;---------------------------------------------------------------------------
;HOOK
;---------------------------------------------------------------------------

[Statedef 1150]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0                     
ctrl = 0                         
anim = 1150                       
poweradd = 20

[State 1150, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 30,3


[State 1150, 1]
type = Helper
trigger1 = AnimElem = 5
ID = 1160
pos = 60,-115
postype = p1
facing = 1
stateno = 1160
helpertype = normal
name = "HOOK"
keyctrl = 0
ownpal = 1

[State 1150, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1162


[State 1150, 3]
type = ChangeState
trigger1 = p2stateno = 100000
value = 1151
ctrl = 1

;---------------------------------------------------------------------------
;END
;---------------------------------------------------------------------------

[Statedef 1151]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0                     
ctrl = 0                         
anim = 1151




[State 1151, 4]
type = DestroySelf
trigger1 = P2Stateno=5300

[State 1151, 3]
type = ChangeState
trigger1 =P2Stateno=100000 && P2BodyDist X <=10
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;HOOK HELPER
;---------------------------------------------------------------------------

[Statedef 1160]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1160
sprpriority = -3

[State 1150, 3]
type = PlaySnd
trigger1 = Time=0
value = 5,1

[State 1160, 1]
type = Helper
trigger1 = time >= 25 || moveguarded || movehit
ID = 1163
pos = -120,-5
postype = P1
facing = 1
stateno = 1163
helpertype = normal
name = "DUST"
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

[State 1160,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1160, 2]
type = VelSet
trigger1 = 1
x = 7
y = 0

[State 1160, SP]
type = SuperPause
trigger1 = Movehit
darken = 0
Time = 20
Anim = -1

[State 1160, T]
type = EnvShake
trigger1 = Movehit
freq = 50
ampl = 2
time = 20
persistent = 1
ignorehitpause = 1

[State 1160, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 20,1
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = M
pausetime = 0,20
sparkno = S6012
sparkxy = 0,0
hitsound = S6,0
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0
air.hittime = 0   
air.fall = 1
numhits = 1
p2stateno = 100000
Palfx.add= -20,-70,-200                              
Palfx.sinadd= 40,30,0,10                               
Palfx.color= 0       
palfx.time = 40

[State 1160, 4]
type = ChangeState
trigger1 = movehit
value = 1161


[State 1160, 4]
type = DestroySelf
trigger1 = time >= 25 || moveguarded
trigger1 = !movehit

;---------------------------------------------------------------------------
;HELPER EXPLO
;---------------------------------------------------------------------------
[StateDef 1163]
Type = A
MoveType = H
Physics = N
Anim = 1163
SprPriority = -1
VelSet = 0,0
Ctrl = 0

[State 1150, 3]
type = PlaySnd
trigger1 = Time=0
value = 5,1

[State 1163, disappear]
type = DestroySelf
trigger1 = animTime = 0
;---------------------------------------------------------------------------
;GRAB P2
;---------------------------------------------------------------------------
[StateDef 1161]
type    = S
movetype= I
physics = S
juggle  = 2
ctrl = 0
velset = 0,0,0
poweradd = 80
anim = 9999
sprpriority = 5

[State 1150, 3]
type = PlaySnd
trigger1 = Time=0
value = 5,1


[State 1161, 1]
type = VelSet
trigger1 = 1
x = -4
y = 0

[State 1161, 4]
type = DestroySelf
trigger1 = enemy(0), anim = 5300

;---------------------------------------------------------------------------
;END NORMAL
;---------------------------------------------------------------------------

[Statedef 1162]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0                     
ctrl = 0                         
anim = 1162

[State 1150, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl=1

;---------------------------------------------------------------------------
;P2 GET HIT
;---------------------------------------------------------------------------

[Statedef 100000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1150, 3]
type = PlaySnd
trigger1 = Time=0
value = 5,1

[State 100000, 1]
type = VelSet
Trigger1 = time = 0
trigger1 = vel x != 3
trigger1 = P2BodyDist X > 10
x = 4

[State 100000, 1]
type = VelSet
trigger1 = P2BodyDist X <= 10
trigger1 = vel x = 4
trigger1 = time != 0
x = 0

[State 100000, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5500

[State 100000, 1]
type = Changeanim
trigger1 = P2BodyDist X <= 10
trigger1 = anim != 5300
value = 5300
persistent = 0

[State 100000, 1]
type = SelfState
Trigger1 = P2movetype = H
value = 5050
ctrl = 1

[State 100000, 1]
type = SelfState
Trigger1 = anim = 5300 && time = 130
trigger2 = time = 130
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;AIR SPADA (small)
;---------------------------------------------------------------------------

[StateDef 1520] 
type = A
movetype = A
physics = A
ctrl = 0
anim = 1520
juggle = 2
poweradd = 25

