;==========<ZERO COUNTER>==========
[Statedef 9750]
type=A
physics=N
movetype=I
anim=8070
ctrl=0
velset=0,0
poweradd=0
sprpriority=4

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 0-(time*20),0-(time*20),0-(time*20)
;mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >=15
trigger2 = parent,movetype = H
;ignorehitpause =
;persistent =



;------------------------------------------------------------------------
[Statedef 1090]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1092
sprpriority = 5
velset = ifelse(parent,var(10) = 2,7.2,ifelse(parent,var(10) = 1,6,4)),0
juggle = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1100,0
volume = 200
channel = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1 && (numhelper(1092)=0)
helpertype = normal ;player
name = "hadouken"
ID = 1092
stateno = 1092
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 0, Explod]
type = Explod
triggerall= p2stateno = [5000,5999]
trigger1 = movehit = 1
anim = 3499
ID = 3499
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 99999
pausemovetime = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = ifelse(var(10)=2,(GameTime%1),(GameTime%7)) = 1
anim = 3793
ID = 3793
pos = -45,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = (ifelse(parent,var(10) = 2,5,ifelse(parent,var(10) = 1,5.8,4)))-2,0
accel = 0,0
random = 0,40
removetime = 35
supermove = 99999
pausemovetime = 99999
scale = .4,.2
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1091

ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 1005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SA,HA,NT,ST,HT,NA
time = -1
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1= p2stateno = [5000,5999]
trigger1 = movehit = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 901:projectile]
type = hitdef
trigger1 = Time = 0 && P2BodyDist X > 18
sparkxy = -10,0
animtype = hard
attr = S,SP
priority = 3
damage = 45,5
guardflag = MA
hitflag = MAF
pausetime = 0,8
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,9
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 20
ground.hittime = 22
ground.velocity = -8,0
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5
palfx.time= 15
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

[State 901:projectile]
type = hitdef
trigger1 = Time = 0 && P2BodyDist X <= 18
sparkxy = -10,0
animtype = hard
attr = S,SP
priority = 3
damage = 75,15
guardflag = MA
hitflag = MAF
pausetime = 0,8
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,9
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 20
ground.hittime = 22
ground.velocity = -5,-3
air.hittime = 13
air.velocity = -5,-2
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = .5
palfx.time= 15
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movecontact
trigger2 = frontedgedist <= -70
;id =  1090

[State 901:destroyself]
type = changestate
trigger1 = movecontact
trigger2 = frontedgedist <= -70
value = 1091
;---------------------------------------------------------------------------;
[Statedef 1091]
type = S
movetype = I
physics = S
juggle = 1
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1091
ID = 1091
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1.1,1.1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 707]
type= PlayerPush
trigger1= 1
value= 0
persistent= 1

[State 1002]
type = Destroyself
trigger1 = time = 1
;------------------------------------------------------------------------
[Statedef 1092]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1090
sprpriority = 4
velset = 0
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0,0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 9999
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = -20,-20,-20
;palmul = .65,.65,.75
;timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = parent,anim !=1092
time = 0
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent,anim !=1092
;trigger2 = animtime=0

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=1092;numhelper(1000)=0
;trigger2 = animtime=0

;------------------------------------------------------------------------
[Statedef 1095]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1097
sprpriority = 5
velset = ifelse(parent,var(10) = 2,7.2,ifelse(parent,var(10) = 1,6,4)),ifelse(parent,var(10) = 2,3.4,ifelse(parent,var(10) = 1,2.4,1.4))
;velset = ifelse(parent,var(10) = 2,7.2,ifelse(parent,var(10) = 1,6,4)),0
juggle = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1100,0
volume = 200
channel = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1 && (numhelper(1097)=0)
helpertype = normal ;player
name = "hadouken"
ID = 1097
stateno = 1097
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 0, Explod]
type = Explod
triggerall= p2stateno = [5000,5999]
trigger1 = movehit = 1
anim = 3499
ID = 3499
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 99999
pausemovetime = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = ifelse(var(10)=2,(GameTime%1),(GameTime%7)) = 1
anim = 3793
ID = 3793
pos = -45,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = (ifelse(parent,var(10) = 2,5,ifelse(parent,var(10) = 1,5.8,4)))-2,0
accel = 0,0
random = 0,40
removetime = 35
supermove = 99999
pausemovetime = 99999
scale = .4,.2
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1096

ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 1005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SA,HA,NT,ST,HT,NA
time = -1
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1= p2stateno = [5000,5999]
trigger1 = movehit = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 901:projectile]
type = hitdef
trigger1 = Time = 0 && P2BodyDist X > 18
sparkxy = -10,0
animtype = hard
attr = S,SP
priority = 3
damage = 45,5
guardflag = MA
hitflag = MAF
pausetime = 0,8
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,9
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 20
ground.hittime = 22
ground.velocity = -8,0
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5
palfx.time= 15
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

[State 901:projectile]
type = hitdef
trigger1 = Time = 0 && P2BodyDist X <= 18
sparkxy = -10,0
animtype = hard
attr = S,SP
priority = 3
damage = 75,15
guardflag = MA
hitflag = MAF
pausetime = 0,8
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,9
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 20
ground.hittime = 22
ground.velocity = -5,-3
air.hittime = 13
air.velocity = -5,-2
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = .5
palfx.time= 15
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movecontact
trigger2 = frontedgedist <= -70
trigger3 = pos Y >= 0
;id =  1090

[State 901:destroyself]
type = changestate
trigger1 = movecontact
trigger2 = frontedgedist <= -70
trigger3 = pos Y >= 0
value = 1096
;---------------------------------------------------------------------------;
[Statedef 1096]
type = S
movetype = I
physics = S
juggle = 1
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1099
ID = 1099
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1.1,1.1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 707]
type= PlayerPush
trigger1= 1
value= 0
persistent= 1

