.velocity = -1,-5.3
fall = 1

[State 1037, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1037

[State 1037, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1035

; Hazan Tensho Kyaku (Level 3)
[Statedef 1314]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 9999
juggle  = 10

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50
darken = 0
[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 50
mul = 200,0,0
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1701, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 1315
ctrl = 0
;----------------------------------------------------
; Hazan Tensho Kyaku (Level 3)(going up) 
[Statedef 1315] 
number = 8 
type = A 
movetype = A 
anim = 9996
velset = 4.5,-4.2

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 1
time = 1
trans = add

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 27, < 0
time = 5

[State 1037, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1037, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 10 
y = .09

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2

[State 1037, 4]
type = Veladd
trigger1 = AnimElem = 28
y = 2.7

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 20,2
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-9
air.velocity = -2,-9
fall = 1
air.recover = 0
fall.recover = 0

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 14
trigger6 = AnimElem = 18
trigger7 = AnimElem = 19
trigger8 = AnimElem = 23
attr = A, SA
damage    = 10,10
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-1
air.velocity = -1,-5.3
fall = 1

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 28
trigger2 = AnimElem = 29
attr = A, SA
damage    = 20,5
priority  = 5
guardflag = MA
pausetime = 5,400
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-1
air.velocity = -1,-5.3
fall = 1


[State 1037, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1037

[State 1037, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 4000

;Psycho Kick Finisher
[Statedef 4000]
type    = S
movetype= A
physics = N
juggle  = 1
velset =   0,0,0
anim = 4002     
ctrl = 0        

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = 15,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = -15,0


[State 4000 , 3]
type = Projectile
trigger1 = Time = 35
damage = 40,25
attr = S, HA
hitflag = MAFP
guardflag = M
projanim = 4000
projshadow = -1
projheightbound = -250,100
projedgebound = 20000
projstagebound = 20000
projhitanim = 4005
projremanim = 4005
projmisstime = 0
projpriority = 99999
remvelocity = 20,0
givepower = 3000,100
getpower = 0,0
projhits = 9
pausetime = 5,10
velocity = 20,0
offset = -300,-75
sparkxy = 30,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -20,-10
airguard.velocity = -20,-10
air.type = Low
air.velocity = -20,-10
air.juggle = 0
air.fall = 1
down.hittime = 30
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 60
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 4000 , 1]
type = changeanim
trigger1 = time = 35
value = 4001

[State 4000 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 5,4

[State 4000 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 2, 8

[State 4000 , 1]
type = PlaySnd
trigger1 = Time = 35
value = 5, 5

[State 4000 , 1]
type = PlaySnd
trigger1 = Time = 35
value = 4, 1

[State 4000 , 7]
type = ChangeState
trigger1 = time = 170
value = 4002
ctrl = 0

[State 4000 , 7]
type = ChangeState
trigger1 = projcontact = 1
value = 4003
ctrl = 0

[Statedef 4002]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 4001
         
[State 4002 , 7]
type = ChangeAnim
trigger1 = Time = 0
value = 4100
            
[State 4002 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 5, 4

[State 4002 , 7]
type = ChangeState
trigger1 = Time = 25
value = 0
ctrl = 1
           
[Statedef 4003]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 4001
poweradd= -1000

[State 4003 , 1]
type = PlaySnd
trigger1 = Time = 152
value = 5, 4

[State 4003 , 7]
type = ChangeAnim
trigger1 = Time = 152
value = 4100

[State 191, 3]
type = Projectile
trigger1 = Time = 152
ProjRemAnim = -1
projremovetime = 3
offset = 30, 0
velocity = -10,0

[State 191, 3]
type = Projectile
trigger1 = Time = 152
projanim = 1131
ProjRemAnim = -1
projremovetime = 3
offset = -30, 0
velocity = 10,0

[State 4003 , 7]
type = ChangeState
trigger1 = Time = 157
value = 0
ctrl = 1

; Deadly Ballet (Rush) L1
[Statedef 1920]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -1000
velset = 0,0
ctrl = 0
anim = 1920

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
mul = 0, 0, 200
time = 50
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,4

[State 1141, 1]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 1141, 2]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 3056, 1]
type = Velset
trigger1 = time >= 5
trigger1 = time <= 30
x = 12

[State 1141,4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
snap = 50, -30, 0, 1 
damage    = 42,10
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-2
air.velocity = 0,-2
fall = 1

[State 1141, 5]
type = ChangeState
trigger1 = movehit = 1
value = 1921


[State 1141, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Dark Ballet (Dance) L1
[Statedef 1921] 
number = 8 
type = A 
movetype = A 
anim = 1921
velset = 0,-2

[State 4020, 5]
type = targetbind
trigger1 = movehit = 1
trigger1 = AnimElem = 34, < 0
pos = 55,-20
time = 75

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 1
time = 1

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 34, < 0
time = 5

[State 1037, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1037, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 70 
y = .09

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,3

[State 1037, 4]
type = Veladd
trigger1 = AnimElem = 35
y = 2.7

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 21
trigger6 = AnimElem = 26
trigger7 = AnimElem = 30
attr = A, SA
damage    = 22,10
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-2
air.velocity = 0,-2
fall = 1

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 35
attr = A, SA
damage    = 22,10
priority  = 5
guardflag = MA
pausetime = 30,30
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -8,8
air.velocity = -8,8 
fall = 1


[State 1037, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 41

[State 1037, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1035

;----------------------------------------------------
; Deadly Ballet (Rush) Level 2
[Statedef 1922]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -2000
velset = 0,0
ctrl = 0
anim = 1920

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
mul = 0, 0, 200
time = 50
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,4

[State 1141, 1]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 1141, 2]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 3056, 1]
type = Velset
trigger1 = time >= 5
trigger1 = time <= 30
x = 12

[State 1141,4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
snap = 50, -30, 0, 1 
damage    = 22,10
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-2
air.velocity = 0,-2
fall = 1

[State 1141, 5]
type = ChangeState
trigger1 = movehit = 1
value = 1923


[State 1141, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Dark Ballet (Dance) Level 2
[Statedef 1923] 
number = 8 
type = A 
movetype = A 
anim = 1922
velset = 0,-2

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 1
time = 1

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 50, < 0
time = 5

[State 4020, 5]
type = targetbind
trigger1 = movehit = 1
trigger1 = AnimElem = 50, < 0
pos = 55,-20
time = 75

[State 1037, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1037, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 90 
y = .09

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,3

[State 1037, 4]
type = Veladd
trigger1 = AnimElem = 51
y = 2.7

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 21
trigger6 = AnimElem = 26
trigger7 = AnimElem = 30
trigger8 = AnimElem = 35
trigger9 = AnimElem = 38
trigger10 = AnimElem = 43
trigger11 = AnimElem = 46
attr = A, SA
damage    = 15,4
priority  = 5
guardflag = MA
pausetime = 5,9
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-2
air.velocity = 0,-2
fall = 1

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 51
attr = A, SA
damage    = 62,10
priority  = 5
guardflag = MA
pausetime = 30,30
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -8,8
air.velocity = -8,8 
fall = 1


[State 1037, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 41

[State 1037, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1035

; Deadly Ballet (Rush) Level 3
[Statedef 1924]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -3000
velset = 0,0
ctrl = 0
anim = 1923

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
mul = 0, 0, 200
time = 50
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,4

[State 1141, 1]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 1141, 2]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 3056, 1]
type = Velset
trigger1 = time >= 5
trigger1 = time <= 30
x = 16

[State 1141,4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
snap = 55, -20, 0, 1 
damage    = 40,10
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-2
air.velocity = 0,-2
fall = 1

[State 1141, 5]
type = ChangeState
trigger1 = movehit = 1
value = 1925


[State 1141, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Dark Ballet (Dance) Level 3
[Statedef 1925] 
number = 8 
type = A 
movetype = A 
anim = 1924
velset = 0,-1

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 1
time = 1

[State 3510, 4]
type = explod
trigger1 = time = 0
anim = 9102
pos = 0,0
postype = p1
sprpriority = 10
supermove = 1
removetime = 400
removeongethit = 1
bindtime = 1
vel = 0,0
ID = 9102

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 161, < 0
time = 5

[State 4020, 5]
type = targetbind
trigger1 = movehit = 1
trigger1 = AnimElem = 157, < 0
pos = 55,-20
time = 75

[State 1037, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1037, 2] ;Gravity 
type = Veladd
trigger1 = Time >= 90 
y = .025

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,3

[State 1037, 4]
type = VelSet
trigger1 = AnimElem = 162
y = 2.7

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 153, < 0
attr = A, SA
damage    = 5, 1
priority  = 5
guardflag = MA
pausetime = 5,9
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-2
air.velocity = 0,-2
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 158
attr = A, SA
damage    = 62,10
priority  = 5
guardflag = MA
pausetime = 30,120
sparkxy = -5,-100
snap = 80, -20, 0, 1
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-2
air.velocity = 0,-2 
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1


[State 1037, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 41

[State 1037, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1926

;Toss the Typhoon
[Statedef 1926]
type    = S
movetype= A
physics = N
juggle  = 1
velset =   0,0,0
anim = 1100     
ctrl = 0        
[State 4000, 2]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 9102

[State 4000 , 3]
type = Projectile
trigger1 = AnimElem = 5
damage = 20,5
attr = S, HA
hitflag = MAFP
guardflag = M
projanim = 9102
projshadow = -1
projheightbound = -250,100
projedgebound = 20000
projstagebound = 20000
projhitanim = 9102
projremanim = 9102
projmisstime = 0
projpriority = 99999
remvelocity = 20,0
getpower = 0,0
projhits = 9
pausetime = 5,10
velocity = 20,0
offset = 0,0
sparkxy = -1
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -20,-10
airguard.velocity = -20,-10
air.type = Low
air.velocity = -20,-10
air.juggle = 0
air.fall = 1
down.hittime = 30
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 60
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 4000 , 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2, 8