[State 1150, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,0

[State 1520,0]
type = Helper
trigger1 = Animelem = 4
id = 1521
name = "ASPADA"
pos = 0, -90
postype = P1
stateno = 1521
helpertype = normal
keyctrl = 0
ownpal = 1
ontop = 1
facing = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
;AASPADA HELPER
;---------------------------------------------------------------------------
[Statedef 1521]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1521
velset = 0,0
sprpriority = 3

[State 1521, 3]
type = PlaySnd
trigger1 = Time=0
value = 5,1


[State 1521,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA


[State 1521, VelSet]
type = VelSet
trigger1 = 1
x = 3
y = 2

[State 1521 HitDef]
type = HitDef
trigger1 = Hitcount < 1
trigger1 = 1
attr = A, SP
hitflag = MAFD
guardflag = MA
animtype = Medium
damage = 20,10
pausetime = 5,5
sparkno = S6012 
sparkxy = -1
guard.sparkno = S6011 
hitsound = S6,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 7
ground.hittime = 12
ground.velocity = -4
air.velocity = -2
down.velocity = -2,0
fall = (P2StateType = A)
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 1521] 
type = changestate
trigger1 = (MoveGuarded) || (Time > 80)||(Movecontact)
ignorehitpause = 1
value = 1522

;---------------------
[StateDef 1522]
Type = A
MoveType = H
Physics = N
Anim = 1522
SprPriority = -2
VelSet = 0,0
Ctrl = 0

[State 1522, disappear]
type = DestroySelf
trigger1 = animTime = 0



;---------------------------------------------------------------------------
;AIR SPADA
;---------------------------------------------------------------------------

[StateDef 1500] 
type = A
movetype = A
physics = A
ctrl = 0
anim = 1500
juggle = 2
poweradd = 20

[State 1150, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,0

[State 1050,0]
type = Helper
trigger1 = Animelem = 4
id = 1510
name = "ASPADA"
pos = 0, -140
postype = P1
stateno = 1510
helpertype = normal
keyctrl = 0
ownpal = 1
ontop = 1
facing = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
;ASPADA HELPER
;---------------------------------------------------------------------------
[Statedef 1510]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1510
velset = 0,0
sprpriority = 3

[State 1510, 3]
type = PlaySnd
trigger1 = Time=0
value = 5,1

[State 1510,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1510, 1]
type = BindToParent
trigger1 = 1
pos = 0,-148
ignorehitpause = 1

[State 1510 HitDef]
type = HitDef
trigger1 = Hitcount < 1
trigger1 = 1
attr = A, SP
hitflag = MAFD
guardflag = MA
animtype = Medium
damage = 30,10
pausetime = 5,5
sparkno =  -1
sparkxy = -1
guard.sparkno = S6011
hitsound = S6,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 7
ground.hittime = 12
ground.velocity = -4
air.velocity = -2
down.velocity = -2,0
fall = (P2StateType = A)
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 1051] 
type = changestate
trigger1 = (MoveGuarded) || (Time > 6)||(Movecontact)
ignorehitpause = 1
value = 1252

;---------------------
[StateDef 1252]
Type = A
MoveType = H
Physics = N
Anim = 1252
SprPriority = -2
VelSet = 0,0
Ctrl = 0

[State 1052, disappear]
type = DestroySelf
trigger1 = animTime = 0



;---------------------------------------------------------------------------
;DESERT SPADA (SHORT)
;---------------------------------------------------------------------------


[Statedef 1050]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1050
velset = 0,0
sprpriority = 1
poweradd= 60

[State 1150, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 5,0

[State 1050,00]
type = envshake
trigger1 = animelemtime(6)>=0 && !(time%5)
time = 5
freq = 130
ampl = 3
phase =90

[State 1050,00]
type = envshake
trigger1 = animelemtime(7)>=0 && !(time%6)
time = 5
freq = 140
ampl = 3
phase =90


[State 1050,0]
type = Helper
trigger1 = Animelem = 7
id = 1051
name = "SSPADA"
pos = 10, -100
postype = P1
stateno = 1051
helpertype = normal
keyctrl = 0
ownpal = 1
ontop = 1
facing = 1
ignorehitpause = 1


[State 1050, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;SSPADA HELPER
;---------------------------------------------------------------------------
[Statedef 1051]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1051
velset = 0,0
sprpriority = -1

[State 1051, 3]
type = PlaySnd
trigger1 = Time=0
value = 5,1

[State 1051,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA


[State 1051 HitDef]
type = HitDef
trigger1 = Hitcount < 1
trigger1 = 1
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = Hard
damage = 30,5
pausetime = 5,5
sparkno = S6011 
sparkxy = 0,0
guard.sparkno = S3
hitsound = S6,0
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

