
;---------------------------------------------------------------------------
;FINAL COMBO
;---------------------------------------------------------------------------
[Statedef 2200]
type = S
movetype = A
physics = S
anim = 2200
velset = 0,0
ctrl = 0
poweradd = -3000
juggle = 3

[State 2200, super pause]
type = superPause
trigger1 = time = 0
time = 60
movetime = 60
sound = S1, 13
darken = 0
p2defmul = 1
anim = -1

[State 2200, background]
type = envColor
trigger1 = time = 0
value = 0, 0, 0
time = 60
under = 1


[state 2200, DUST]
type = explod
trigger1 = Time = 60
postype = p1
bindtime = 1
removetime = 30
removeongethit = 1
pos = -40,15
anim = 6050
scale= 1,1
sprpriority = 3

[State 3300, 3]
type = PlaySnd
trigger1 = Time = 0
value = 10,23

[State 2200, Snd 1]
type = PlaySnd
trigger1 = time= 0
value = S50,0
volume = 25

[State 2200, Snd 1]
type = PlaySnd
trigger1 = Time = 20
value = S60,0
volume = 255


[State 2200, explod]
type = explod
trigger1 = time = 0
anim = 2000
pos = floor(36 * const(size.xscale)), floor(-110 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = .5,.5

[State 2200, explod]
type = explod
trigger1 = time = 0
anim = 2010
pos = floor(36 * const(size.xscale)), floor(-110 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 1,1

[State 2200, explod]
type = explod
trigger1 = time = 0
anim = 2020
pos = floor(36 * const(size.xscale)), floor(-110 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 2,2

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

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

[Statedef 2210]
type     = S                     
movetype = A                    
physics  = S                     
ctrl     = 0                     
anim     = 2210                   
sprpriority = 2                  
velset = 0,0
 
[State 2200, Snd 1]
type = PlaySnd
trigger1 = Time = 0
value = S10,13
volume = 25

[State 2210, ToGround]
type = StateTypeSet
trigger1 = Anim = 2210
persistent = 0
statetype = S
physics = S

[State 2210, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = (P2Dist X) - 80
y = (P2Dist X)+ 0
 
[State 2210, Pos]
type=posset
trigger1= anim= 2220 ||anim= 2210
y = 0

[State 2210, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 2220
;----------------------------------------------------------------------
[Statedef 2220]
type = S
movetype = A
physics = S
anim = 2220
velset = 0,0
ctrl = 0
juggle = 3



[State 2220, ToGround]
type = StateTypeSet
trigger1 = Anim = 2220
persistent = 0
statetype = S
physics = S


[State 2210, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = (P2Dist X) - 80
y = (P2dist Y) + 0

[State 2220, 3]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0,0
animtype = Hard
givepower = 0,0
guardflag = MAF
hitflag = MA
hitsound = S6,0
guardsound = s6,0
pausetime = 0,0
guard.pausetime = 12,12
sparkno = S(ifelse (Random <= 500,6011,6012))
sparkxy = 0,-56
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8
air.velocity = -3,-6.6
air.hittime = 15
p1stateno = 2250
yaccel = 0.8
getpower = 0,0
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
down.velocity =0, -8

[State 2220, 0]
type = posset
trigger1 = anim= 2220 || anim= 2210
y = 0

[State 2220,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 2250]
type = S
movetype = A
physics = S
anim = 2250
velset = 0,0
juggle = 1


[State 2250, AZUL]
type =BGPalFX
trigger1 = anim = 2250
time = 1
add = -40,-40,-40
mul = 256,256,256
sinadd = 100,100,100,1
invertall = 0
color =TIME* 0

[State 2250, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
value = 10,10
volume = 255

[State 2200, Snd 1]
type = PlaySnd
trigger1 = Time = 0
value = S10,14
volume = 25

[State 2200, Snd 1]
type = PlaySnd
trigger1 = Animelem = 45
value = S10,15
volume = 25

[State 2250, ombre]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 2250, 0]
type = TargetBind
trigger1 = AnimElem = 1
pos = 60,0