[State 4000 , 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5, 5

[State 4000 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Judgement Slash Level 1
[Statedef 1940]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -1000
juggle = 0
ctrl = 0
anim = 1100

[State 1650, 3]
type = SuperPause
trigger1 = AnimElem = 1
pos = 9, -48
time = 50

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
mul = 0, 0, 200
time = 50
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,3
volume = 100

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,0
volume = 100

[State 1101,3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1057
projhitanim = 1058
projremovetime = 4
offset = 7, -44
attr = S, SP 
damage = 250, 50
poweradd = 60
projshadow = -1 
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9 
sparkno = 12
sparkxy = 60, -15
hitsound = S5,10 
guardsound =S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -11,-2 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1

[State 1110, 8]
type = Explod
trigger1 = Projhit = 1
anim = 2000
sprpriority = 3
postype = p2
pos = 0,-55
shadow = 68,68,68
bindtime = 1
removetime = 10

[State 1110, 8]
type = Explod
trigger1 = Projcontact = 1
anim = 998
sprpriority = 3
postype = p2
pos = 0,-55
shadow = 68,68,68
bindtime = 7
removetime = 6

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Judgement Slash Level 2
[Statedef 1941]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -2000
juggle = 0
ctrl = 0
anim = 1100

[State 1650, 3]
type = SuperPause
trigger1 = AnimElem = 1
pos = 9, -48
time = 50

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
mul = 0, 0, 200
time = 50
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,3
volume = 100

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,0
volume = 100

[State 1101,3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1057
projhitanim = 1058
projremovetime = 4
offset = 7, -44
attr = S, SP 
damage = 400, 75
poweradd = 60
projshadow = -1 

animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9 
sparkno = 12
sparkxy = 60, -15
hitsound = S5,10 
guardsound =S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -11,-2 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1

[State 1110, 8]
type = Explod
trigger1 = Projhit = 1
anim = 2000
sprpriority = 3
postype = p2
pos = 0,-55
shadow = 68,68,68
bindtime = 1
removetime = 10

[State 1110, 8]
type = Explod
trigger1 = Projcontact = 1
anim = 998
sprpriority = 3
postype = p2
pos = 0,-55
shadow = 68,68,68
bindtime = 7
removetime = 6

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Judgement Slash Level 3
[Statedef 1942]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -3000
juggle = 0
ctrl = 0
anim = 1100

[State 1650, 3]
type = SuperPause
trigger1 = AnimElem = 1
pos = 9, -48
time = 50

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
mul = 0, 0, 200
time = 50
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,3
volume = 100

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1

[State 1101, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,0
volume = 100

[State 1101,3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1057
projhitanim = 1058
projremovetime = 4
offset = 7, -44
attr = S, SP 
damage = 600, 100
poweradd = 60
projshadow = -1 

animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,9 
sparkno = 12
sparkxy = 60, -15
hitsound = S5,10 
guardsound =S8,1 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -11,-2 
air.animtype = Back 
air.velocity = -2.5,-5 
air.juggle = 3
palfx.time = 20
palfx.mul = 100,150,300
palfx.add = 0,40,100
fall = 1

[State 1110, 8]
type = Explod
trigger1 = Projhit = 1
anim = 2000
sprpriority = 3
postype = p2
pos = 0,-55
shadow = 68,68,68
bindtime = 1
removetime = 10

[State 1110, 8]
type = Explod
trigger1 = Projcontact = 1
anim = 998
sprpriority = 3
postype = p2
pos = 0,-55
shadow = 68,68,68
bindtime = 7
removetime = 6

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Bloody Carnival Level 1
[Statedef 1950]
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0,0
anim = 1106

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
mul = 0, 0, 200
time = 50
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0


[State 2100, 3]
type = PlaySnd
trigger1 = Time = 5
value = 5,0

[State 2100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1951

;--------------------------
; Bloody Carnival (start upward)
[Statedef 1951]
type = S
movetype = A
physics = S
juggle  = 1
anim = 1107
ctrl = 0
velset = 0

[State 2101, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype = back
damage = 50,4
guardflag = M
pausetime = 10,10
sparkxy = 500,-500
hitsound = S5,11
priority = 6, Hit
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.1,-8
air.velocity = -0.1,-8
fall = 1

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5
ignorehitpause = 1


[State 2101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1952

;--------------------------
; Bloody Carvinal (somersault)
[Statedef 1952]
type   = A
movetype = A
physics = N
poweradd = 100
juggle  = 1
velset = -1.5,-5
anim = 1950
ctrl = 0

[State 4020, 5]
type = targetbind
trigger1 = movehit = 1
pos = 55,-20
time = 25

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 1
time = 1
trans = add

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 23, < 0
time = 5




[State 1110, 8]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
anim = 1109
sprpriority = 3
postype = p1
pos = 0,0
shadow = 68,68,68
bindtime = -1

[State 2102, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 16
trigger11 = AnimElem = 17
trigger12 = AnimElem = 18
attr = S, HA
animtype = Back
damage = 20,2
guardflag = M
pausetime = 5,5
sparkxy = 500,-500
sparkno = 12
hitsound = S5,11
priority = 2, Hit
guardsound = s8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-6
air.velocity = -0.4,-10
fall = 1


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = 1
ontop = 1
ownpal = 1



[State 1005, 12]
type = ChangeState
trigger1 = AnimElem = 18
trigger1 = movehit = 1
value = 1959



[State 1110, 1]
type = VelAdd
trigger1 = Time > 10
y = .24

[State 1110, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -.4

[State 1110, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1110, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1110, 5]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1035

; Bloody Carnival Level 2
[Statedef 1953]
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0,0
anim = 1106

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
mul = 0, 0, 200
time = 50
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0


[State 2100, 3]
type = PlaySnd
trigger1 = Time = 5
value = 5,0

[State 2100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1954

;--------------------------
; Bloody Carnival (start upward)
[Statedef 1954]
type = S
movetype = A
physics = S
juggle  = 1
anim = 1107
ctrl = 0
velset = 0

[State 2101, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype = back
damage = 50,4
guardflag = M
pausetime = 10,10
sparkxy = 500,-500
hitsound = S5,11
priority = 6, Hit
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.1,-8
air.velocity = -0.1,-8
fall = 1

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5
ignorehitpause = 1


[State 2101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1955

;--------------------------
; Bloody Carvinal (somersault)
[Statedef 1955]
type   = A
movetype = A
physics = N
poweradd = 100
juggle  = 1
velset = -2,-4
anim = 1951
ctrl = 0

[State 4020, 5]
type = targetbind
trigger1 = movehit = 1
pos = 55,-20
time = 25

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 1
time = 1
trans = add

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 23, < 0
time = 5




[State 1110, 8]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 22
trigger6 = AnimElem = 27
anim = 1109
sprpriority = 3
postype = p1
pos = 0,0
shadow = 68,68,68
bindtime = -1

[State 2102, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 16
trigger11 = AnimElem = 17
trigger12 = AnimElem = 18
trigger13 = AnimElem = 21
trigger14 = AnimElem = 22
trigger15 = AnimElem = 23
trigger16 = AnimElem = 26
trigger17 = AnimElem = 27
trigger18 = AnimElem = 28
attr = S, HA
animtype = Back
damage = 20,2
guardflag = M
pausetime = 5,5
sparkxy = 500,-500
sparkno = 12
hitsound = S5,11
priority = 2, Hit
guardsound = s8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-6
air.velocity = -0.4,-10
fall = 1


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = 1
ontop = 1
ownpal = 1



[State 1005, 12]
type = ChangeState
trigger1 = AnimElem = 28
trigger1 = movehit = 1
value = 1959



[State 1110, 1]
type = VelAdd
trigger1 = Time > 15
y = .24

[State 1110, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -.4

[State 1110, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1110, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1110, 5]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1035

; Bloody Carnival Level 3
[Statedef 1956]
type    = S
movetype= A
physics = S
poweradd = -3000
ctrl = 0
velset = 0,0,0
anim = 1106

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
mul = 0, 0, 200
time = 50
supermove = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 1 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = -320,0
postype = right
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1

[State 13, 13]
type = Explod
trigger1 = var(22) = 2 
trigger1 = AnimElem = 1
ignorehitpause = 1
anim = 8101
id = 8101
pos = 320,0
postype = left
bindtime = -1
sprpriority = -2
supermove = 1
scale = 1, 1
ownpal = 1
facing = -1

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0


[State 2100, 3]
type = PlaySnd
trigger1 = Time = 5
value = 5,0

[State 2100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1957

;--------------------------
; Bloody Carnival (start upward)
[Statedef 1957]
type = S
movetype = A
physics = S
juggle  = 1
anim = 1107
ctrl = 0
velset = 0

[State 2101, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype = back
damage = 50,4
guardflag = M
pausetime = 10,10
sparkxy = 500,-500
hitsound = S5,11
priority = 6, Hit
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.1,-8
air.velocity = -0.1,-8
fall = 1

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5
ignorehitpause = 1


[State 2101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1958

;--------------------------
; Bloody Carvinal (somersault)
[Statedef 1958]
type   = A
movetype = A
physics = N
poweradd = 100
juggle  = 1
velset = -2,-3
anim = 1952
ctrl = 0

[State 4020, 5]
type = targetbind
trigger1 = movehit = 1
pos = 55,-20
time = 25

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 1
time = 1
trans = add

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 38, < 0
time = 5




[State 1110, 8]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 22
trigger6 = AnimElem = 27
trigger7 = AnimElem = 32
trigger8 = AnimElem = 37
anim = 1109
sprpriority = 3
postype = p1
pos = 0,0
shadow = 68,68,68
bindtime = -1