[State 1002]
type = Destroyself
trigger1 = time = 1
;------------------------------------------------------------------------
[Statedef 1097]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1098
sprpriority = 4
velset = 0
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0,0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 9999
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = -20,-20,-20
;palmul = .65,.65,.75
;timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = parent,anim !=1097
time = 0
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent,anim !=1097
;trigger2 = animtime=0

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=1097;numhelper(1000)=0
;trigger2 = animtime=0

;---------------------------------------------------------------------------
;stand
[Statedef 1190]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1190
sprpriority = 4

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
;pos = 0,0
;ignorehitpause =
;persistent =

[State 20000, Turn]
type = Turn
trigger1 = facing != root,facing

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(2) >= 0
trigger1 = parent,animelemtime(3) < 0
value = anim
elem = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(3) >= 0
trigger1 = parent,animelemtime(4) < 0
value = anim
elem = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(4) >= 0
;trigger1 = parent,animelemtime(4) < 0
value = anim
elem = 3

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 12
length = 15
framegap = 1
trans = add ;"none","add1","sub"

[State 2, changestate]
type = destroyself
;trigger1 = parent,stateno = [5000,5999]
;;trigger2 = parent,movetype = H
;trigger2 = animtime = 0
trigger1 = root,anim != 1100
;---------------------------------------------------------------------------
;stand
[Statedef 1191]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1191
sprpriority = 4

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 12
length = 15
framegap = 1
trans = add ;"none","add1","sub"

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
;pos = 0,0
;ignorehitpause =
;persistent =

[State 20000, Turn]
type = Turn
trigger1 = facing != root,facing

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(1) >= 0
trigger1 = parent,animelemtime(2) < 0
value = anim
elem = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(2) >= 0
value = anim
elem = 2

[State 2, changestate]
type = destroyself
;trigger1 = parent,stateno = [5000,5999]
;;trigger2 = parent,movetype = H
;trigger2 = animtime = 0
trigger1 = root,anim != 1105
;------------------------------------------------------------------------
[Statedef 1290]
type = S
movetype = A
physics = N
ctrl = 0
anim = ifelse((parent,stateno =[1201,1204]),1293,3293)
sprpriority = 5
velset = 0
juggle = 0

[State 0, Explod]
type = Explod
triggerall = parent,stateno = [1201,1204]
trigger1 = (GameTime%5) = 1
anim = 3793
ID = 3793
pos = 50,-40
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = -5,0
accel = 0,0
random = 0,50
removetime = 20
supermove = 99999
pausemovetime = 99999
scale = .4,.2
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 0, Explod]
type = Explod
triggerall = parent,stateno = 1225
trigger1 = (GameTime%5) = 1
anim = 3793
ID = 3793
pos = 50,-40
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = -5,0
accel = 0,0
random = 0,50
removetime = 20
supermove = 99999
pausemovetime = 99999
scale = .4,.2
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 12,-12

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,7
volume = 0
channel = -1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 12
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
;timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 901:destroyself]
type = destroyself
trigger1 = parent,movetype=H
trigger2 = animtime=0
trigger3 = parent,statetype!=A
trigger4 = numhelper(7005)>=1
;------------------------------------------------------------------------
[Statedef 1291]
type = S
movetype = A
physics = N
ctrl = 0
anim = ifelse((parent,stateno =[1201,1204]),1293,3293)
sprpriority = -1
velset = 0
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = -1
pos = -8,-12

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 12
length = 5
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 901:destroyself]
type = destroyself
trigger1 = parent,movetype=H
trigger2 = animtime=0
trigger3 = parent,statetype!=A
trigger4 = numhelper(7005)>=1
;------------------------------------------------------------------------
[Statedef 1295]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3591
sprpriority = 5
velset = 0
juggle = 0

[State 0, Explod]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3793
ID = 3793
pos = 40,100
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
random = 20,20
removetime = 25
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 9999
length = 5
paladd = -10,-10,-10
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0,10;18,-125

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,9
volume = 255
channel = -1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent,movetype=H
trigger2 = parent, stateno != 1402

[State 901:destroyself]
type = destroyself
trigger1 = parent,movetype=H
trigger2 = parent,statetype!=A
trigger3 = numhelper(7005)>=1
trigger4 = parent, stateno != 1402
;---------------------------------------------------------------------------;
[Statedef 1390]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 1391
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S2000,2
volume = 0
channel = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 1
time = 10
freq = 80
;phase = 90
;ignorehitpause =
;persistent =

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, BindToParent]
type = BindToParent
trigger1= parent,stateno=1300
time = 2
facing = 1
pos = -10,0
;ignorehitpause =
;persistent =

[State 210, hit]
type=hitdef
trigger1=!time
attr=S,NA
damage=75,5
animtype=Hard
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=0,1
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=floor(EnemyNear, const(size.mid.pos.x)),floor(EnemyNear, const(size.mid.pos.y))
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-7,-12
air.type=Low
air.hittime=12
air.velocity=-7,-10;ifelse(p2bodydist y <= 4,1,-.7)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.5
persistent=1
envshake.time = 9
envshake.ampl = 3
fall=1
air.fall=1
fall.recover=0
air.juggle = 3
getpower=0
palfx.time= 50
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 1390
ID = 1390
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H
;---------------------------------------------------------------------------;
[Statedef 1590]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, BindToParent]
type = BindToParent
trigger1= parent,stateno=[1500,1505]
time = 2
facing = 1
pos = 65,-56
;ignorehitpause =
;persistent =

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H
;---------------------------------------------------------------------------;
[Statedef 1790]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 1790
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S4000,17
volume = 0
channel = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 1
time = 10
freq = 80
;phase = 90
;ignorehitpause =
;persistent =

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H
;---------------------------------------------------------------------------;
[Statedef 3090]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 3090
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S2000,2
volume = 0
channel = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 1
time = 10
freq = 80
ampl = 4
;phase = 90
;ignorehitpause =
;persistent =