[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 20
animtype = Hard
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-70
ground.type = High
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
down.velocity =0, -8
getpower = 0,0
kill = 0


[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage = 20
animtype = Hard
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-80
ground.type = Low
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
kill = 0
getpower = 0,0


[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
damage = 20
animtype = Hard
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-58
ground.type = High
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
getpower = 0,0
kill = 0

[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
damage = 20
animtype = Hard
getpower = 0,0
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-80
ground.type = High
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
getpower = 0,0
kill = 0

[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
damage = 20
animtype = Hard
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-78
ground.type = High
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
getpower = 0,0
kill = 0

[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 29
attr = S, HA
damage = 20
animtype = Hard
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-50
ground.type = Low
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
getpower = 0,0
kill = 0

[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 36
attr = S, HA
damage = 20
animtype = Hard
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6012,6012))
guard.sparkno = S6040
sparkxy = -20,-50
ground.type = Low
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
getpower = 0,0
kill = 0

[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 37
attr = S, HA
damage = 20
animtype = Hard
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-50
ground.type = Low
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
getpower = 0,0
kill = 0

[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
damage = 20
animtype = Hard
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-50
ground.type = Low
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
getpower = 0,0
kill = 0

[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 47
attr = S, HA
damage = 20
animtype = Hard
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-50
ground.type = Low
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
getpower = 0,0
kill = 0

[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 50
attr = S, HA
damage = 20
animtype = Hard
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-50
ground.type = Low
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
getpower = 0,0
kill = 0

[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 52
attr = S, HA
damage = 20
animtype = Hard
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-50
ground.type = Low
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
getpower = 0,0
kill = 0

[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 60
attr = S, HA
damage = 20
animtype = Hard
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-50
ground.type = Low
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
getpower = 0,0
kill = 0

[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 69
attr = S, HA
damage = 20
animtype = Hard
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-50
ground.type = Low
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
getpower = 0,0
kill = 0

[State 2250, 2]
type = HitDef
trigger1 = AnimElem = 77
attr = S, HA
damage = 20
animtype = Hard
givepower = 0,0
hitflag = MAF
hitsound = s6,0
guardsound = s6,0
pausetime = 0,0
sparkno = S(ifelse (Random <= 500,6011,6012))
guard.sparkno = S6040
sparkxy = -20,-50
ground.type = Low
ground.slidetime = 36
ground.hittime  = 36
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 15
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
getpower = 0,0
kill = 0

[State 2200, Snd 1]
type = PlaySnd
trigger1 = Animelem = 75
value = S60,0
volume = 25

[State 2250, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2260
;---------------------------------------------------------------------------

[StateDef 2260] 
type = S
movetype = A
physics = S
anim = 2260
ctrl = 0
velset = 0,0
sprpriority = 3

[State 2250, GRIS]
type =BGPalFX
trigger1 = anim = 2260
time = 1
add = -40,-40,-40
mul = 200,200,200
sinadd = 100,100,100,1
invertall = 0
color =TIME* 0

[State 2260]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NT
priority = 1, Miss
sparkno = -1
guard.dist = 0
p2facing = 1
p1stateno = 2261
p2stateno = 2262

[State 2260]
type = ChangeState
trigger1 = AnimTime = 0
value = 2261

;------------------------------------------------
[StateDef 2261] 
type = S
movetype = I
physics = S
anim = 2261
ctrl = 0
velset = 0,0
sprpriority = 3


[State 2250, GRIS3]
type =BGPalFX
trigger1 = anim = 2261
time = 1
add = -40,-40,-40
mul = 100,100,100
sinadd = 100,100,100,1
invertall = 0
color =TIME* 0

[State 2261, Bind1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
pos = 160,-60


[State 2261, Under]
type = SprPriority
trigger1 = AnimElem = 1
value = -3


[State 2261, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 2300
;----------------------------------------------
[StateDef 2262] 
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0

[State 2262, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 2262


[State 2262, IfDrop]
type = SelfState
trigger1 = AnimElem = 1, < 0
trigger1 = P2StateNo != 2261
value = 5050