[State 2102, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 16
trigger11 = AnimElem = 17
trigger12 = AnimElem = 18
trigger13 = AnimElem = 21
trigger14 = AnimElem = 22
trigger15 = AnimElem = 23
trigger16 = AnimElem = 26
trigger17 = AnimElem = 27
trigger18 = AnimElem = 28
trigger19 = AnimElem = 31
trigger20 = AnimElem = 32
trigger21 = AnimElem = 33
trigger22 = AnimElem = 36
trigger23 = AnimElem = 37
trigger24 = AnimElem = 38
attr = S, HA
animtype = Back
damage = 20,2
guardflag = M
pausetime = 5,5
sparkxy = 500,-500
sparkno = 12
hitsound = S5,11
priority = 2, Hit
guardsound = s8,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-6
air.velocity = -0.4,-10
fall = 1


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = 1
ontop = 1
ownpal = 1



[State 1005, 12]
type = ChangeState
trigger1 = AnimElem = 38
trigger1 = movehit = 1
value = 1960



[State 1110, 1]
type = VelAdd
trigger1 = Time > 40
y = .24

[State 1110, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -.4

[State 1110, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1110, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1110, 5]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1035

;Carvinal Finisher
[Statedef 1959]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1113

[State 1005, 4]
type = HitDef
trigger1 = AnimElem = 6
attr = A,SA
damage   = 25
guardflag = HA
pausetime = 40,40
sparkxy =  -5,-70
snap= 60,-60,0,1
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1959, 5]
type = Velset
trigger1 = AnimElem = 7
y = 3

[State 1037, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 41


[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1035


; Aerial Rage part 1
[Statedef 1960]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1005

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,3

[State 1005, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,3

[State 1005, 3]
type = PlaySnd
trigger1 = AnimElem = 12
value = 2,3

[State 1005, 4]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
attr = A, NA
damage   = 1
guardflag = 
snap = 55, -20, 0, 1
pausetime = 4,30
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1005, 12]
type = ChangeState
trigger1 = AnimElem = 12
value = 1961

;Aerial Rage pt. 2
[Statedef 1961]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1113

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,1

[State 1005, 4]
type = HitDef
trigger1 = AnimElem = 6
attr = A,SA
damage   = 15
guardflag = HA
pausetime = 40,200
sparkxy =  -5,-70
snap= 60,-60,0,1
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1005, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 1962

;Bye bye!
[Statedef 1962]
type    = A
movetype= A
physics = N
juggle  = 1
velset =   0,0,0
anim = 4002     
ctrl = 0        

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = 15,0

[State 4000, 1]
type = PosAdd
trigger1 = Time = 3
x = 60
y = -280



[State 4000 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 5,4


[State 4000 , 7]
type = ChangeState
trigger1 = time = 5
value = 1963
ctrl = 0

;HELLO!
[Statedef 1963]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,20
ctrl = 0
anim = 1114

[State 1005, 1]
type = PlaySnd
trigger1 = time = 0
value = 4,0

[State 1005, 4]
type = HitDef
trigger1 = time > 0
trigger1 = movehit !=1
attr = A,SA
damage   = 15
guardflag = HA
pausetime = 0,0
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = 0,20
airguard.velocity = 0, 20
palfx.time = 90
palfx.add = 0,40,100
palfx.mul = 100,150,300
fall = 1

[State 1005, 12]
type = PlaySnd
trigger1 = movehit = 1
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5,7



[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1964

;Impact
[Statedef 1964] 
type = A 
physics = A 
anim = 105
velset = -15,6 

[State 1035, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

State 105, 1]
type = PlaySnd
trigger1 = Time = 0
value = 5, 7

[State 1348, 2]
type = Projectile
trigger1 = time = 0
projanim = 1028
projhitanim = 1028
projshadow = 68,68,68
offset = 0, 0
velocity = 0
projremovetime = 34
projpriority = 1
numhits = 4
attr = S, SA
damage   = 140,5
guardflag = L
animtype = hard
pausetime = 0,9
sparkno = -1
hitsound   = s5,5
guardsound = s8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 8
guard.velocity = -7
ground.velocity = -15, -6
air.animtype = back
air.velocity = -15,-6
airguard.velocity = -0.5,-0.4
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300
fall = 1

[State 1486, 3]
type = EnvShake
trigger1 = time = 0
time = 55
ampl = -3
freq = 90
phase = 90

[State 105, 1]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 105, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 105

[State 105, 4]
type = ChangeState
trigger1 = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106


;----------------------------------------------------
;Psycho Destroyer - Team Super (call)
[Statedef 4100]
type = S
movetype= A
ctrl = 0
anim = 4103
velset = 0,0
sprpriority = 2


[State 3600, 0.5]
type = HitDef
trigger1 = Animelem = 1
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage    = 1                   ;Damage that move inflicts
animtype = Back                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 30,00                 ;Power to get on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
givepower = 0                 ;Power to give opponent on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 6, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 1,10                 ;Time attacker pauses, time victim shakes
numhits = 1                     ;Number of hits to count as (Def: 1)
;sparkno = 0                    ;Spark image group and no (Def: set above)
;sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
;hitsound = 5,0                   ;Sound to play on hit
;guardsound = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = Trip                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20             ;Time that the victim slides back
ground.hittime  = 10             ;Time victim is in hit state
ground.velocity = -.5            ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
;guard.velocity = -4,              ; (def: ground.velocity)
;guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
;airguard.velocity = -1, -20       ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1, -5            ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime =                   ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
 fall = 1                         ;1 to cause opponent to fall (def: 0)
 fall.damage = 0                  ;Damage opponent takes on fall
;fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
 fall.animtype = Back             ;Animation type for falling people (def: Back)
 air.fall = 1                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
down.hittime = 1000                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
down.bounce = 2                  ;Set to 1 for opponent to bounce on ground (def: 0)
AffectTeam = Friendly
p1stateno = 4101
p2stateno = 4102


[State 3056,3]
type = ChangeState 
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------
; Team super initiate
[Statedef 4101]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
poweradd = -3000
ctrl = 0
anim = 4101

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
anim = -1
movetime = 8
darken = 0

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,6

[State 1702, 1]
type = BGPalfx
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 55
mul = 50,50,50

[State 3510, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 8105
pos = -320, 240
postype = right
sprpriority = -2
supermove = 1
bindtime = 50
removetime = 50

[State 3510,5]
type = ChangeState
trigger1 = Animtime = 0
value = 4000

; Team super initiate
[Statedef 4102]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 4992

[State 3061, 4]
type = Changeanim2
trigger1 = time = 0
value = 4992

[State 3510,4]
type = PosSet
trigger1 = time = 0
y = 0

[State 3510,5]
type = SelfState
trigger1 = time = 5
value = 4000

; Blood Riot - Team super
[Statedef 4110]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 1923


[State 1141, 1]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 1141, 2]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 3056, 1]
type = Velset
trigger1 = time >= 5
trigger1 = time <= 30
x = 16

[State 3056, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = heavy
damage    = 0, 0
getpower = 1
givepower = 10
guardflag = MA
hitflag = MAF
pausetime = 0,10
sparkno = 3
sparkxy = -30,-40
hitsound   = s5,8
guardsound = s8,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0     
air.velocity = 0, -12
fall = 1



[State 950,H]
type = Helper
trigger1 = MoveHit = 1
name = "Gotcha"
ID = 961
pos = 45,-35
postype = p1
stateno = 4125
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0

[State 1141, 5]
type = ChangeState
trigger1 = movehit 
value = 4111

[State 1141, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;Call Leona
[Statedef 4111]
type = S
movetype= A
ctrl = 0
anim = 4103
velset = 0,0
sprpriority = 2


[State 3600, 0.5]
type = HitDef
trigger1 = Animelem = 1
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage    = 1                   ;Damage that move inflicts
animtype = Back                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 30,00                 ;Power to get on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
givepower = 0                 ;Power to give opponent on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 6, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 1,10                 ;Time attacker pauses, time victim shakes
numhits = 1                     ;Number of hits to count as (Def: 1)
;sparkno = 0                    ;Spark image group and no (Def: set above)
;sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
;hitsound = 5,0                   ;Sound to play on hit
;guardsound = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
                      ;Snaps p2 to position rel to p1
ground.type = Trip                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20             ;Time that the victim slides back
ground.hittime  = 10             ;Time victim is in hit state
ground.velocity = -.5            ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
;guard.velocity = -4,              ; (def: ground.velocity)
;guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
;airguard.velocity = -1, -20       ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1, -5            ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime =                   ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
 fall = 1                         ;1 to cause opponent to fall (def: 0)
 fall.damage = 0                  ;Damage opponent takes on fall
;fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
 fall.animtype = Back             ;Animation type for falling people (def: Back)
 air.fall = 1                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
down.hittime = 1000                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
down.bounce = 2                  ;Set to 1 for opponent to bounce on ground (def: 0)
AffectTeam = Friendly
p1stateno = 4112
p2stateno = 4115


[State 3056,3]
type = ChangeState 
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------
; Team super initiate
[Statedef 4112]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd = -3000
velset = 0,0
ctrl = 0
anim = 4994
facep2 = 1

[State 1002, 3]
type = Explod
trigger1 = timemod = 30,10
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = 1,1


[State 1002, 3]
type = Explod
trigger1 = timemod = 30,20
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5

[State 1002, 3]
type = Explod
trigger1 = timemod = 30,30
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
ontop = 1
ownpal = 1
scale = 1,1