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, BindToParent]
type = BindToParent
trigger1= parent,stateno=3000
time = 2
facing = 1
pos = 12,-1
;ignorehitpause =
;persistent =

[State 0, BindToParent]
type = BindToParent
trigger1= parent,stateno=3005
time = 2
facing = 1
pos = -25,-22
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 3793
ID = 3793
pos = 25,-50
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 22,0
accel = 0,0
random = 180,110
removetime = 100
supermove = 99999
pausemovetime = 99999
scale = .5,.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "escudo"
ID = 3094
stateno = 3094
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 0
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "beam"
ID = 3091
stateno = 3091
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 0, Helper]
type = Helper
trigger1 = time = 0
trigger2 = animelem = 16
helpertype = normal ;player
name = "atrasarriba"
ID = 3092
stateno = 3092
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 5
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
trigger2 = animelem = 19
helpertype = normal ;player
name = "atrasabajo"
ID = 3093
stateno = 3093
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 3
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 210, hit]
type=hitdef
trigger1=animelem = 1
trigger2=animelem = 3
trigger3=animelem = 5
trigger4=animelem = 7
trigger5=animelem = 9
trigger6=animelem = 11
trigger7=animelem = 13
trigger8=animelem = 15
trigger9=animelem = 17
trigger10=animelem = 19
trigger11=animelem = 21
trigger12=animelem = 23
trigger13=animelem = 25
trigger14=animelem = 27
trigger15=animelem = 29
trigger16=animelem = 31
trigger17=animelem = 33
trigger18=animelem = 35
trigger19=animelem = 37
attr=S,NA
damage=12,1
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=0,1
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-10,-50
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-20,-1
air.type=Low
air.hittime=12
air.velocity=-20,-.5;ifelse(p2bodydist y <= 4,1,-.7)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.5
persistent=1
envshake.time = 9
envshake.ampl = 3
fall=1
air.fall=1
fall.recover=0
air.juggle = 0
getpower=0

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H
;------------------------------------------------------------------------
[Statedef 3091]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3091
sprpriority = 4
velset = 0
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 19,-23

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = parent,anim !=3090
time = 0
;ignorehitpause =
;persistent =

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=3090
trigger2 = root,movetype = H
trigger3 = animtime = 0;numhelper(1000)=0

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=3090
trigger2 = root,movetype = H
trigger3 = animtime = 0;numhelper(1000)=0
;trigger2 = animtime=0
;------------------------------------------------------------------------
[Statedef 3092]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3092
sprpriority = 5
velset = 0
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 15,-2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 9999
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = -20,-20,-20
;palmul = .65,.65,.75
;timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = parent,anim !=3090
time = 0
;ignorehitpause =
;persistent =

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=3090
trigger2 = root,movetype = H
trigger3 = animtime = 0;numhelper(1000)=0

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=3090
trigger2 = root,movetype = H
trigger3 = animtime = 0;numhelper(1000)=0
;trigger2 = animtime=0
;------------------------------------------------------------------------
[Statedef 3093]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3093
sprpriority = 3
velset = 0
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 15,-2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 9999
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = -20,-20,-20
;palmul = .65,.65,.75
;timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = parent,anim !=3090
time = 0
;ignorehitpause =
;persistent =

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=3090
trigger2 = root,movetype = H
trigger3 = animtime = 0;numhelper(1000)=0

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=3090
trigger2 = root,movetype = H
trigger3 = animtime = 0;numhelper(1000)=0
;trigger2 = animtime=0
;---------------------------------------------------------------------------
;stand
[Statedef 3094]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3094
sprpriority = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 =  1
value = 0

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno=3094
ignorehitpause=1

[State 20000, Turn]
type = Turn
trigger1 = facing != root,facing

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
pos = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(1) >= 0
trigger1 = parent,animelemtime(2) < 0
value = anim
elem = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(2) >= 0
trigger1 = parent,animelemtime(3) < 0
value = anim
elem = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(3) >= 0
trigger1 = parent,animelemtime(4) < 0
value = anim
elem = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(4) >= 0
trigger1 = parent,animelemtime(5) < 0
value = anim
elem = 4

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(5) >= 0
trigger1 = parent,animelemtime(6) < 0
value = anim
elem = 5

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(6) >= 0
trigger1 = parent,animelemtime(7) < 0
value = anim
elem = 6

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(7) >= 0
trigger1 = parent,animelemtime(8) < 0
value = anim
elem = 7

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(8) >= 0
trigger1 = parent,animelemtime(9) < 0
value = anim
elem = 8

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(9) >= 0
trigger1 = parent,animelemtime(10) < 0
value = anim
elem = 9

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(10) >= 0
trigger1 = parent,animelemtime(11) < 0
value = anim
elem = 10

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(11) >= 0
trigger1 = parent,animelemtime(12) < 0
value = anim
elem = 11

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(12) >= 0
trigger1 = parent,animelemtime(13) < 0
value = anim
elem = 12

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(13) >= 0
trigger1 = parent,animelemtime(14) < 0
value = anim
elem = 13

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(14) >= 0
trigger1 = parent,animelemtime(15) < 0
value = anim
elem = 14

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(15) >= 0
trigger1 = parent,animelemtime(16) < 0
value = anim
elem = 15

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(16) >= 0
trigger1 = parent,animelemtime(17) < 0
value = anim
elem = 16

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(17) >= 0
trigger1 = parent,animelemtime(18) < 0
value = anim
elem = 17

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(18) >= 0
trigger1 = parent,animelemtime(19) < 0
value = anim
elem = 18

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(19) >= 0
trigger1 = parent,animelemtime(20) < 0
value = anim
elem = 19

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(20) >= 0
trigger1 = parent,animelemtime(20) < 0
value = anim
elem = 20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(21) >= 0
trigger1 = parent,animelemtime(22) < 0
value = anim
elem = 21