[state 1051] 
type = changestate
trigger1 = (MoveGuarded) || (Time > 12)||(Movecontact)
ignorehitpause = 1
value = 1052

;---------------------
[StateDef 1052]
Type = A
MoveType = H
Physics = N
Anim = 1052
SprPriority = -2
VelSet = 0,0
Ctrl = 0

[State 1052, disappear]
type = DestroySelf
trigger1 = animTime = 0


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


[Statedef 1000]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 1
poweradd= 50

[State 1150, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,0

[State 1000,00]
type = envshake
trigger1 = animelemtime(6)>=0 && !(time%5)
time = 5
freq = 130
ampl = 3
phase =90

[State 1000,00]
type = envshake
trigger1 = animelemtime(7)>=0 && !(time%6)
time = 5
freq = 140
ampl = 3
phase =90


[State 1000,0]
type = Helper
trigger1 = Animelem = 6
id = 1001
name = "SPADA"
pos = 50, 12
postype = P1
stateno = 1001
helpertype = normal
keyctrl = 0
ownpal = 1
ontop = 1
facing = 1
ignorehitpause = 1


[State 1000, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;SPADA HELPER1
;---------------------------------------------------------------------------
[Statedef 1001]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1001
velset = 0,0
sprpriority = 2

[State 1001, 3]
type = PlaySnd
trigger1 = Time=0
value = 5,1

[State 1001,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA


[State 1001, VelSet]
type = VelSet
trigger1 = 1
x = 5

[State 1001 HitDef]
type = HitDef
trigger1 = Hitcount < 1
trigger1 = 1
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = Hard
damage = 20,5
pausetime = 5,5
sparkno = S6012
sparkxy = 0,-60
guard.sparkno = S3
hitsound = S6,0
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

[state 1001] 
type = changestate
trigger1 = (MoveGuarded) || (Time > 80)||(Movecontact)
ignorehitpause = 1
value = 1002

;---------------------
[StateDef 1002]
Type = A
MoveType = H
Physics = N
Anim = 1002
SprPriority = -2
VelSet = 0,0
Ctrl = 0

[State 3011, disappear]
type = DestroySelf
trigger1 = animTime = 0

;---------------------------------------------------------------------------
; POISON
;---------------------------------------------------------------------------

[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 70
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

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

[State 1150, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 30,0

[State 1150, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 30,1

[State 1100, 2]
type = PosAdd
trigger1 = AnimElem = 1
x = 17

[State 1100, 3]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
x = 7

[State 1100, 4]
type = PosAdd
trigger1 = AnimElem = 4
x = 3

[State 1100, 5]
type = VelSet
trigger1 = AnimElem = 4
x = 4

[State 1100, 5]
type = VelSet
trigger1 = AnimElem = 5
x = 4

[State 1100, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 7
trigger1 = p2bodydist X < 40
trigger2 = Hitcount < 3
attr = S, SA
animtype  = Hard
damage    = 15, 0
priority  = 5
guardflag = MA
pausetime = 12,21
sparkno = S6012
sparkxy = -10,-90
hitsound   = S6,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 10
ground.velocity = 0,-2
air.velocity = 0,-4
fall = 1 
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
down.velocity =0, -8


[State 1100, 6] ;Opponent not near
type = HitDef
trigger1 = AnimElem = 7
trigger1 = p2bodydist X >= 40
trigger2 = Hitcount < 3
attr = S, SA
animtype  = Hard
damage    = 15, 0
priority  = 4
guardflag = MA
pausetime = 12,21
sparkno = S6012
sparkxy = -10,-90
hitsound   = S6,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 10
ground.velocity = 0,-2
air.velocity = 0,-4 
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
fall=1
envShake.time = 12
envShake.ampl = 4
envShake.freq = 100
down.velocity =0, -8

[State 1100, 6]
type = PosAdd
trigger1 = AnimElem = 2
x = -5

[State 1100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;DESERT LA SPADA
;---------------------------------------------------------------------------

[Statedef 1200]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1200
velset = 0,0
sprpriority = 1
poweradd= 60
juggle  = 6

[State 1150, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 30,2

[State 1200,00]
type = envshake
trigger1 = animelemtime(6)>=0 && !(time%5)
time = 5
freq = 130
ampl = 3
phase =90

[State 1200,00]
type = envshake
trigger1 = animelemtime(7)>=0 && !(time%6)
time = 5
freq = 140
ampl = 3
phase =90


[State 1200,0]
type = Helper
trigger1 = Animelem = 5
id = 1210
name = "LASPADA"
pos = 90, 8
postype = P1
stateno = 1210
helpertype = normal
keyctrl = 0
ownpal = 1
ontop = 1
facing = 1
ignorehitpause = 1