[State 2262, AirGravity]
type = Gravity
trigger1 = AnimElem = 1, > 0

[State 2262, End]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 2300]
anim = 2300
Type = S
MoveType = A
Physics = S
sprpriority = -1


[State 2200, Snd 1]
type = PlaySnd
trigger1 = Time = 0
value = S10,16
volume = 25


[State 2300, NotHitBy ]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2300, 1]
type = SuperPause
trigger1 = Time = 0
anim = -1
darken = 1
time = 70
movetime = 70

[State 2300,envcolor]
type = envcolor
trigger1 = time = 0
time = 120
value = 0,0,0
under = 0

[State 2300, Explod]
type = Explod
trigger1 = Time = 0
removetime = 70
id = 2300
anim = 2300
pos = 1,1
postype = Left
sprpriority = 5
facing = 1
ownpal = 1
ontop = 1
bindtime = -1
supermovetime = 70
ignorehitpause = 1
removeongethit = 1


[State 2300]
type = ChangeState
trigger1 = Time = 70
value = 2310
;---------------------------------------------------------------------------
[Statedef 2310]
anim = 2310
Type = S
MoveType = A
Physics = S
sprpriority = -1

[State 2310, Explod]
type = Explod
trigger1 = Time = 0
removetime = 50
id = 2400
anim = 2400
pos = 1,1
postype = Left
sprpriority = 4
facing = 1
ownpal = 1
ontop = 1
bindtime = -1
supermovetime = 50
ignorehitpause = 1
removeongethit = 1


[State 2310, 2]
type = HitDef
trigger1 = 1
trigger2 = HitCount < 5
attr = S, SA
damage = 30,1
animtype = back
hitflag = MAF
pausetime = 2,1
priority = 7, Hit
sparkno = S(ifelse (Random <= 500,6011,6012))
sparkxy = 3000,-3000
hitsound = S50,2
guardsound = S4,1
ground.type = high
ground.slidetime = 1
ground.hittime = 15
ground.velocity = 0,-5
air.type = High
air.velocity = 0, -8
airguard.velocity = -1.9,-.8
guard.velocity = -9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0        
getpower = 0,0
fall=1
fall.recover=0
palfx.time = 120
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
down.velocity =0, -8

[State 2310]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl=1
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;DESERT GIRASOLE
;---------------------------------------------------------------------------

[Statedef 2100]
type = S
movetype = A
physics = S
ctrl = 0
juggle= 9
anim = 2100
velset = 0,0
sprpriority = -1
poweradd= -3000

[State 3300, 3]
type = PlaySnd
trigger1 = Time = 0
value = 10,23

[State 2100, super pause]
type = superPause
trigger1 = time = 0
time = 60
movetime = 60
sound = S1, 13
darken = 0
p2defmul = 1
anim = -1

[State 2100, background]
type = envColor
trigger1 = time = 0
value = 0, 0, 0
time = 60
under = 1

[state 1100, DUST]
type = explod
trigger1 = animelem = 7
postype = p1
bindtime = 1
removetime = 30
removeongethit = 1
pos = -40,15
anim = 6050
scale= 1,1
sprpriority = 3

[State 2100, Snd 1]
type = PlaySnd
trigger1 = time= 0
value = S50,0
volume = 25

[State 2100, Snd 1]
type = PlaySnd
trigger1 = AnimElem =4
value = S10,9
volume = 255

[State 2100, Snd 1]
type = PlaySnd
trigger1 = time= 0
value = S60,2
volume = 255


[State 2100, explod]
type = explod
trigger1 = time = 0
anim = 2000
pos = floor(110 * const(size.xscale)), floor(-200 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = .5,.5

[State 2100, explod]
type = explod
trigger1 = time = 0
anim = 2010
pos = floor(110 * const(size.xscale)), floor(-200 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 1,1

[State 2100, explod]
type = explod
trigger1 = time = 0
anim = 2020
pos = floor(110 * const(size.xscale)), floor(-200 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 2,2