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(22) >= 0
trigger1 = parent,animelemtime(23) < 0
value = anim
elem = 22

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(23) >= 0
trigger1 = parent,animelemtime(24) < 0
value = anim
elem = 23

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(24) >= 0
trigger1 = parent,animelemtime(25) < 0
value = anim
elem = 24

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(25) >= 0
trigger1 = parent,animelemtime(26) < 0
value = anim
elem = 25

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(26) >= 0
value = anim
elem = 26

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(27) >= 0
trigger1 = parent,animelemtime(28) < 0
value = anim
elem = 27

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(28) >= 0
trigger1 = parent,animelemtime(29) < 0
value = anim
elem = 28

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(29) >= 0
trigger1 = parent,animelemtime(30) < 0
value = anim
elem = 29

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(30) >= 0
trigger1 = parent,animelemtime(31) < 0
value = anim
elem = 30

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(31) >= 0
trigger1 = parent,animelemtime(32) < 0
value = anim
elem = 31

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(32) >= 0
trigger1 = parent,animelemtime(33) < 0
value = anim
elem = 32

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(33) >= 0
trigger1 = parent,animelemtime(34) < 0
value = anim
elem = 33

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(34) >= 0
trigger1 = parent,animelemtime(35) < 0
value = anim
elem = 34

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,animelemtime(35) >= 0
value = anim
elem = 35

[State 2, changestate]
type = destroyself
trigger1 = parent,animelem = 36
trigger2 = root, movetype = H
;---------------------------------------------------------------------------;
[Statedef 3190]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S4000,16
volume = 0
channel = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 1
time = 10
freq = 80
;phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 1196
ID = 1196
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = time >= 3
trigger2 = parent,movetype = H
;---------------------------------------------------------------------------;
[Statedef 3191]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S2000,9
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 1197
ID = 1197
postype = p1
pos = -80,-2
sprpriority = 3
ownpal = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = time >= 3
trigger2 = parent,movetype = H
;---------------------------------------------------------------------------;
[Statedef 3380]
type = A
movetype = I
physics = A
juggle = 0
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, BindToParent]
type = BindToParent
trigger1= parent,stateno=[3300,3305]
time = 2
facing = 1
pos = 74,-67
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 3380
ID = 3380
postype = p1
pos = 0,0
scale = 2,1
removetime = -1
bindtime = -1
sprpriority = 3
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 3793
ID = 3793
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = -2,0
accel = 0,0
random = 60,55
removetime = 10
supermove = 99999
pausemovetime = 99999
scale = .5,.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent,stateno!=[3300,3301]
trigger1 = parent,stateno!=3305
trigger2 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = parent,stateno!=[3300,3301]
trigger1 = parent,stateno!=3305
trigger2 = parent,movetype = H
;---------------------------------------------------------------------------;
[Statedef 3390]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 3390
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S2000,2
volume = 0
channel = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 1
time = 10
freq = 80
ampl = 4
;phase = 90
;ignorehitpause =
;persistent =

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, BindToParent]
type = BindToParent
trigger1= parent,stateno=[3300,3305]
time = 2
facing = 1
pos = -20,-16
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 3793
ID = 3793
pos = 25,-50
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 22,0
accel = 0,0
random = 180,110
removetime = 100
supermove = 99999
pausemovetime = 99999
scale = .5,.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "beam"
ID = 3391
stateno = 3391
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "atrasarriba"
ID = 3392
stateno = 3392
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 5
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "atrasabajo"
ID = 3393
stateno = 3393
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 3
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 210, hit]
type=hitdef
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
attr=S,NA
damage=22,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=0,1
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-10,-50
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-20,-1
air.type=Low
air.hittime=12
air.velocity=-20,-.5;ifelse(p2bodydist y <= 4,1,-.7)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.5
persistent=1
envshake.time = 9
envshake.ampl = 3
fall=1
air.fall=1
fall.recover=0
air.juggle = 0
getpower=0

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H
;------------------------------------------------------------------------
[Statedef 3391]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3391
sprpriority = 4
velset = 0
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 19,-23

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = parent,anim !=3390
time = 0
;ignorehitpause =
;persistent =

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=3390
trigger2 = root,movetype = H
trigger3 = animtime = 0;numhelper(1000)=0

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=3390
trigger2 = root,movetype = H
trigger3 = animtime = 0;numhelper(1000)=0
;trigger2 = animtime=0
;------------------------------------------------------------------------
[Statedef 3392]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3392
sprpriority = 5
velset = 0
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 15,-2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 9999
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = -20,-20,-20
;palmul = .65,.65,.75
;timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = parent,anim !=3390
time = 0
;ignorehitpause =
;persistent =

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=3390
trigger2 = root,movetype = H
trigger3 = animtime = 0;numhelper(1000)=0

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=3390
trigger2 = root,movetype = H
trigger3 = animtime = 0;numhelper(1000)=0
;trigger2 = animtime=0
;------------------------------------------------------------------------
[Statedef 3393]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3393
sprpriority = 3
velset = 0
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 15,-2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 9999
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = -20,-20,-20
;palmul = .65,.65,.75
;timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = parent,anim !=3390
time = 0
;ignorehitpause =
;persistent =

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=3390
trigger2 = root,movetype = H
trigger3 = animtime = 0;numhelper(1000)=0

[State 901:destroyself]
type = destroyself
trigger1 = parent,anim !=3390
trigger2 = root,movetype = H
trigger3 = animtime = 0;numhelper(1000)=0
;trigger2 = animtime=0
;---------------------------------------------------------------------------;
[Statedef 3395]
type = A
movetype = I
physics = A
juggle = 0
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1100,6
volume = 128
channel = -1

[State 0, BindToParent]
type = BindToParent
trigger1= parent,stateno=[3300,3305]
time = 2
facing = 1
pos = 0,-80
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 3395
ID = 3395
postype = p1
pos = 0,0
scale = 1,1
removetime = -2
bindtime = 1
sprpriority = 3
ownpal = 1

