; _____________________________________
;| Rare Akuma by Phantom.of.the.Server |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<SUPER STATES>========================================
;==============================================================================================

;========================<MESSATSU GOU HADOU>=============================
[Statedef 3000]
type=S
physics=S
movetype=A
anim=3000
ctrl=0
velset=0,0
sprpriority=1
facep2=1
[State 3000, strengthvar]
type=varset
trigger1= var(10)!=5
var(10)=5
[State 3000, width]
type=width
trigger1= anim=3001
value=30,0

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State 3000, superchargehelper]
type=helper
trigger1= !time
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=-30,-54
ownpal=1
persistent=0
pausemovetime=255
supermovetime=255

[State 3000, superchargepause]
type=superpause
trigger1= !time
time=45
anim=-1
sound=s7,0
poweradd=-1000*(var(20)<=0)
p2defmul=1
darken=0
movetime=45

[State 3000, nhb]
type=nothitby
trigger1= time<=80
time=1
value=SCA, AA, AP, AT
ignorehitpause = 1

[State 3000, snd]
type=playsnd
trigger1= animelem=2
value=4,5
channel=0
volume=255
[State 3000, snd]
type=playsnd
trigger1= animelem=5
value=5,4
ignorehitpause=1
[State 3000, dust]
type=explod
trigger1= animelem=5
anim=7104
ID=7104
sprpriority=-2
postype=p1
pos=-38,0
scale=1,1
ownpal=1
pausemovetime=-1
supermovetime=-1
[State 3000, shake]
type=envshake
trigger1= animelem=5
time=18
freq=60
ampl=4
ignorehitpause=1

[State 3000, hadouken]
type=helper
trigger1= animelem=14
helpertype=normal
stateno=3005
ID=3005
name="Hadouken"
postype=p1
size.xscale=1
size.yscale=1
ownpal=1
pausemovetime=var(20)

[State 3000, dust]
type=explod
trigger1= animelem=14
vel=0,0
anim=7106
sprpriority=3
postype=p1
pos=16,0
ownpal=1
scale=1,1
pausemovetime=-1
supermovetime=-1

[State 3000, snd]
type=playsnd
trigger1= animelem=14
value=3,7
channel=0
[State 3000, snd]
type=playsnd
trigger1= animelem=14
value=5,2
volume=255

[State 3000, vel]
type=velset
trigger1= numhelper(3005) && frontedgedist<160
x=-6

[State 3000]
type=screenbound
trigger1= numhelper(3005)
trigger1= (helper(3005),var(3) && helper(3005),stateno=[3005,3006])
value=0
movecamera=0,1

[State 3000, end]
type=changestate
triggerall= animelemtime(15)>=0
trigger1= !numhelper(3005)
trigger2= numhelper(3005)=1
trigger2= helper(3005),stateno!=3005
value=ifelse((backedgebodydist<0 || frontedgebodydist<0), 3003, 3002)


[Statedef 3002]
type=S
physics=S
movetype=A
anim=3002
ctrl=0
velset=0,0
sprpriority=1
[State 3002, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


[Statedef 3003]
type=S
physics=S
movetype=A
anim=3002
ctrl=0
velset=0,0
sprpriority=1
[State 3003]
type=screenbound
trigger1= 1
value=0
movecamera=0,1
[State 3003, end]
type=changestate
trigger1= !animtime
value=3004


;---wow---
[Statedef 3004]
type=S
movetype=I
physics=N
juggle=0
anim=1505
velset=0,0
sprpriority=1
poweradd=-500*(var(20)<=0)
ctrl=0

[State 3004]
type=posset
trigger1= !time
x= ifelse(facing=1,-80,80)
y= 0

[State 3004, snd]
type=playsnd
trigger1=!time
value=5,16
[State 3004, snd]
type=playsnd
trigger1=animelem=3||animelem=8
value=1,6
channel=1

[State 3004, snd]
type=playsnd
trigger1=animelem=11
value=0,52
[State 3004, dust]
type=explod
trigger1=animelem=11
anim=7102
ID=7102
sprpriority=-2
postype=p1
scale=.5,.5
ownpal=1
pausemovetime=-1
supermovetime=-1

[State 3004, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1


;========================<TENMA GOU ZANKUU>=============================
[Statedef 3050]
type=A
physics=N
movetype=A
anim=3050
ctrl=0
velset=0,0
sprpriority=1
[State 3050, strengthvar]
type=varset
trigger1= var(10)!=6
var(10)=6