[State 2100, explod]
type = explod
trigger1 = time = 0
anim = 2030
pos = floor(110 * const(size.xscale)), floor(-200 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 4,4

[State 2100,00]
type = envshake
trigger1 = animelemtime(2)>=0 && !(time%3)
time = 5
freq = 160
ampl = 4
phase =90


[State 2100,00]
type = envshake
trigger1 = animelemtime(2)>=0 && !(time%5)
time = 5
freq = 130
ampl = 3
phase =90

[State 2120,0]
type= Helper
trigger1= (anim=2100) && numhelper(2110)&& !numhelper(2120)
helpertype= normal
stateno= 2120
ID= 2120
name="COMEON"
postype= p2
pos = enemynear,const(size.ground.back)-25,-ceil(enemy,pos y)
persistent= 0
size.ground.back= 5
size.ground.front= 5
size.height= 240


[State 2100,0]
type = Helper
trigger1 = Animelem = 5
id = 2110
name = "GIRASOLE"
pos = -10,10
postype = P1
stateno = 2110
helpertype = normal
keyctrl = 0
ownpal = 1
facing = 1
ignorehitpause = 1
size.xscale=.9
size.yscale=.9


[State 2100, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;COME ON HELPER
;---------------------------------------------------------------------------

[Statedef 2120]
physics=N
velset=0,0
anim=2120

[State 2100, Snd 1]
type = PlaySnd
trigger1 = time= 0
value = S10,10
volume = 255

[State 2120,0]
type = nothitby
trigger1 = 1
time = -1
value = SCA

[State 2120, HitOverride]
type=hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 2120
ignorehitpause=1

[State 2120, bound]
type=screenbound
trigger1= 1
value=0

[State 2120, Turn]
type=turn
trigger1= rootdist x<5

[State 2120, push]
type=playerpush
trigger1= p2bodydist x=[-10,10]
value=1

[State 2120]
type= posset
trigger1= 1
y= 0

[State 2120]
type = velset
trigger1 = root,var(1)=1
x = 2000.0/(rootdist x+50.0)


[State 2120]
type = velset
trigger1 = root,var(1)!=1
x = 2250.0/(rootdist x+50.0)

[State 2120, Pos]
type = posadd
trigger1 = p2bodydist x!=[-5,5]
x= ceil(p2dist x)-enemynear,const(size.ground.back)-5

[State 2120, End]
type=destroyself
trigger1= root,stateno!=2100|| (root,anim!=2100) || root,movecontact

;---------------------------------------------------------------------------
;GIRASOLE HELPER
;---------------------------------------------------------------------------
[Statedef 2110]
anim = 2110
movetype = A
sprpriority = 3

[State 2100, Snd 1]
type = PlaySnd
trigger1 = time= 0
value = S10,11
volume = 255

[State 2110, NotHitBy ]
type = NotHitBy
trigger1 = 1
value = SCA


[State 2110, ombre]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2100, Snd 1]
type = PlaySnd
trigger1 = Animelem=10
value = S10,12
volume = 255

[State 2110, 2]
type = HitDef
trigger1 = HitCount < 20
trigger1 = 1
attr = S, SA
damage = 20,1
animtype = back
guardflag = MA
hitflag = MAF
pausetime = 2,1
priority = 7, Hit
sparkno = S6012
sparkxy = -2,-55
hitsound = S6,0
guardsound = S4,1
ground.type = high
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0, -2
air.type = High
air.velocity = ifelse((p2dist x!=[-30,30]),6,5), ifelse(p2dist y<(enemy,const(size.mid.pos.y))+45,-1,-4)
airguard.velocity = -1.9,-.8
guard.velocity = -9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0        
getpower = 0,0
palfx.time = 60
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0          
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
down.velocity =0, -8
air.fall=1
fall.recover=0
forcestand=1
yaccel=.6

[State 2110, 3]
type = DestroySelf
trigger1 = Time > 64
trigger2 = parent, MoveType = H

;---------------------------------------------------------------------------
;SUPER DESERT SPADA 
;---------------------------------------------------------------------------