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,stateno!=[3300,3301]
trigger2 = parent,stateno!=3305
trigger3 = parent,movetype = H


[State 1002]
type = Destroyself
trigger1 = parent,stateno!=[3300,3301]
trigger1 = parent,stateno!=3305
trigger2 = parent,movetype = H
;---------------------------------------------------------------------------;
[Statedef 3396]
type = A
movetype = I
physics = A
juggle = 0
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1100,6
volume = 128
channel = -1

[State 0, BindToParent]
type = BindToParent
trigger1= parent,stateno=[3300,3305]
time = 2
facing = 1
pos = 65,-71
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 3396
ID = 3396
postype = p1
pos = 0,0
scale = 1,1
removetime = -2
bindtime = 1
sprpriority = 3
ownpal = 1

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,stateno!=[3300,3301]
trigger2 = parent,stateno!=3305
trigger3 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = parent,stateno!=[3300,3301]
trigger1 = parent,stateno!=3305
trigger2 = parent,movetype = H
;---------------------------------------------------------------------------;
[Statedef 3499]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 1
time = 10
freq = 80
;phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S4000,15
volume = 0

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 3490
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -1
sprpriority = 3
supermovetime = 0
pausemovetime = 0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, BindToParent]
type = BindToParent
trigger1= parent,stateno=[3401,3402]
time = 2
facing = 1
pos = 10,-126
;ignorehitpause =
;persistent =

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, stateno != [3401,3402]
trigger2 = parent, anim = 1105
trigger3 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = parent, stateno != [3401,3402]
trigger2 = parent, anim = 1105
trigger3 = parent,movetype = H

;---------------------------------------------------------------------------;
[Statedef 3495]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 34900
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 1
time = 10
freq = 80
;phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S4000,15
volume = 0

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 3900, spin]
type=angleadd
trigger1= !time
value=-90

[State 7509, spin]
type=angledraw
trigger1= time > 0
scale=1,1

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, BindToParent]
type = BindToParent
trigger1= parent,stateno=3451
time = 2
facing = 1
pos = 90,-51
;ignorehitpause =
;persistent =

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, stateno != 3451
trigger2 = parent, anim = 3455
trigger3 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = parent, stateno != 3451
trigger2 = parent, anim = 3455
trigger3 = parent,movetype = H
;---------------------------------------------------------------------------;
[Statedef 3496]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 34901
velset = 0,0
poweradd = 0
sprpriority=3

[State 3900, spin]
type=angleadd
trigger1= !time
value=-90

[State 7509, spin]
type=angledraw
trigger1= time > 0
scale=1,1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 3

[State 0, BindToParent]
type = BindToParent
trigger1= parent,stateno=3450
time = 2
facing = 1
pos = -25,-70
;ignorehitpause =
;persistent =

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, stateno != 3450
trigger2 = parent, anim = 3451
trigger3 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = parent, stateno != 3450
trigger2 = parent, anim = 3451
trigger3 = parent,movetype = H
;---------------------------------------------------------------------------;
[Statedef 3590]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 3590
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S4000,16
volume = 0
channel = -1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = AnimTime = 0
trigger2 = parent,movetype = H
;---------------------------------------------------------------------------;
[Statedef 3591]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 3591
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1100,9
volume = 0
channel = -1

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 2
pos = 0,10

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = parent, stateno != 3500
trigger2 = parent,movetype = H
;-------------------------------------------------------------
;tatzumaki jala
[Statedef 3206]
physics=N
velset=0,0
anim=3206

[State 3205, nhb]
type=nothitby
trigger1=1
time=-1
value=SCA

[State 3205, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3206
ignorehitpause=1

[State 3205, bound]
type=screenbound
trigger1=1
value=0

[State 3205, turn]
type=turn
trigger1=rootdist x<5

[State 3205, push]
type=playerpush
trigger1=p2bodydist x=[-10,10]
value=1

[State 3205, pos]
type=posset
trigger1=1
y=0

[State 3205, vel]
type=velset
trigger1=root,var(1)=1
x=250.0/(rootdist x+50.0)
;ifelse((rootdist x=[0,100]),2,ifelse((rootdist x=[100,200]),1.5,1))

[State 3205, vel]
type=velset
trigger1=root,var(1)!=1
x=500.0/(rootdist x+50.0)
;ifelse((rootdist x=[0,100]),4,ifelse((rootdist x=[100,200]),3,2))

[State 3205, dust]
type=explod
trigger1=(p2bodydist x=[-15,15])&&(enemynear,statetype!=A)&&!(time%12)
anim=8040
ID=8040
sprpriority=2
postype=p1
pos=0,0
scale=.5,.5
removetime=-2
ownpal=1
facing=-1

[State 3205, pos]
type=posadd
trigger1=p2bodydist x!=[-5,5]
x=ceil(p2dist x)-enemynear,const(size.ground.back)-5

[State 3205, end]
type=destroyself
trigger1=root,stateno!=3201||(root,anim!=3205)||root,movecontact

;---------------------------------------------------------------------------;
[Statedef 3790]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 37900
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S2000,2
volume = 0
channel = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 1
time = 10
freq = 80
;phase = 90
;ignorehitpause =
;persistent =

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, BindToParent]
type = BindToParent
trigger1= parent,stateno=3700
time = 2
facing = 1
pos = -10,0
;ignorehitpause =
;persistent =