[State 3510,4]
type = PosSet
trigger1 = time = 0
x = -30
y = 0

[State 3510,4]
type = Turn
trigger1 = facing = -1

[State 1702, 6]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
darken = 0

[State 1650, 3]
type = PlaySnd
trigger1 = time = 1
value = 9,6

[State 1702, 1]
type = BGPalfx
trigger1 = time = 1
ignorehitpause = 1
time = 55
mul = 50,50,50

[State 3510, 4]
type = Explod
trigger1 = time = 1
anim = 8102
pos = -320, 240
postype = right
sprpriority = -2
supermove = 1
bindtime = 50
removetime = 50

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
trigger6 = AnimElem = 32
trigger7 = AnimElem = 39
trigger8 = AnimElem = 46
trigger9 = AnimElem = 50
trigger10 = AnimElem = 54
projanim = 1055
projhitanim = 1056
projremovetime = 8
offset = 12, -44
ProjRemAnim = -1
velocity = 0, 0

[State 3042, 1]
type = hitadd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 25
trigger8 = AnimElem = 29
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
trigger11 = AnimElem = 39
trigger12 = AnimElem = 43
trigger13 = AnimElem = 47
trigger14 = AnimElem = 50
trigger15 = AnimElem = 54
trigger16 = AnimElem = 58
value = 1

[State 3042, 1]
type = AfterImage
trigger1 = AnimElem = 1
Time = -1

[State 3042, 1]
type = playsnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 25
trigger8 = AnimElem = 29
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
trigger11 = AnimElem = 39
trigger12 = AnimElem = 43
trigger13 = AnimElem = 47
trigger14 = AnimElem = 50
trigger15 = AnimElem = 54
trigger16 = AnimElem = 58
value = 5,11

[State 3510, 4]
type = explod
trigger1 = AnimElem = 73
trigger2 = AnimElem = 74
trigger3 = AnimElem = 75
anim = 2000
pos = 0,-45
postype = p2
sprpriority = 0
supermove = 1
bindtime = 1
vel = 0,0

[State 3042, 1]
type = playsnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
trigger6 = AnimElem = 32
trigger7 = AnimElem = 39
trigger8 = AnimElem = 46
trigger9 = AnimElem = 50
trigger10 = AnimElem = 54
value = 5,0



[State 3042, 4]
type = ChangeState
trigger1 = animtime = 0
value = 4113

[Statedef 4113]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4150

[State 4150, 1]
type = TargetBind
trigger1 = Time = 0
pos = 0,0
time = 30

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1


[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5

[State 1002, 3]
type = Explod
trigger1 = movehit = 1
anim = 998
postype = p2
pos = -10,-60
sprpriority = 5
bindtime = 30
facing = 1
ontop = 1
ownpal = 1

[State 4150, 2]
type = AfterImage
trigger1 = Time = 1
time = 38
length = 18
PalBright   =   10,  10,  10
PalContrast = 0,0,256
FrameGap = 3
trans = add1

[State 4150]
type = VarSet
trigger1 = Var(31) = 0
trigger1 = Var(11) = 1
v = 31
value = 21

[State 4150]
type = VarAdd
trigger1 = P2Life <= 100
trigger1 = Var(11) = 1
v = 31
value = -1

[State 4150, 3]
type = VelSet
trigger1 = AnimElem = 1
x = 20

[State 4150, 3]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
trigger7 = AnimElem = 15
trigger8 = AnimElem = 17
trigger9 = AnimElem = 19
trigger10 = AnimElem = 21
trigger11 = AnimElem = 23
trigger12 = AnimElem = 25
value = 0, 7

[State 4150, 4]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
trigger7 = AnimElem = 15
trigger8 = AnimElem = 17
trigger9 = AnimElem = 19
trigger10 = AnimElem = 21
trigger11 = AnimElem = 23
trigger12 = AnimElem = 25
x = 50

[State 4150, 5]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
x = -50

[State 4150, 6]
type = VelSet
trigger1 = AnimElem = 26
x = -10

[State 4150, 7]
type = HitDef
triggerall = Var(11) = 0
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
attr = S, HA
animtype  = heavy
damage    = 15, 5
getpower = 0
givepower = 10
guardflag = 
hitflag = MAF
pausetime = 0,70
sparkno = -1
sparkxy = -30,-40
hitsound   = s5,11
guardsound = s8,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 1     
air.velocity = 1, -12
fall = 1
fall.recover = 0

[State 4150, 7.5]
type = HitDef
triggerall = Var(11) = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
attr = S, HA
animtype  = heavy
damage    = 15, 5
getpower = 1
givepower = 10
guardflag = MA
hitflag = MAF
pausetime = 0,100
sparkno = -1
sparkxy = -30,-40
hitsound   = s5,11
guardsound = s8,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0     
air.velocity = 0, -12
fall = 1
fall.recover = 0
palfx.time = 2
palfx.add = 255,255,255

[State 4150, 8]
type = ChangeState
trigger1 = AnimTime= 0
triggerall = Var(11) = 0
value = 4114
ctrl = 0

[State 4150, 9]
type = ChangeState
trigger1 = AnimTime= 0
triggerall = Var(11) = 1
value = 4114
ctrl = 0

; Finishing Taunt
[Statedef 4114]
type = S
ctrl = 0
anim = 184
velset = 0,0,0

[State 184, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 184, 2]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
value = 2,3

[State 184, 3]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
value = 0,2

[State 184, 4]
type = PlaySnd
trigger1 = AnimElem = 10
value = 4,0

[State 4150, 9]
type = ChangeState
trigger1 = Time= 50
value = 0
ctrl = 1

; Team super initiate
[Statedef 4115]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 4996


[State 3061, 4]
type = Changeanim2
trigger1 = time = 0
value = 4995

[State 3510,4]
type = PosSet
trigger1 = time = 0
x = 30
y = 0
[State 3510,4]
type = Turn
trigger1 = facing = 1


[State 1050,E]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 17
trigger3 = AnimElem = 30
trigger4 = AnimElem = 39
trigger5 = AnimElem = 48
trigger6 = AnimElem = 61
trigger7 = AnimElem = 74
trigger8 = AnimElem = 87
trigger9 = AnimElem = 96
trigger10 = AnimElem = 105
anim = 1005
ID = 1005
pos = -30,-8
postype = p1
sprpriority = 2
bindtime = 19
ownpal = 1

[State 1050,Snd1]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 14
trigger3 = AnimElem = 20
trigger4 = AnimElem = 27
trigger5 = AnimElem = 33
trigger6 = AnimElem = 42
trigger7 = AnimElem = 51
trigger8 = AnimElem = 58
trigger9 = AnimElem = 64
trigger10 = AnimElem = 71
trigger11 = AnimElem = 77
trigger12 = AnimElem = 84
trigger13 = AnimElem = 90
trigger14 = AnimElem = 99
trigger15 = AnimElem = 108
trigger16 = AnimElem = 115
value = 61,1

[State 1050,Snd2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 17
trigger3 = AnimElem = 30
trigger4 = AnimElem = 39
trigger5 = AnimElem = 48
trigger6 = AnimElem = 61
trigger7 = AnimElem = 74
trigger8 = AnimElem = 87
trigger9 = AnimElem = 96
trigger10 = AnimElem = 105
value = 1000,1

[State 3042, 1]
type = hitadd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 14
trigger3 = AnimElem = 20
trigger4 = AnimElem = 27
trigger5 = AnimElem = 33
trigger6 = AnimElem = 42
trigger7 = AnimElem = 51
trigger8 = AnimElem = 58
trigger9 = AnimElem = 64
trigger10 = AnimElem = 71
trigger11 = AnimElem = 77
trigger12 = AnimElem = 84
trigger13 = AnimElem = 90
trigger14 = AnimElem = 99
trigger15 = AnimElem = 108
trigger16 = AnimElem = 115
value = 1

[State 3510,5]
type = ChangeState
trigger1 = Animtime = 0
value = 4116

[Statedef 4116]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4151

[State 3061, 4]
type = Changeanim2
trigger1 = time = 0
value = 4151


[State 4150, 1]
type = TargetBind
trigger1 = Time = 0
pos = 0,0
time = 30

[State 4150, 2]
type = AfterImage
trigger1 = Time = 1
time = 38
length = 18
PalBright   =   10,  10,  10
PalContrast = 0,0,256
FrameGap = 3
trans = add1

[State 4150]
type = VarAdd
trigger1 = P2Life <= 100
trigger1 = Var(11) = 1
v = 31
value = -1

[State 4150, 3]
type = VelSet
trigger1 = AnimElem = 1
x = 20

[State 4150, 4]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
trigger7 = AnimElem = 15
trigger8 = AnimElem = 17
trigger9 = AnimElem = 19
trigger10 = AnimElem = 21
trigger11 = AnimElem = 23
trigger12 = AnimElem = 25
x = 50

[State 4150, 5]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
x = -50

[State 4150, 6]
type = VelSet
trigger1 = AnimElem = 26
x = -10

[State 4150, 7]
type = HitDef
triggerall = Var(11) = 0
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
attr = S, HA
animtype  = heavy
damage    = 15, 5
getpower = 0
givepower = 10
guardflag = 
hitflag = MAF
pausetime = 0,30
sparkno = -1
sparkxy = -30,-40
hitsound   = s61,1
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 1     
air.velocity = 1, -12
fall = 1
fall.recover = 0

[State 4150, 7.5]
type = HitDef
triggerall = Var(11) = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
attr = S, HA
animtype  = heavy
damage    = 15, 5
getpower = 1
givepower = 10
guardflag = MA
hitflag = MAF
pausetime = 0,30
sparkno = -1
sparkxy = -30,-40
hitsound   = s61,1
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0     
air.velocity = 0, -12
fall = 1
fall.recover = 0
palfx.time = 2
palfx.add = 255,255,255