[Statedef 1600]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1600
velset = 0,0
sprpriority = 1
poweradd= -1000


[State 1600, Snd 1]
type = PlaySnd
trigger1 = time= 0
value = S50,0
volume = 25


[State 1600, Snd 1]
type = PlaySnd
trigger1 = time= 0
value = S60,2

[State 1600, Snd 1]
type = PlaySnd
trigger1 = animelem= 3
value = S5,0

[State 1600, super pause]
type = superPause
trigger1 = time = 0
time = 60
movetime = 60
sound = S1, 13
darken = 0
p2defmul = 1
anim = -1

[state 1600, DUST]
type = explod
trigger1 = Time = 60
postype = p1
bindtime = 1
removetime = 30
removeongethit = 1
pos = -40,15
anim = 6050
scale= 1,1
sprpriority = 3

[State 1600, background]
type = envColor
trigger1 = time = 0
value = 0, 0, 0
time = 60
under = 1




[State 1600, explod]
type = explod
trigger1 = time = 0
anim = 2000
pos = floor(70 * const(size.xscale)), floor(-80 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = .5,.5

[State 1600, explod]
type = explod
trigger1 = time = 0
anim = 2010
pos = floor(70 * const(size.xscale)), floor(-80 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 1,1



[State 1600,00]
type = envshake
trigger1 = animelemtime(6)>=0 && !(time%5)
time = 5
freq = 130
ampl = 3
phase =90

[State 1600,00]
type = envshake
trigger1 = animelemtime(7)>=0 && !(time%6)
time = 5
freq = 140
ampl = 3
phase =90


[State 1600,0]
type = Helper
trigger1 = Animelem = 7
id = 1610
name = "SSSPADA"
pos = 120, 15
postype = P1
stateno = 1610
helpertype = normal
keyctrl = 0
ownpal = 1
ontop = 1
facing = 1
ignorehitpause = 1
size.xscale=.6
size.yscale=.6



[State 1600, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;SSPADA HELPER
;---------------------------------------------------------------------------
[Statedef 1610]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1610
velset = 0,0
sprpriority = -1

[State 1700, Snd 1]
type = PlaySnd
trigger1 = time= 0
value = S60,4

[State 1610,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1610, ombre]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1610 HitDef]
type = HitDef
trigger1 = Hitcount < 2
trigger1 = 1
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = Hard
damage = 100,1
pausetime = 5,5
sparkno = S6012
sparkxy = 0,0
guard.sparkno = S3
hitsound = S50,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,-8
air.velocity = -4,-6
palfx.time = 40
Palfx.add= -20,-70,-200                           
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
fall=1
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
down.velocity =0, -8
getpower=0


[state 1610] 
type = changestate
trigger1 = (MoveGuarded) || (Time > 16)
ignorehitpause = 1
value = 1611

;---------------------
[StateDef 1611]
Type = A
MoveType = H
Physics = N
Anim = 1611
SprPriority = -2
VelSet = 0,0
Ctrl = 0

[State 1611, disappear]
type = DestroySelf
trigger1 = animTime = 0


;---------------------------------------------------------------------------
;SUPER DESERT LA SPADA
;---------------------------------------------------------------------------

[Statedef 1700]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1700
juggle = 6
velset = 0,0
poweradd= -1000
sprpriority = -2

[State 1700, super pause]
type = superPause
trigger1 = time = 0
time = 60
movetime = 60
sound = S1, 13
darken = 0
p2defmul = 1
anim = -1

[State 1700, background]
type = envColor
trigger1 = time = 0
value = 0, 0, 0
time = 60
under = 1

[state 1700, DUST]
type = explod
trigger1 = Time = 60
postype = p1
bindtime = 1
removetime = 30
removeongethit = 1
pos = -40,15
anim = 6050
scale= 1,1
sprpriority = 3

[State 1700, Snd 1]
type = PlaySnd
trigger1 = time= 0
value = 50,0
volume=25

[State 1700, Snd 1]
type = PlaySnd
trigger1 = animelem= 1
value = 60,2

[State 1700, Snd 1]
type = PlaySnd
trigger1 = animelem= 4
value = 30,2

[State 1700, explod]
type = explod
trigger1 = time = 0
anim = 2000
pos = floor(-20 * const(size.xscale)), floor(-250 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = .5,.5