[State 210, hit]
type=hitdef
trigger1=!time
attr=S,NA
damage=228,15
animtype=Hard
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=0,1
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=floor(EnemyNear, const(size.mid.pos.x)),floor(EnemyNear, const(size.mid.pos.y))
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-2,-15
air.type=Low
air.hittime=12
air.velocity=-2,-15;ifelse(p2bodydist y <= 4,1,-.7)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.5
persistent=1
envshake.time = 9
envshake.ampl = 3
fall=1
air.fall=1
fall.recover=0
air.juggle = 0
getpower=0
palfx.time= 50
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;---------------------------------------------------------------------------;
[Statedef 3791]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 9741
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S2000,11
volume = 0
channel = -1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, BindToParent]
type = BindToParent
trigger1= parent,stateno=3700
time = 2
facing = 1
pos = -10,-120
;ignorehitpause =
;persistent =

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 37901
ID = 37901
pos = 22,3
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = .4,.4
sprpriority = 4
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = time >= 40
trigger2 = parent,movetype = H

;---------------------------------------------------------------------------;
[Statedef 3890]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
anim = 37900
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S2000,2
volume = 0
channel = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 1
time = 10
freq = 80
;phase = 90
;ignorehitpause =
;persistent =

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 1001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = parent,movetype = H

[State 1002]
type = Destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H
;------------------------------------------------------------------------
[Statedef 7005]
type = S
movetype = I
physics = N
ctrl = 0
anim = 9741
sprpriority = 5
juggle = 0

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobardisplay

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7001,1
volume = 255
channel = 15

[State 0, EnvColor]
type = BGPalFX
;trigger1 = animelem = 1
trigger1 = time <= 50
add = -200,-200,-200
;sinadd=-255,-255,-255,160
;mul = 10-((time)*10),10-((time)*10),10-((time-45)*10)
;mul = ceil(1-((animtime-15)*10)),ceil(10-((animtime)*15)),ceil(140-((animtime-30)*10))
time = 1
;invertall = 1
;ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = (time = 0) && (parent,stateno=3600)
trigger2 = (time = 0) && (parent,stateno=3800)
helpertype = normal ;player
name = "portraitlvl3"
ID = 7006
stateno = 7006
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove = 99999
pausemove = 99999
supermovetime=9999

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 7005
ID =  7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove =999999
pausemove =999999
supermovetime=9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
triggerall = parent,stateno !=3600
triggerall = parent,stateno!=3800
trigger1 = time =0
anim = 7009
ID =  7009
pos = 73,133
postype = back ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 5
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
supermove =999999
pausemove =999999
scale = .5,.5
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
triggerall= parent,stateno !=3600
triggerall = parent,stateno!=3800
trigger1 = time =10
anim = 7009
ID =  7010
pos = 73,133
postype = back ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 5
vel = -.15,0
accel = 0,0
random = 0,0
removetime = 50
supermove =999999
pausemove =999999
scale = .5,.5
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7009) && time <=10
ID=7009
scale = 2.5-(.21*(time)),2.5-(.21*(time))

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7009) && time >10
ID=7010
scale = .5,.5

[State 4300, circle]
type=explod
trigger1=time = 28
anim=7007
ID=7007
sprpriority=5
postype=p1
ownpal = 1
removetime=30
supermovetime=300

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7007)
ID=7007
scale = .5+(.04*(time-28)),.5+(.04*(time-28))

[State 4300, circle]
type=explod
trigger1=time = 20
anim=7008
ID=7008
sprpriority=5
postype=p1
ownpal = 1
removetime=30
supermovetime=300

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7008)
ID=7008
scale = .5+(.08*(time-20)),.5+(.08*(time-20))

[State -3, StopSnd]
type = StopSnd
trigger1 = time >=50
trigger2 = parent,movetype=H
channel = 15
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time >=50
trigger2 = parent,movetype=H

[State 901:destroyself]
type = destroyself
trigger1 = time >=50
trigger2 = parent,movetype=H
;------------------------------------------------------------------------
[Statedef 7006]
type = S
movetype = I
physics = N
ctrl = 0
anim = 9741
sprpriority = 5
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 2
;facing = 0
;pos = 0,0
;ignorehitpause =
;persistent =

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobardisplay

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 7010
ID =  7010
pos = 160,119
postype = back ;p2,front,back,left,right
facing = ifelse((root,facing= 1),1,-1)
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove =999999
pausemove =999999
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7010) && time <=8
ID=7010
scale = .5,.5;2-(.145*(time)),2-(.145*(time))

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7010) && time = [9,40]
ID=7010
scale = .5,.5

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7010) && time >40
ID=7010
scale = .5+(.16*(time-40)),.5+(.16*(time-40))

[State 0, PalFX]
type = PalFX
trigger1=numexplod(7010) && time <=20
time = 1
add = 255-(10*(time)),255-(10*(time)),255-(10*(time))

[State 0, PalFX]
type = PalFX
trigger1=numexplod(7010) && time >40
time = 1
add = 0-(10*(time-40)),0-(10*(time-40)),0-(10*(time-40))

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time >=50
trigger2 = root,movetype=H

[State 901:destroyself]
type = destroyself
trigger1 = time >=50
trigger2 = root,movetype=H
;========================<KANJI B.G.>=============================
[Statedef 7610]
physics=N
velset=0,0
anim=9741

[State 7610, assert]
type=assertspecial
trigger1=time<120
flag=nomusic

[State 7610, snd]
type=playsnd
trigger1=!time
value=4000,9

[State 7610, black]
type=bgpalfx
trigger1=time<120
time=2
add=-255,-255,-255

[State 7610, black]
type=bgpalfx
trigger1=time=120
time=60
add=-255,-255,-255
sinadd=255,255,255,240

[State 7610, fade]
type=palfx
trigger1=time=120
time=60
sinadd=-255,-255,-255,240

[State 7610, kanji]
type=explod
trigger1=!time
anim=7610
ID=7610
sprpriority=-5
postype=left
pos=160,120
scale=.5,.5
bindtime=-1

[State 7610, shrink]
type=modifyexplod
trigger1=time<6
ID=7610
scale=(5.5-time),(5.5-time)