[State 4150, 8]
type = SelfState
trigger1 = AnimTime= 0
triggerall = Var(11) = 0
value = 196
ctrl = 0

[State 4150, 9]
type = SelfState
trigger1 = AnimTime= 0
triggerall = Var(11) = 1
value = 196
ctrl = 0
; The Unfortunate Victim
[Statedef 4118]
type = S
physics = S
movetype = H
ctrl = 0

[State 3510,4]
type = PosSet
trigger1 = time = 0
x = 0
y = 0

[State 3061, 4]
type = Changeanim2
trigger1 = time = 0
value = 4999

[State 3061, 1]
type = lifeadd
trigger1 = time = 130
value = -650
kill = 0


[State 3062, 4]
type = selfState
trigger1 = animtime = 0
value = 5110
ctrl = 0

;Invisible Helper
[Statedef 4125]
type = S
movetype = I
physics = N
anim = 960
velset = 0,0,0
ctrl = 0

[State 960,Bind]
type = BindToTarget
trigger1 = Time = 0
pos = -20,-35
time = 999

[State 960,Pos1]
type = PosAdd
trigger1 = P2Dist X >= 10
x = 6

[State 960,Pos2]
type = PosAdd
trigger1 = P2Dist X <= 10
x = -6

[State 960,Pos3]
type = PosAdd
trigger1 = P2Dist Y <= 35
y = -6

[State 960,Pos4]
type = PosAdd
trigger1 = P2Dist Y >= 35
y = 6

[State 966,20]
type = DestroySelf
trigger1 = AnimTime = 0


[State 960,21]
type = ChangeState
trigger1 = parent, stateno = 4112
trigger1 = parent, AnimElem = 1
value = 4126

;Leona called sucessfully-Move victim in position
[Statedef 4126]
type = S
movetype = A
velset = 0,0,0
anim = 966

[State 3056, 3]
type = HitDef
trigger1 = time = 0
persistent = 0
attr = S, ST
Guardflag =
snap = 45, 0, 0, 1 
hitsound = S5,8
guardsound = s8,1
sparkno = 3
sparkxy = -10,-75
p2facing = 1
p2stateno = 4118
guard.velocity = -4
guard.pausetime = 30,6


[State 966,20]
type = DestroySelf
trigger1 = AnimTime = 0

;Showstopper Concert- Team Super (call)
[Statedef 4120]
type = S
movetype= A
ctrl = 0
anim = 4103
velset = 0,0
sprpriority = 2


[State 3600, 0.5]
type = HitDef
trigger1 = Animelem = 1
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage    = 1                   ;Damage that move inflicts
animtype = Back                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 30,00                 ;Power to get on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
givepower = 0                 ;Power to give opponent on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 6, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 1,10                 ;Time attacker pauses, time victim shakes
numhits = 1                     ;Number of hits to count as (Def: 1)
;sparkno = 0                    ;Spark image group and no (Def: set above)
;sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
;hitsound = 5,0                   ;Sound to play on hit
;guardsound = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = Trip                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20             ;Time that the victim slides back
ground.hittime  = 10             ;Time victim is in hit state
ground.velocity = -.5            ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
;guard.velocity = -4,              ; (def: ground.velocity)
;guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
;airguard.velocity = -1, -20       ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1, -5            ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime =                   ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
 fall = 1                         ;1 to cause opponent to fall (def: 0)
 fall.damage = 0                  ;Damage opponent takes on fall
;fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
 fall.animtype = Back             ;Animation type for falling people (def: Back)
 air.fall = 1                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
down.hittime = 1000                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
down.bounce = 2                  ;Set to 1 for opponent to bounce on ground (def: 0)
AffectTeam = Friendly
p1stateno = 4121
p2stateno = 4122


[State 3056,3]
type = ChangeState 
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------
; Team super initiate
[Statedef 4121]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
poweradd = -3000
ctrl = 0
anim = 4101

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
anim = -1
movetime = 8
darken = 0

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,6

[State 1702, 1]
type = BGPalfx
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 55
mul = 50,50,50

[State 3510, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 8103
pos = -320, 240
postype = right
sprpriority = -2
supermove = 1
bindtime = 50
removetime = 50

[State 3510, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 1028
pos = 0, 0
postype = p1
sprpriority = 2
supermove = 1
bindtime = 50
removetime = 50

[State 3510,5]
type = ChangeState
trigger1 = Animtime = 0
value = 4123

; Team super initiate
[Statedef 4122]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 4992

[State 3061, 4]
type = Changeanim2
trigger1 = time = 0
value = 4111

[State 3510,4]
type = PosSet
trigger1 = time = 0
y = 0

[State 2101, 1]
type = HitDef
trigger1 = Time > 0
attr = S, HA
animtype = back
damage = 3,1
guardflag = M
pausetime = 0,10
sparkxy = 500,-500
hitsound = -1
priority = 6, Hit
guardsound = -1
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.1,-8
air.velocity = -0.1,-8
fall = 1


[State 182, 2]
type = PlaySnd
trigger1 = (time = 30) || (time = 90) || (time = 150)
value = 3,1

[State 182, 3]
type = EnvShake
trigger1 = (time = 30) || (time = 90) || (time = 150)
time = 20
ampl = -40
freq = 50
phase = 50

[State 2202,2]
type = SelfState
trigger1 = Time = 175
value = 0
ctrl = 1

; Team super initiate
[Statedef 4123]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 4110

[State 3510, 1]
type = AssertSpecial
trigger1 = Time = [0,175]
flag = NoMusic

[State 1650,3 ]
type = BGPalFX
trigger1 = AnimElem = 2 
persistent = 0
ignorehitpause = 1
add = 256, 0, 0
bright = 255, 255, 255
sinadd = 0,0,256,30
time = 175
supermove = 1

[State 3510, 4]
type = Explod
trigger1 = AnimTime !=0
anim = 4112
pos = 15, 0
postype = p1
sprpriority = 2
supermove = 1
bindtime = 5
removetime = 5


[State 2101, 1]
type = HitDef
trigger1 = Time > 0
attr = S, HA
animtype = back
damage = 3,1
guardflag = M
pausetime = 0,10
sparkxy = 500,-500
hitsound = -1
priority = 6, Hit
guardsound = -1
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.1,-8
air.velocity = -0.1,-8
fall = 1


[State 182, 2]
type = PlaySnd
trigger1 = timemod = 60, = 30
value = 11,0
freqmul = 1.4


[State 182, 3]
type = EnvShake
trigger1 = timemod = 60, = 30
time = 20
ampl = -40
freq = 50
phase = 50

[State 3510, 4]
type = Explod
trigger1 = time = 173
anim = 1028
pos = 0, 0
postype = p1
sprpriority = 2
supermove = 1
bindtime = 50
removetime = 50

[State 2202,2]
type= ChangeState
trigger1 = Time = 175
value = 0
ctrl = 1


;FATALITY-Finish Him
[Statedef 7990]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 7990

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-44
time = 50
darken = 0

[State 1702, 1]
type = BGPalfx
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 55
mul = 50,50,50


[State 1701, 1]
type = BGPalfx
trigger1 = AnimTime != 0
ignorehitpause = 1
time = 5
mul = 50,50,50

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,4

[State 1141, 1]
type = MakeDust
trigger1 = Time = 1
pos = -20
spacing = 4

[State 1141, 2]
type = MakeDust
trigger1 = time >= 8
pos = -15,3

[State 3056, 1]
type = Velset
trigger1 = time >= 5
trigger1 = time <= 30
x = 16

[State 3056, 3]
type = HitDef
trigger1 = AnimElem = 3
persistent = 0
attr = S, ST
Guardflag =
snap = 25, 0, 0, 1 
hitsound = S5,11
guardsound = s8,1
sparkno = 3
sparkxy = -10,-75
p2facing = 1
p2stateno = 7992
p1stateno = 7991
p2getp1state = 1
guard.velocity = -4
guard.pausetime = 30,6


[State 1141, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Fatal Kick(connected)
[Statedef 7991]
type = S
movetype = A
physics = S
anim = 7991
ctrl = 0
velset =0,0

[State 1301,1]
type = Velset
trigger1 = Time = 0
x = 0.001

[State 1002, 3]
type = Explod
trigger1 = timemod = 30,10
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = 1,1


[State 1002, 3]
type = Explod
trigger1 = timemod = 30,20
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
facing = -1
ontop = 1
ownpal = 1
scale = .7,2.5

[State 1002, 3]
type = Explod
trigger1 = timemod = 30,30
anim = 998
postype = p2
pos = -10,-50
sprpriority = 5
bindtime = 30
ontop = 1
ownpal = 1
scale = 1,1
facing = 1

[State 1650,3 ]
type = Envcolor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 255
time = 15
supermove = 1

[State 9185, 1]
type = AssertSpecial
trigger1 = Time = [0,274]
flag = NoMusic

[State 3510, 4]
type = explod
trigger1 = time = 0
anim = 9876
pos = 0, -50
postype = p2
sprpriority = -2
supermove = 1
bindtime = 120
removetime = 120
facing = -1
vel = 0,0

[State -2, 1]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 274
mul = 50,50,50

[State 1060,1]
type= PlaySnd
trigger1 = Time = 120
value = 5,10


[State 1060,1]
type= PlaySnd
trigger1 = Time = 0
value = 6,1
volume = 255

[State 1060,1]
type= PlaySnd
trigger1 = Time = 200
value = 5,11


[State 3510, 4]
type = explod
trigger1 = Time = 200
trigger2 = Time = 220
trigger3 = Time = 240
anim = 2000
pos = 0,-55
postype = p2
sprpriority = 2
supermove = 1
bindtime = 1
vel = 0,0