[State 1700, explod]
type = explod
trigger1 = time = 0
anim = 2010
pos = floor(-20 * const(size.xscale)), floor(-250 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 1,1


[State 1700,00]
type = envshake
trigger1 = animelemtime(4)>=0 && !(time%5)
time = 5
freq = 130
ampl = 3
phase =90


[State 1700,00]
type = envshake
trigger1 = animelemtime(5)>=0 && !(time%5)
time = 5
freq = 130
ampl = 3
phase =90

[State 1700, CONE]
type = Helper
trigger1 = animelem = 5
helpertype = normal
stateno = 1710
name = "CONE"
id      = 1710
ontop = 1
postype = p1
pos = 50,0
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.xscale=.6
size.yscale=.6


[State 1700, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LA SPADA HELPER
;---------------------------------------------------------------------------
[Statedef 1710]
anim = 1710
movetype = A
sprpriority = 2

[State 1700, Snd 1]
type = PlaySnd
trigger1 = time= 0
value = S60,4

[State 1710, 1]
type = BindToParent
trigger1 = 1
pos = 80,16
ignorehitpause = 1

[State 1710, ombre]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1710, NotHitBy ]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1710, 2]
type = HitDef
trigger1 = HitCount < 1
trigger1 = 1
attr = C, HA
damage = 200,1
guardflag = MA
hitflag = MAF
pausetime = 0,12
priority = 7
sparkno = S(ifelse (Random <= 500,6011,6012))
sparkxy = -10,-47
hitsound = S50,2
guardsound = S4,1
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,-8
air.velocity = -4,-6
airguard.velocity = -3,-4
guard.velocity = -9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0         
getpower = 0,0
yaccel = .6
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
fall= 1
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
down.velocity =0, -8

[State 1710, 3]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, MoveType = H
;---------------------------------------------------------------------------
;SUPER SABLES
;---------------------------------------------------------------------------

[Statedef 1800]
type = S
movetype = A
physics = S
ctrl = 0
juggle= 9
anim = 1800
velset = 0,0
sprpriority = 2
poweradd= -2000

[State 1800, super pause]
type = superPause
trigger1 = time = 0
time = 60
movetime = 60
sound = S1, 13
darken = 0
p2defmul = 1
anim = -1

[State 1800, background]
type = envColor
trigger1 = time = 0
value = 0, 0, 0
time = 60
under = 1


[State 1800, Snd 1]
type = PlaySnd
trigger1 = time= 0
value = S50,0
volume=25


[State 1800, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S10,5
volume = 255

[State 1800, Snd 1]
type = PlaySnd
trigger1 = Time= 0
value = S50,0
volume = 25

[State 1800, explod]
type = explod
trigger1 = time = 0
anim = 2000
pos = floor(95 * const(size.xscale)), floor(-200 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = .5,.5

[State 1800, explod]
type = explod
trigger1 = time = 0
anim = 2010
pos = floor(95 * const(size.xscale)), floor(-200 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 1,1

[State 1800, explod]
type = explod
trigger1 = time = 0
anim = 2020
pos = floor(95 * const(size.xscale)), floor(-200 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 2,2

[State 1800,00]
type = envshake
trigger1 = animelemtime(2)>=0 && !(time%3)
time = 5
freq = 160
ampl = 4
phase =90

[State 1800, NotHitBy ]
type = NotHitBy
trigger1= anim=1800 && animelemtime(4)>0
value = SCA

[State 1800,00]
type = envshake
trigger1 = animelemtime(2)>=0 && !(time%5)
time = 5
freq = 130
ampl = 3
phase =90

[state 1800, mini sables]
type = explod
trigger1 = animelem = 2
postype = p1
bindtime = 1
removetime = 8
removeongethit = 1
pos = 0,-120
anim = 1820
scale= .5,.5
sprpriority = 3