[State 7610, shrink]
type=modifyexplod
trigger1=time>=6
ID=7610
scale=.5,.5

[State 7610, flamebg]
type=explod
trigger1=!time
anim=7611
ID=7611
sprpriority=5
postype=left
pos=0,0
bindtime=-1
removetime=-1
pausemovetime=300
supermovetime=300

[State 9999, PlaySnd]
type = PlaySnd
triggerall = roundstate = 4
trigger1 = root,stateno = 362
trigger2 = root,stateno = [382,383]
value = s9999,0
ignorehitpause = 1
volume = 255
persistent = 0
abspan = 1

[State 7610, assert]
type=assertspecial
trigger1=1
flag=invisible
flag2=nobardisplay
ignorehitpause=1

[State 7610, assert]
type=assertspecial
trigger1=time<120
flag=noFG
ignorehitpause=1

[State 7610, safety]
type=removeexplod
trigger1=time>=180

[State 7610, end]
type=destroyself
trigger1=time>=180
;========================<CAMERA CONTROL>=============================
[Statedef 7650]
physics=N
velset=0,0
anim=9741
[State 7650, bound]
type=screenbound
trigger1= 1
value=0
movecamera=1,1
[State 7650, end]
type=destroyself
trigger1= roundstate=2
;---------------------------------------------------------
;hyper bg
[Statedef 7021]
physics = N
anim = 9741
sprpriority = -3

[State 0, PalFXWiz]
type = PalFX
trigger1 = root, stateno = 3600
trigger1 = time = 0
trigger2 = root, stateno = [3800,3802]
trigger2 = time = 0
time =  9999
add = 20,-200,-200
;mul = 256,256,256
;sinadd = 40,80,40,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = root, stateno = [3900,3999]
trigger1 = time = 0
time =  9999
add = -200,20,-200
;mul = 256,256,256
;sinadd = 40,80,40,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 7020, 9]
type = AssertSpecial
trigger1 = 1;1
flag = noFG
ignorehitpause = 1

[State 7020, 9]
type   = Explod
;triggerall = p2life >0
trigger1 = numexplod(7021)=0
anim = 7021
postype = left
ID = 7021
sprpriority = -4
removetime = -2
pos = 160,0
scale = 0.642,1
bindtime = -1
facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999

[State 7020, 9] ;animação de fundo
type  = Explod
;triggerall = p2life >0
trigger1 = numexplod(7022)=0
anim = 7021
postype = right
ID = 7022
sprpriority = -4
removetime = -2
pos = -160,0
scale = 0.642,1
bindtime = -1
facing=-1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999

;[State 8000, 1] ;Anim for Super KO FX
;type = ChangeAnim
;trigger1 = anim=9741 && roundstate=3 && p2life=0
;value = 8550

[State 8500, 7]
Type = RemoveExplod
trigger1 = root, movetype = H
trigger2 = root, var(45)=0;stateno!=3000
trigger3 = numhelper(9998) = 1
trigger4 = numhelper(9999) = 1
trigger5 = numhelper(7005) = 1
;trigger3 = p2life <= 0
;triggerall = root, var(9)<=0
;triggerall = anim=8500
;trigger1 = root, stateno!=3000
;trigger1 = root, stateno!=3100
;trigger1 = root, stateno!=[3000,3604]
;trigger2 = anim=8500 && roundstate=3

[State 8500, 7]
Type = destroyself
trigger1 = root, movetype = H
trigger2 = root, var(45)=0;stateno!=3000
trigger3 = numhelper(9998) = 1
trigger4 = numhelper(9999) = 1
trigger5 = numhelper(7005) = 1
;value = 7022
;trigger3 = p2life <= 0
;triggerall = root, var(9)<=0
;triggerall = anim=8500
;trigger1 = root, stateno!=3000
;trigger1 = root, stateno!=3100
;trigger1 = root, stateno!=[3000,3604]
;trigger2 = anim=8500 && roundstate=3
;---------------------------------------------------------
;hyper bg
[Statedef 7022]
physics = N
anim = 9741
sprpriority = -3

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 0-(time*4),0-(time*4),0-(time*4)
;mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =

[State 7020, 9]
type = AssertSpecial
trigger1 = 1;1
flag = noFG
ignorehitpause = 1

[State 7020, 9]
type   = Explod
triggerall = p2life >0
trigger1 = numexplod(7021)=0
anim = 70210
postype = left
ID = 7021
sprpriority = -5
supermovetime = 1
removetime = -2
pos = 160,0
scale = 0.642,1
bindtime = -1
facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal=0

[State 7020, 9] ;animação de fundo
type  = Explod
triggerall = p2life >0
trigger1 = numexplod(7022)=0
anim = 70210
postype = right
ID = 7022
sprpriority = -5
supermovetime = 1
removetime = -2
pos = -160,0
scale = 0.642,1
bindtime = -1
facing=-1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal=0

;[State 8500, 7]
;Type = RemoveExplod
;trigger1 = root, movetype = H
;trigger2 = root, var(45)=0;stateno!=3000
;trigger3 = p2life <= 0
;triggerall = root, var(9)<=0
;triggerall = anim=8500
;trigger1 = root, stateno!=3000
;trigger1 = root, stateno!=3100
;trigger1 = root, stateno!=[3000,3604]
;trigger2 = anim=8500 && roundstate=3

[State 8500, 7]
Type = Destroyself
trigger1 = time >=40
;trigger2 = root, var(45)=0;stateno!=3000
;trigger3 = p2life <= 0
;triggerall = root, var(9)<=0
;triggerall = anim=8500
;trigger1 = root, stateno!=3000
;trigger1 = root, stateno!=3100
;trigger1 = root, stateno!=[3000,3604]
;trigger2 = anim=8500 && roundstate=3
;========================<POWER CHARGE>=============================
;-----<MAIN FX>-----
[Statedef 7240]
physics=N
anim=7240
sprpriority=-2