[State 3510, 4]
type = explod
trigger1 = time = 274
anim = 9877
pos = -10, -10
postype = p2
sprpriority = -10
supermove = 1
bindtime = -1
vel = 0,0

[State 7015, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; The Unfortunate Victim
[Statedef 7992]
type = S
physics = S
movetype = H
ctrl = 0

[State 3061, 4]
type = Changeanim2
trigger1 = time = 0
value = 1902


[State 3061, 1]
type = lifeadd
trigger1 = time = 200
value = -10000


[State 3062, 4]
type = selfState
trigger1 = animtime = 0
value = 5110
ctrl = 0


; air throw attempt
[Statedef 9699]
type = A
movetype = A
physics = A
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = time = 0
attr = A, NT
hitflag = A
guardflag = 
priority = 1
pausetime = 0,10
snap = 20;-40, 0, 0
sparkno = -1
p1stateno = 9698
p2stateno = 9696
hitsound = S5,9
fall = 1
fall.damage = 130

[State 800, 1]
type = HitDef
Trigger1 = time = 0
Trigger1 = Command = "holdback"
attr = A, NT
hitflag = A
guardflag = 
priority = 1
pausetime = 0,10
snap = 20;-40, 0, 0
sparkno = -1
p1facing = -1
p2facing = 1
p1stateno = 9698
p2stateno = 9696
hitsound = S5,9
fall = 1
fall.damage = 130



;---------------------------------------------------------------------------
; AirThrow Success
[Statedef 9698]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 810

[State 975, 1]
type = PosFreeze
trigger1 = Time >= 0
trigger1 = AnimElem = 2, <0

[State 975, 2]
type = VelSet
trigger1 = AnimElem = 2
y = 0

[State 975, 3]
type = PlaySnd
trigger1 = Time = 1
value = 3,0

[State 975, 4]
type = VelAdd
Trigger1 = AnimElem = 2, >= 0
y = .3

[State 975, 5] ;Hold target
trigger1 = Time >= 0
trigger1 = AnimElem = 3, <0
trigger1 = Pos Y < -20
trigger2 = AnimElem = 2, <0 ;Hold for all of first frame
type = TargetBind
pos = -20,10
time = 1

[State 975, 5] ;Hold target
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
trigger1 = Pos Y < -20
type = TargetBind
pos = 2,10
time = 1

[State 975, 6] ;Hold target
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
trigger1 = Pos Y < -20
type = TargetBind
pos = 2,10
time = 1

[State 975, 6] ;Release target (straight)
triggerall = Vel X = 0
trigger1 = AnimElem = 5
trigger2 = Pos Y >= -20
type = TargetVelAdd
persistent = 0
x = -2.5

[State 975, 6] ;Release target (back)
triggerall = Vel X < 0
trigger1 = AnimElem = 5
trigger2 = Pos Y >= -20
type = TargetVelAdd
persistent = 0
x = -5

[State 975, 6] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
type = ChangeState
value = 9697
;---------------------------------------------------------------------------
;AirThrow Success (land)
[Statedef 9697]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State 976, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 976, 2]
type = ChangeState
trigger1 = Time = 5
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Thrown by AirThrow
[Statedef 9696]
type    = A
movetype= H
physics = N

[State 980, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[State 980, 3] ;Acceleration
type = VelAdd
Trigger1 = AnimElem = 2, >= 0
y = .3

[State 980, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5100
;----------------------------------------------------

; X throw
[Statedef 800]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
hitflag = M
guardflag = 
priority = 1
pausetime = 0,10
snap = -40, 0, 0
sparkno = -1
p2facing = 1
p1stateno = 810
p2stateno = 805
p2getp1state = 1
hitsound = S5,9

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 1
Trigger1 = Command = "back_y" || Var(57) = 1
trigger2 = AnimElem = 1
Trigger2 = Command = "back_z" || Var(57) = 1
attr = S, NT
hitflag = M
guardflag = 
priority = 1
pausetime = 0,10
snap = -40, 0, 0
sparkno = -1
p2facing = 1
p1stateno = 1475
p2stateno = 1485
p2getp1state = 1
hitsound = S5,9

[State 800, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------
; Thrown by X throw
[Statedef 805]
type = A
movetype = H
physics = N
ctrl = 0

[State 805, 2]
type = ChangeAnim2
trigger1 = time = 0
value = 805
            
[State 805, 2]
type = velset
trigger1 = time = 13
x = -8
y = 2

[State 805, 2]
type = sprpriority
trigger1 = time = 16
value = 1

[State 805, 2]
type = posadd
trigger1 = Time = 24
x = -38

[State 805, 2]
type = ChangeState
trigger1 = Time = 24
value = 806

;---------------------------------------------------------------------------
; Thrown (hit ground)
[Statedef 806]
type    = L
movetype= H
physics = N
anim = 5100

[State 5100, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 3] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 4]
type = GameMakeAnim
trigger1 = Time = 1
value = 15
pos = 0, 0
under = 61

[State 5100, 5]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 5]
type = PlaySnd
trigger1 = Time = 1
value = F7, 0 ;Hit ground

[State 5100, 6]
type = PosFreeze
trigger1 = Time >= 0

[State 5100, 7]
type = ChangeState
trigger1 = Time = 3
value = 807

[State 5100, 8]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 255,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; Thrown (bounce into air)
[Statedef 807]
type    = L
movetype= H
physics = N
velset = -3

[State 5101, 0]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 1]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 3] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 5101, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = SelfState
value = 5110

;----------------------------------------------------
; X throw (success)
[Statedef 810]
type = S
movetype = A
physics = N
anim = 810
velset = 0
    
[State 220, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2
    
[State 810, 1]
type = TargetLifeAdd
trigger1 = Time = 24
value = -80

[State 810, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw Attempt
[Statedef 1465]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 920

[State 1465, 3]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower  = 25
givepower = 30
hitflag = M-
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
sparkxy = -25, -70
sparkno = 3
p2facing = 1
p1stateno = 1475
p2stateno = 1485
hitsound = 5,3
fall = 1
fall.damage = 65

[State 1465, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw P2
[Statedef 1475]
type    = S
movetype= A
physics = N
anim = 910

[State 1475, 0.2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1
volume = 135

[State 1475, 0.2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 7
volume = 140

[State 1475, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1475, 2]
type = VelSet
trigger1 = Time >= 0
x = 0

[State 1475, 3]
type = TargetBind
trigger1 = Time >= 0
trigger1 = AnimElem = 1, < 0
pos = 10, -100

[State 1475, 4]
type = TargetBind
trigger1 = AnimElem = 2,0
pos = -30, -45

[State 1475, 5]
type = TargetBind
trigger1 = AnimElem = 3, 0
pos = -110, 0

[State 1475, 4.5]
type = Width
trigger1 = AnimElem = 3, 0
edge = -110, 0

[State 1475, 10]
type = TargetState
trigger1 = AnimElem = 3
value = 1486

[State 1475, 12]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw (hit by, on ground)
[Statedef 1485]
type    = A
movetype= H ;Get hit
physics = N
velset = 0,0
ctrl = 0

[State 1485, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 930

[State 1485, 2]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 1485, 3]
type = SelfState
trigger1 = time = 30
value = 5100
;---------------------------------------------------------------------------
; Throw (hit by, into air)
[Statedef 1486]
type    = A
movetype= H ;Get hit
physics = N
velset = 5,-9
ctrl = 0

[State 1486, 2] ;Gravity
type = VelAdd
Trigger1 = Time > 0
y = .4

[State 1486, 3]
type = EnvShake
trigger1 = time = 0
time = 25
ampl = -3
freq = 90
phase = 90

[State 1486, 4]
type = LifeAdd
Trigger1 = Time = 0
value = -225

[State 1486, 5] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5100 ;Hit ground

;Supreme Kikkoken
[Statedef 2022]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 2020

[State 1022, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 0

[State 1022, 1]
type = PlaySnd
trigger1 = Animelem = 6
value = 2,1
volume = 35

[State 1022, 2]
type = PlaySnd
trigger1 = Animelem = 7
value = 5,0
volume = -35

[State 1022, 4]
type = Projectile
trigger1 = Animelem = 7
projanim = 2025
projhitanim = 1027
projhits = 3
offset = 50, -55
velocity = 5.5
; HitDef part of projectile info
attr = S, SP
damage   = 25,8
animtype = Medium
guardflag = MAFD
pausetime = 0,9
;sparkno = 0
sparkxy =  -5,-70
hitsound   = S5,13
guardsound = S8,1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
[State 1300, 6]
type = Explod
trigger1 = projHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
removetime = 20
sprpriority = 1

[State 1022, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;DOUBLE REPPU..... ER, DARK WAVE 
[Statedef 2004]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 55
juggle = 0
ctrl = 0
anim = 2021

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1

[State 1000, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,0


[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
projanim = 1026
projhitanim = 1028
projpriority = 1
projshadow = -1
offset = 40,-1
numhits = 3
velocity = 6.5
attr = S, HA
damage   = 40,12
animtype = heavy
guardflag = L
hitflag = MAFDP
pausetime = 0,10
sparkxy = 500,500
hitsound = s5,14
guardsound = S8,1           
animtype = Hard
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -1.4,-11
air.velocity = -6,3
guard.velocity = -7
fall = 1
palfx.time = 120
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
[State 1300, 6]
type = Explod
trigger1 = projHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
removetime = 20
sprpriority = 1

[State 1000, 7]
type = PlaySnd
trigger1 = projhit = 1
value = 5 , 15

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Air Psycho Shot (Fierce)
[Statedef 2092]
type    = A
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 650