[State 1200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;LA SPADA HELPER1
;---------------------------------------------------------------------------
[Statedef 1210]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1210
velset = 0,0
sprpriority = 2

[State 1210, 3]
type = PlaySnd
trigger1 = Time=0
value = 5,1

[State 1210,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA


[State 1210 HitDef]
type = HitDef
trigger1 = Hitcount < 1
trigger1 = 1
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = Hard
damage = 65,5
pausetime = 5,5
sparkno = S6011
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

[state 1210] 
type = changestate
trigger1 = (MoveGuarded) || (Time > 16)||(Movecontact)
ignorehitpause = 1
value = 1002

;---------------------
[StateDef 1002]
Type = A
MoveType = H
Physics = N
Anim = 1002
SprPriority = -2
VelSet = 0,0
Ctrl = 0

[State 1002, disappear]
type = DestroySelf
trigger1 = animTime = 0

;---------------------------------------------------------------------------
;DESERT LA SPADA2
;---------------------------------------------------------------------------

[Statedef 1250]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1250
velset = 0,0
sprpriority = 1
poweradd= 60
juggle  = 6

[State 1250, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 30,2

[State 1250,00]
type = envshake
trigger1 = animelemtime(6)>=0 && !(time%5)
time = 5
freq = 130
ampl = 3
phase =90

[State 1250,00]
type = envshake
trigger1 = animelemtime(7)>=0 && !(time%6)
time = 5
freq = 140
ampl = 3
phase =90


[State 1250,0]
type = Helper
trigger1 = Animelem = 5
id = 1251
name = "LASPADA"
pos = 25, -110
postype = P1
stateno = 1251
helpertype = normal
keyctrl = 0
ownpal = 1
ontop = 1
facing = 1
ignorehitpause = 1


[State 1250, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;LA SPADA HELPER2
;---------------------------------------------------------------------------
[Statedef 1251]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1251
velset = 0,0
sprpriority = 3

[State 1251, 3]
type = PlaySnd
trigger1 = Time=0
value = 5,1

[State 1251,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA


[State 1251 HitDef]
type = HitDef
trigger1 = Hitcount < 1
trigger1 = 1
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = Hard
damage = 70,5
pausetime = 5,5
sparkno = S6011
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

[state 1251] 
type = changestate
trigger1 = (MoveGuarded) || (Time > 12)||(Movecontact)
ignorehitpause = 1
value = 1252

;---------------------
[StateDef 1252]
Type = A
MoveType = H
Physics = N
Anim = 1252
SprPriority = -2
VelSet = 0,0
Ctrl = 0

[State 1252, disappear]
type = DestroySelf
trigger1 = animTime = 0
;----------------------------------------------------------------------
;CANCEL
;----------------------------------------------------------------------

[Statedef 1300]
type     = S                     
movetype = I                    
physics  = S                     
ctrl     = 0                     
anim     = 1300                   
sprpriority = 2                  
velset = 0,0

[State 1300, 1]
type = PlaySnd
trigger1 = time = 0
value = 70, 0

[State 1300, 1]
type = PlaySnd
trigger1 = time = 0
value = 30, 4

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

[state 1300, 1]
type = explod
trigger1 = animelem = 4
postype = p1
bindtime = 1
removetime = 20
removeongethit = 1
pos = 40,-120
anim = 1310
scale= .4,.4
sprpriority = -1


[State 1300, 0]
type = ReversalDef
trigger1 = time >= 7
reversal.attr = S,NA,SA           
pausetime = 25,60
sparkno = -1
hitsound = S1500
p1stateno = 1100


[State 1300, 1]
type = ChangeState
trigger1 = AnimTime = 0 
value = 0
ctrl = 1 

;----------------------------------------------------------------------
;TELEPORT
;----------------------------------------------------------------------


[Statedef 1400]
type     = S                     
movetype = I                    
physics  = S                     
ctrl     = 0                     
anim     = 1400                   
sprpriority = 2                  
velset = 0,0
poweradd = 40


[State 1400, 1]
type = PlaySnd
trigger1 = time = 0
value = 30, 5


[State 1400, 0]
type = ReversalDef
trigger1 = time >= 8
reversal.attr = S,NA,SA           
pausetime = 25,60
sparkno = -1
hitsound = S1500
p1stateno = 1410


[State 1400, 1]
type = ChangeState
trigger1 = AnimTime = 0 
value = 0
ctrl = 1 

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

[Statedef 1410]
type     = S                     
movetype = I                    
physics  = S                     
ctrl     = 0                     
anim     = 1410                   
sprpriority = 2                  
velset = 0,0
 
[State 1410, 3]
type = PlaySnd
trigger1 = Time=0
value = 5,1

[State 1410,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1410, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = (P2Dist X) + 90
y = (P2dist Y) + 0
 
[State 1410, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1