[State 7240, bind]
type=bindtoroot
trigger1=(root,stateno=950)&&(root,anim=950)
pos=0,0
time=-1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1100,7
volume = 128
channel = 0

[State 7240, assert]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1

[State 7240, image]
type=afterimage
trigger1=!time
time=999
timegap=1
framegap=1
length=4
palmul=.5,.33,.25
palcontrast=120,120,120
trans=add

[State 7240, fx]
type=helper
trigger1=anim=7240&&!(time%7)&&numhelper(7243)<8
helpertype=normal
stateno=7243
ID=7243
name="Power Particle"
postype=p1;left
pos=ceil((240-random/2.1)-40),-ceil((random/4))
size.xscale=.5
size.yscale=.5
ownpal=1

[State 7240, anim]
type=changeanim
trigger1=anim=7240&&((root,stateno!=950)||(root,anim!=950))
value=7241
elem=animelemno(0)

[State 7240, stopsnd]
type=stopsnd
trigger1=anim=7241
channel=0
persistent=0

[State 7240, fade]
type=palfx
trigger1=anim=7241
sinadd=-255,-255,-255,64
time=17
persistent=0

[State 7240, remove]
type=removeexplod
trigger1=anim=7241&&!animtime
trigger2=root,statetype=A
trigger3=root,movetype=H
trigger4=root,stateno !=950

[State 7240, end]
type=destroyself
trigger1=anim=7241&&!animtime
trigger2=root,statetype=A
trigger3=root,movetype=H
trigger4=root,stateno !=950

;-----<PARTICLES>-----
[Statedef 7243]
physics=N
anim=7243
sprpriority=4

[State 7243, assert]
type=assertspecial
trigger1=1
flag=noshadow

[State 7243, assert]
type=assertspecial
trigger1=!time
flag=invisible

[State 7243, fade]
type=palfx
trigger1=!time
add=-255,-255,-255
sinadd=300,300,300,240
time=56

[State 7243, vel]
type=velset
trigger1=!time
x=(rootdist x+10)/60;(rootdist x-4)/60
y=(rootdist y-90)/60

[State 7243, end]
type=destroyself
trigger1=time>=56
trigger2=(root,stateno!=950)||(root,anim!=950)
;-------------------------------------------
; Ffffffinish!!
[StateDef 9998]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9741

[State 9999, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s9999,2
ignorehitpause = 1
volume = -255
abspan = 1

[State 9999, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s9999,3
ignorehitpause = 1
volume = 255
abspan = 1

[State 9999, PlaySnd]
type = PlaySnd
trigger1 = root,stateno = [180,181]
value = s9999,0
ignorehitpause = 1
volume = 255
persistent = 0
abspan = 1

[State 9999, Short Pause]
type = Pause
trigger1 = Time = 1
time = 60
movetime = 0
ignorehitpause = 1

[State 9999, Explod]
type = Explod
trigger1 = time = 0
anim = 9997
postype = back  ;p2,front,back,left,right
pos = 0,240
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
ontop = 1
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =



;-------------------------------------------
; Hyper Combo Finish!!
[StateDef 9999]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9741

[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nokoslow

[State 9999, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s9999,4
volume = 255
ignorehitpause = 1
abspan = 1

[State 9999, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s9999,5
volume = 0
ignorehitpause = 1
abspan = 1

[State 9999, PlaySnd]
type = PlaySnd
trigger1 = root,stateno = [180,181]
value = s9999,0
ignorehitpause = 1
volume = 255
persistent = 0
abspan = 1

[State 9999, Explod]
type = Explod
trigger1 = time = 0
anim = 9999
id = 9999
postype = back  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1.01,1
facing = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -3
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, movetype = H
id = 9999

;------------------------------------------------------------------------
[Statedef 50000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 9741
sprpriority = 5
velset = 0,0;ifelse(parent,var(10) = 2,7.2,ifelse(parent,var(10) = 1,6,4)),0
juggle = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S4000,13
volume = 0
channel = -1

[State 0, PosSet]
type = velset
trigger1 = 1
x = p2dist x
y = (p2dist y)-50

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,NP,SP,HP
stateno=1091
ignorehitpause=1

[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

;[State 0, Explod]
;type = Explod
;trigger1 = numexplod(3499)=0
;trigger1 = time = 1;numexplod(3499) = 0;time = 1; movehit = 1
;anim = 3499
;ID = 3499
;pos = 0,0
;postype = p1  ;p2,front,back,left,right
;facing = 1
;vfacing = 1
;bindtime = -1
;vel = 0,0
;accel = 0,0
;random = 0,0
;removetime = -2
;supermovetime = 999
;pausemovetime = 999
;supermove = 999
;pausemove = 999
;scale = 1,1
;sprpriority = 5
;ontop = 0
;shadow = 0,0,0
;ownpal = 1
;removeongethit = 1
;ignorehitpause = 1
;persistent = 0

[State 0, Explod]
type = Explod
trigger1 = numexplod(9996)=0
trigger1 = time = 1
anim = 9996
ID = 9996
pos = 0,180
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
supermovetime = 999
pausemovetime = 999
supermove = 999
pausemove = 999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0;numexplod(3792)=0
;trigger1 = time = 1;numexplod(3499) = 0;time = 1; movehit = 1
anim = 3792
ID = 3792
pos = 0,(enemynear,const(size.mid.pos.y))
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 999
pausemovetime = 999
supermove = 999
pausemove = 999
scale = 1,1.5
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemynear,movetype !=H
trigger2 = enemynear,statetype !=A
trigger3 = (parent,stateno = [200,999]) && movecontact
;trigger3 = root,movehit
;id =  1090

[State 901:destroyself]
type = destroyself
trigger1 = enemynear,movetype !=H
trigger2 = enemynear,statetype !=A
trigger3 = (parent,stateno = [200,999]) && movecontact
;trigger3 = root,movehit