[State 1060, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 1

[State 1060,1]
type= PlaySnd
trigger1 = AnimElem = 3
value = 5,0

[State 1060, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1803
projhitanim = 1804
offset = 23,-52
velocity = 4, 2
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, SP
projhits = 3
damage    = 26,4
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = s5,8
guardsound = s8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
[State 1300, 6]
type = Explod
trigger1 = projHit = 1
anim = 89986
postype = p2
pos = 0,-45
bindtime = 44
removetime = 20
sprpriority = 1

[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .1
y = .1

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 20
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 19
value = 52

[State 1000, 8]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

;Bye bye!
[Statedef 2962]
type    = A
movetype= A
physics = N
juggle  = 1
velset =   0,0,0
anim = 4002     
ctrl = 0        

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1131
ProjRemAnim = -1
projremovetime = 2
offset = 0, 0
velocity = 15,0

[State 4000, 1]
type = PosAdd
trigger1 = Time >= 3
x = (P2BodyDist X)+40
y = -200



[State 4000 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 5,4


[State 4000 , 7]
type = ChangeState
trigger1 = time = 6
value = 2963
ctrl = 0

;HELLO!
[Statedef 2963]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,20
ctrl = 0
anim = 1114

[State 1005, 1]
type = PlaySnd
trigger1 = time = 0
value = 4,0

[State 1005, 4]
type = HitDef
trigger1 = time > 0
trigger1 = movehit !=1
attr = A,SA
damage   = 50
guardflag = HA
hitflag = MADFP
pausetime = 0,0
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = 0,20
airguard.velocity = 0, 20
palfx.time = 90
palfx.add = 0,40,100
palfx.mul = 100,150,300
fall = 1
fall.recover = 0

[State 1005, 12]
type = PlaySnd
trigger1 = movehit = 1
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5,7



[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2964

;Impact
[Statedef 2964] 
type = A 
physics = A 

[State 1035, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

State 105, 1]
type = PlaySnd
trigger1 = Time = 0
value = 5, 7

[State 1348, 2]
type = Projectile
trigger1 = time = 0
projanim = 1028
projhitanim = 1028
projshadow = 68,68,68
offset = 0, 0
velocity = 0
projremovetime = 34
projpriority = 1
numhits = 4
attr = S, SA
damage   = 50,5
guardflag = HA
hitflag = MAFDP
animtype = hard
pausetime = 0,9
sparkno = -1
hitsound   = s5,5
guardsound = s8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 8
guard.velocity = -7
ground.velocity = -15, -6
air.animtype = back
air.velocity = -15,-6
airguard.velocity = -0.5,-0.4
palfx.time = 65
palfx.add = 0,40,100
palfx.mul = 100,150,300
fall = 1

[State 1486, 3]
type = EnvShake
trigger1 = time = 0
time = 55
ampl = -3
freq = 90
phase = 90

[State 105, 1]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 105, 4]
type = ChangeState
trigger1 = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 105

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

;-------------------------------------------------------------------;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Anim != 1
trigger1 = Palno > 6
value = 1

[State 0, 1]
type = ChangeAnim
triggerall = Palno < 7 || Var(57) = 1
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = Palno > 6 && Var(57) != 1
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 1

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
; Walk
[Statedef 20]
type    = S
movetype = I
physics = S

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd" && Var(57) != 1
x = const(velocity.walk.fwd.x)+fvar(31)
 
[State 20, 2]
type = VelSet
trigger1 = command = "holdback" && Var(57) != 1
x = const(velocity.walk.back.x)-fvar(31)

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd" && Var(57) = 1
x = 6.0
 
[State 20, 2]
type = VelSet
trigger1 = command = "holdback" && Var(57) = 1
x = -5.5

[State 998, 3] 
type = ReversalDef 
triggerall = PalNo > 6
trigger1 = Time > 0 
trigger1 = Time <= 8
attr = S, NT
reversal.attr = SA, NA, SA, HA, SP, HP, NP 
pausetime = 0,15 
sparkno = -1
guard.sparkno = -1
hitsound = S8,0
sprpriority = -1 
p1stateno = 999 


[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0 && Var(57) !=1
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)-fvar(31)

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0 && Var(57) = 1
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)-1.5


[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = N
anim = 100
ctrl = 0

[State 100, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1,1


[State 100, 2]
type = VelSet
trigger1 = Time >= 0
trigger1 = AnimElem = 2, < 0
x = 8.3

[State 100, 3]
type = VelMul
trigger1 = AnimElem = 2, >= 0
x = 1.1

[State 100, 4]
type = VelMul
trigger1 = AnimElem = 3, >= 0
x = .80

[State 100, 5]
type = CtrlSet
trigger1 = AnimTime = -2
value = 1

[State 100, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[State 100, 9]
type = MakeDust
trigger1 = Time = 1
pos = -25,-2
spacing = 1

[State 100, 10]
type = MakeDust
trigger1 = AnimElem = 2, >= 0
pos = -15,-2

;---------------------------------------------------------------------------
;Boss AI Exclusive Moves
;---------------------------------------------------------------------------
; States that are always checked (use -2) :
;---------------------------------------------------------------------------

[Statedef -2]


[State -2, 1]
type = Palfx
trigger1 = timemod = 2, = 0
trigger1 = Var(2) > 0
time = 1
mul = 0,0,255
invertall = 1


[State -2, 1]
type = Palfx
trigger1 = timemod = 2, = 0
trigger1 = Var(4) > 0
time = 1
mul = 255,255,0
invertall = 1

[State -2, 1]
type = Palfx
trigger1 = timemod = 2, = 0
trigger1 = Var(3) > 0
time = 1
mul = 255,0,0
invertall = 1
[State -2, 1]
type = BGPalfx
trigger1 = var(3) > 0
trigger2 = var(2) > 0
trigger3 = var(4) > 0
ignorehitpause = 1
time = 10
mul = 0,0,180
invertall = 1


[State -2, 1]
type = AssertSpecial
trigger1 = Var(4) > 0
trigger1 = Var(4) < 750
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard


[State -2, 1]
type = LifeAdd
trigger1 = Var(55) = 1
trigger1 = timemod = 2, = 0
trigger1 = Var(2) > 0
value = 1

[State -2, 1]
type = PowerSet
trigger1 = Var(55) = 1
trigger1 = Var(3) > 0
value = 1000

[State -2, 1]
type = Projectile
triggerall = Var(3) > 0
triggerall = Var(3) < 750
trigger1 = stateno = 200
projanim = 200
projhitanim = -1
projhits = 15
offset = 55, 0
velocity = 3.5, 0
projremovetime = 3
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 4,1
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
air.juggle = 3

[State -2, 1]
type = Projectile
triggerall = Var(3) > 0
triggerall = Var(3) < 750
trigger1 = stateno = 210
projanim = 210
projhitanim = -1
projhits = 15
offset = 55, 0
velocity = 3.5, 0
projremovetime = 3
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 4,1
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
air.juggle = 3

[State -2, 1]
type = Projectile
triggerall = Var(3) > 0
triggerall = Var(3) < 750
trigger1 = stateno = 225
projanim = 225
projhitanim = -1
projhits = 15
offset = 55, 0
velocity = 3.5, 0
projremovetime = 3
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 4,1
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -10
air.animtype = Back
air.velocity = -2.5,-5
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
air.juggle = 3

[State -2, 1]
type = Projectile
triggerall = Var(3) > 0
triggerall = Var(3) < 750
trigger1 = stateno = 230
projanim = 230
projhitanim = -1
projhits = 15
offset = 55, 0
velocity = 3.5, 0
projremovetime = 3
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 4,1
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
air.juggle = 3

[State -2, 1]
type = Projectile
triggerall = Var(3) > 0
triggerall = Var(3) < 750
trigger1 = stateno = 240
projanim = 240
projhitanim = -1
projhits = 15
offset = 55, 0
velocity = 3.5, 0
projremovetime = 3
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 4,1
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
air.juggle = 3

[State -2, 1]
type = Projectile
triggerall = Var(3) > 0
triggerall = Var(3) < 750
trigger1 = stateno = 245
projanim = -1
projhitanim = -1
projhits = 15
offset = 55, 0
velocity = 3.5, 0
projremovetime = 3
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 4,1
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300
air.juggle = 3

[State -2, 1]
type = Projectile
triggerall = Var(3) > 0
triggerall = Var(3) < 750
trigger1 = stateno = 1600
projanim = 1028
projhitanim = -1
projpriority = 1
projshadow = -1
projhits = 5
offset = 30,-1
velocity = 5.5
attr = S, HA
damage   = 20,5
animtype = heavy
guardflag = LA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S5,5
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6

[State -2, 1]
type = NotHitBy
triggerall = Var(4) > 0
triggerall = Var(4) < 750
trigger1 = stateno = 5000
trigger2 = stateno = 5001
trigger3 = stateno = 5002
trigger4 = stateno = 5010
trigger5 = stateno = 5011
trigger6 = stateno = 5012
trigger7 = stateno = 5020
trigger8 = stateno = 5021
trigger9 = stateno = 5022
value = SCA
time = 6

[State -2, 1]
type = NotHitBy
triggerall = Var(4) > 0
triggerall = Var(4) < 750
trigger1 = Stateno = 5030
trigger2 = Stateno = 5050
value = SCA
time = 10



[State -2, 1]
type = Varadd
trigger1 = Var(2) > 0
v = 2
value = -1

[State -2, 1]
type = Varadd
trigger1 = Var(3) > 0
v = 3
value = -1

[State -2, 1]
type = Varadd
trigger1 = Var(4) > 0
v = 4
value = -1

[State -2, 1]
type = Powerset
trigger1 = Var(2) > 0
value = 0

[State -2, 1]
type = Powerset
trigger1 = Var(3) > 750
value = 0

[State -2, 1]
type = Powerset
trigger1 = Var(4) > 0
trigger1 = Var(4) < 750
value = 0