[state 1800, mini sables]
type = explod
trigger1 = animelem = 4
postype = p1
bindtime = 1
removetime = 8
removeongethit = 1
pos = -70,-120
anim = 1821
scale= .5,.5
sprpriority = 3


[State 1800,0]
type = Helper
trigger1 = Animelem = 5
id = 1810
name = "SABLES"
pos = 60,0
postype = P1
stateno = 1810
helpertype = normal
keyctrl = 0
ownpal = 1
facing = 1
ignorehitpause = 1
size.xscale=.7
size.yscale=.7


[State 1800, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;SABLES HELPER
;---------------------------------------------------------------------------
[Statedef 1810]
anim = 1810
movetype = A
sprpriority = -1

[State 1800, Snd 1]
type = PlaySnd
trigger1 = Time = 0
value = S10,6
volume = 255


[State 1810, NotHitBy ]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1810, VelSet]
type = VelSet
trigger1 = 1
x = 2

[State 1810, ombre]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1810, 2]
type = HitDef
trigger1 = HitCount < 10
trigger1 = 1
attr = S, SA
damage = 30,1
animtype = back
guardflag = MA
hitflag = MAF
pausetime = 2,1
priority = 7, Hit
sparkno = S(ifelse (Random <= 500,6011,6012))
sparkxy = -2,-55
hitsound = S6,0
guardsound = S4,1
ground.type = high
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0,-5
air.type = High
air.velocity = 0, -8
airguard.velocity = -1.9,-.8
guard.velocity = -9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0        
getpower = 0,0
fall=1
palfx.time = 40
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
down.velocity =0, -8


[State 1810, 3]
type = DestroySelf
trigger1 = Time > 148
trigger2 = parent, MoveType = H


;---------------------------------------------------------------------------
;CUSTOM COMBO
;---------------------------------------------------------------------------

[Statedef 1900]
type = S
movetype = A
physics = S
anim = 1900
ctrl = 0
velset = 0,0
sprpriority = 2
poweradd= -2000


[State 1900, super pause]
type = superPause
trigger1 = time = 0
time = 60
movetime = 60
sound = S1, 13
darken = 0
p2defmul = 1
anim = -1

[State 1900, background]
type = envColor
trigger1 = time = 0
value = 0, 0, 0
time = 60
under = 1


[State 1900, Snd 1]
type = PlaySnd
trigger1 = time= 0
value = S50,0
volume = 25

[State 1900, Snd 1]
type = PlaySnd
trigger1 = time= 2
value = 10,7
volume = 255


[State 1900, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = S50,0
volume = 25

[State 1900, explod]
type = explod
trigger1 = time = 0
anim = 2000
pos = floor(60 * const(size.xscale)), floor(-40 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = .5,.5

[State 1900, explod]
type = explod
trigger1 = time = 0
anim = 2010
pos = floor(60 * const(size.xscale)), floor(-40 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 1,1

[State 1900, explod]
type = explod
trigger1 = time = 0
anim = 2020
pos = floor(60 * const(size.xscale)), floor(-40 * const(size.yscale))
supermove = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 2,2

[State 1900: AfterImage]
type = AfterImage
trigger1 = time= 0
time = 600
length = 7
framegap = 3
palcontrast = 120,120,140
PalAdd = 0,0,0
palmul = 1,1,1

[State 1900, BG]
type =BGPalFX
trigger1 = anim = 1900
time = 600
add = 65,65,-80
mul = 90,55,65
sinadd = 100,-256,-36,0
invertall = 1
color =TIME* 0

[State 1900: VarSet]
type = VarSet
trigger1 = (!Time)
v = 5
value = 600



[State 1900,00]
type = envshake
trigger1 = animelemtime(1)>=0 && !(time%5)
time = 5
freq = 130
ampl = 3
phase =90

[State 1900,00]
type = envshake
trigger1 = animelemtime(1)>=0 && !(time%5)
time = 5
freq = 130
ampl = 3
phase =90


[State 1900, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,0
volume = 25


[State 1900: ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