[State -2, 1]
type = RemoveExplod
trigger1 = Var(2) = 0
trigger1 = Var(3) = 0
trigger1 = Var(4) = 0
ID = 9000

[State -2, 1]
type = AssertSpecial
trigger1 = Var(2) > 0
trigger2 = Var(3) > 0
trigger3 = Var(4) > 0
flag = globalnoshadow
flag2 = timerfreeze


[State -2, 1]
type = VarSet
trigger1 = Var(4) = 750
v = 4
value = 0


[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = random < 450
trigger1 = stateno = 5000
value = 1,5

[state -2, 1]
type = playsnd
triggerall = Time = 1
trigger1 = random < 450
trigger1 = stateno = 5070
value = 1,4

[state -2, 1]
type = playsnd
triggerall = Time = 1
trigger1 = random < 450
trigger1 = stateno = 5010
value = 1,6

[state -2, 1]
type = playsnd
triggerall = Time = 1
trigger1 = random < 450
trigger1 = stateno = 5030
value = 1,6

[State 300,1]
type = AfterImage
trigger1 = stateno = 0
trigger1 = Palno < 7 && Var(57) != 1 && Var(56) != 1
time = 50000
TimeGap  = 4
FrameGap = 1
length = 5
PalBright   = 245,0,0
PalContrast = 245,0,0
Trans = add

[State 300,1]
type = AfterImage
trigger1 = stateno = 0
trigger1 = Palno > 6 && Var(57) != 1 && Var(56) != 1
time = 50000
TimeGap  = 4
FrameGap = 1
length = 5
PalBright   = 0,0,245
PalContrast = 0,0,245
Trans = add

[State 300,1]
type = AfterImage
trigger1 = stateno = 0
trigger1 = Palno < 7 && Var(56) = 1
time = 99999
Trans = Add
PalMul      =     1,  1,  1
PalAdd      =     -16, -16, -16
PalBright   =   -62,32,24
PalContrast =   256,172,172
length      =    15
gap         =    3
framegap    =     1

[State 300,1]
type = AfterImage
trigger1 = stateno = 0
trigger1 = Palno > 6 && Var(56) = 1
time = 99999
Trans = Add
PalMul      =     1,  1,  1
PalAdd      =     -16, -16, -16
PalBright   =   24,32,-62
PalContrast =   172,172,256
length      =    15
gap         =    3
framegap    =     1


[State -2];ゲージマックス状態
type = Afterimage
trigger1 = stateno = 0
trigger1 = Var(56) = 1
time = 99999
Trans = Add
PalMul      =     1,  1,  1
PalAdd      =     -16, -16, -16
PalBright   =   -32,32,24
PalContrast =   128,128,128
length      =    15
gap         =    3
framegap    =     3

[State 300,1]
type = AfterImage
trigger1 = stateno = 0
trigger1 = Var(57) = 1 
time = 50000
TimeGap  = 4
FrameGap = 1
length = 5
PalBright   = 240,120, 40
PalContrast = 240,120, 0
Trans = add

[State -2, 1]
type = PlaySnd
trigger1 = stateno = 100
trigger1 = AnimElem = 1
value = 3,1

[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = 5,2

[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 40
value = 1,3

[State -2, 1]
type = DefenceMulSet
trigger1 = Var(57) = 1
value = .45

[State -2, 1]
type = AttackMulSet
trigger1 = Var(57) = 1
value = .7


[State -2, 43]
type = VarSet
triggerall = Var(22) != 1
triggerall = Var(22) != 2
trigger1 = Facing = 1
v = 22
value = 1

[State -2, 44]
type = VarSet
triggerall = Var(22) != 1
triggerall = Var(22) != 2
trigger1 = Facing = -1
v = 22
value = 2

[State -2, 37]
type = VarSet
triggerall = movehit = 1
triggerall = Var(12) != 1
triggerall = Var(12) != 2
triggerall = WinKO = 1
trigger1 = stateno = [1300,1990]
trigger2 = (Var(3) > 0) || (Var(4) > 0)
v = 12
value = 1

[State -2, 37]
type = VarSet
triggerall = projcontact = 1
triggerall = Var(12) != 1
triggerall = Var(12) != 2
triggerall = WinKO = 1
trigger1 = stateno = [1300,1990]
trigger2 = (Var(3) > 0) || (Var(4) > 0)
v = 12
value = 1


[State -2, 37]
type = VarSet
triggerall = Var(12) != 1
triggerall = Var(12) != 2
triggerall = WinKO = 1
trigger1 = stateno = 1901
trigger2 = stateno = 1306
trigger3 = stateno = 4112
v = 12
value = 1

[State -2, 37]
type = VarSet
triggerall = Var(13) != 1
triggerall = Var(13) != 2
triggerall = WinKO = 1
trigger1 = stateno = 7991
v = 13
value = 1




[State 1650,3 ]
type = BGPalFx
trigger1 = Var(12) = 1
trigger1 = NumExplod(9400) !=1
trigger2 = Var(13) = 1
trigger2 = NumExplod(9400) !=1
ignorehitpause = 1
mul = 50,50,50
time = 80
supermove = 1

[State 1650,3 ]
type = PlaySnd
trigger1 = Var(12) = 1
trigger1 = NumExplod(9940) !=1
value = 9,8

[State 1650,3 ]
type = PlaySnd
trigger1 = Var(12) = 1
trigger1 = NumExplod(9940) !=1
value = 9,7

[State 1650,3 ]
type = PlaySnd
trigger1 = Var(13) = 1
trigger1 = NumExplod(9940) !=1
value = 9,5

[State 1650,3 ]
type = PlaySnd
trigger1 = Var(13) = 1
trigger1 = NumExplod(9940) !=1
value = 9,9




[State -2, 7510]
type = Explod
trigger1 = Var(12) = 1
trigger1 = NumExplod(9940) !=1
trigger2 = Var(13) = 1
trigger2 = NumExplod(9940) !=1
anim = 8110
pos = -320, 0
postype = right
sprpriority = -2
supermove = 1
bindtime = 80
removetime = 80
ignorehitpause = 1
ID = 9940



[State -2, 7510]
type = AssertSpecial
trigger1 = NumExplod(9940) 
flag=nomusic
flag2=nokoslow

[State -2, 37]
type = VarSet
trigger1 = Var(12) = 1
v = 12
value = 2

[State -2, 37]
type = VarSet
trigger1 = Var(13) = 1
v = 13
value = 2

[State -3, 13]
type = Explod
triggerall = var(22) = 1 
trigger1 = var(2) > 0
ignorehitpause = 1
anim = 8001
id = 8001
pos = -270,200
postype = right
bindtime = -1
sprpriority = 5
pausemovetime = 1
supermovetime = 1
scale = var(2)/500.0, 1
ownpal = 1

[State -3, 13]
type = Explod
triggerall = var(22) = 2 
trigger1 = var(2) > 0
ignorehitpause = 1
anim = 8001
id = 8001
pos = 180,200
postype = left
bindtime = -1
sprpriority = 5
pausemovetime = 1
supermovetime = 1
scale = var(2)/500.0, 1
ownpal = 1

[State -3, 13]
type = Explod
triggerall = var(22) = 1 
trigger1 = var(3) > 0
ignorehitpause = 1
anim = 8001
id = 8001
pos = -270,200
postype = right
bindtime = -1
sprpriority = 5
pausemovetime = 1
supermovetime = 1
scale = var(3)/750.0, 1
ownpal = 1

[State -3, 13]
type = Explod
triggerall = var(22) = 2 
trigger1 = var(3) > 0
ignorehitpause = 1
anim = 8001
id = 8001
pos = 180,200
postype = left
bindtime = -1
sprpriority = 5
pausemovetime = 1
supermovetime = 1
scale = var(3)/750.0, 1
ownpal = 1

[State -3, 13]
type = Explod
triggerall = var(22) = 1 
trigger1 = var(4) > 0
ignorehitpause = 1
anim = 8001
id = 8001
pos = -270,200
postype = right
bindtime = -1
sprpriority = 5
pausemovetime = 1
supermovetime = 1
scale = var(4)/750.0, 1
ownpal = 1

[State -3, 13]
type = Explod
triggerall = var(22) = 2 
trigger1 = var(4) > 0
ignorehitpause = 1
anim = 8001
id = 8001
pos = 180,200
postype = left
bindtime = -1
sprpriority = 5
pausemovetime = 1
supermovetime = 1
scale = var(4)/750.0, 1
ownpal = 1

[State -3, 13]
type = Explod
triggerall = var(22) = 1 
trigger1 = var(3) > 0
trigger2 = var(4) > 0
trigger3 = var(2) > 0
ignorehitpause = 1
anim = 8000
id = 8000
pos = -270,200
postype = right
bindtime = -1
sprpriority = 2
pausemovetime = 1
supermovetime = 1
scale = 1, 1
ownpal = 1

[State -3, 13]
type = Explod
triggerall = var(22) = 2 
trigger1 = var(3) > 0
trigger2 = var(4) > 0
trigger3 = var(2) > 0
ignorehitpause = 1
anim = 8000
id = 8000
pos = 180,200
postype = left
bindtime = -1
sprpriority = 2
pausemovetime = 1
supermovetime = 1
scale = 1, 1
ownpal = 1

[State -2, 43]
type = VarSet
trigger1 = PalNo > 6
fv = 31
value = 1.5


[State -2, 43]
type = AttackMulSet
trigger1 = Var(3) > 0
value = 1.3

[State -2, 43]
type = AttackMulSet
trigger1 = PalNo > 6 && Var(57) != 1
trigger1 = var(3) = 0
value = .7

[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5201
trigger2 = stateno = 5210
value = 3,0