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State air raid]
type=playsnd
trigger1= !time && random<250
value=5,26
channel=7

[State 3050, snd]
type=playsnd
trigger1= animelem=2
value=4,14
channel=0
volume=200

[State 3050, superchargehelper]
type=helper
trigger1= animelem=2
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=-8,-103
ownpal=1
persistent=0
pausemovetime=255
supermovetime=255

[State 3050, superchargepause]
type=superpause
trigger1= animelem=2
time=53
anim=-1
sound=s7,0
poweradd=-2000*(var(20)<=0)
p2defmul=1
darken=0

[State 3050, nhb]
type=nothitby
trigger1= animelemtime(16)<0
time=1
value=SCA, AA, AP, AT
ignorehitpause = 1

[State 3050, VarSet]
type = VarSet
trigger1 = 1
v = 55
value = random%5
ignorehitpause = 1
persistent = 0

[State 3050, hadoukens]
type=projectile
trigger1= var(55)
trigger1= !(animelemtime(5)%2)
trigger1= animelemtime(5)>=0 && animelemtime(31)<0
ProjID=3055
projanim=1005
projhitanim=1006
projscale= .75, .75
velocity= 7.5+(random/200.0), 7.5+(random/200.0)
projsprpriority=4
projedgebound=320
projheightbound=-9999,0
postype=back
offset= (-160 + (random%320)), ceil(pos y-screenpos y)-80
attr=A,HP
damage=20,4
animtype=Hard
guardflag=MH 
hitflag=MAFD
priority=7,Hit
pausetime=4,12
sparkno=2
guard.sparkno=40 
sparkxy=-10,0
hitsound=s2,7
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-10,-2
air.velocity=-1,-2
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=12
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0

[State 3050, tenma clone?!?]
type=projectile
trigger1= !var(55)
trigger1= !(animelemtime(5)%2)
trigger1= animelemtime(5)>=0 && animelemtime(31)<0
ProjID=3055
projanim=3300
projhitanim=3305
velocity= 16, 16
projsprpriority=4
projedgebound=320
projheightbound=-9999,0
postype=back
offset= (-225 + (random%320)), ceil(pos y-screenpos y)-80
attr=A,HA
damage=30,7
animtype=Hard
guardflag=MH
hitflag=MAFD
priority=7,Hit
pausetime= 4, 12
sparkno=-1
guard.sparkno=40
sparkxy=-10,-15
hitsound=s2,11
guardsound=s2,0
ground.type=High
animtype=Diagup
fall.animtype=Diagup
ground.slidetime=16
ground.hittime=16
ground.velocity=0,-6.85
air.velocity=0,-6.85
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=24
envshake.freq=60
envshake.ampl=6
fall=1
fall.recover=0

[State 3050, snd]
type=playsnd
trigger1= animelem=5 || animelem=11 || animelem=17 || animelem=23 || animelem=29
trigger2= animelem=8 || animelem=14 || animelem=20 || animelem=26
value=3,0
channel=0
[State 3050, snd]
type=playsnd
trigger1= animelem=5 || animelem=11 || animelem=17 || animelem=23 || animelem=29
trigger2= animelem=8 || animelem=14 || animelem=20 || animelem=26
value=5,0
channel=1

[State 3050, vel]
type=velset
trigger1= animelemtime(5)>=0 && animelemtime(29)<0
x=ifelse(command="holdback", -3, ifelse(command="holdfwd", 3, 0))
y=ifelse((command="holddown" && pos y<=-3), 3, ifelse(command="holdup", -3, 0))

[State 3050, sts]
type=statetypeset
trigger1= animelemtime(32)>=0
physics=A


;========================<MESSATSU GOU SHORYUU>=============================
[Statedef 3100]
type=A
physics=N
movetype=A
anim=3100
ctrl=0
velset=0,0
juggle=0
sprpriority=1
facep2=1
[State 3100, strengthvar]
type=varset
trigger1= var(10)!=5
var(10)=5

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State 3100, snd]
type=playsnd
trigger1=!time
value=4,4
channel=0

[State 3100, superchargehelper]
type=helper
trigger1=!time
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=12,-54
ownpal=1
persistent=0
pausemovetime=255
supermovetime=255

[State 3100, superchargepause]
type=superpause
trigger1=!time
time=45
anim=-1
sound=s7,0
poweradd=-1000*(var(20)<=0)
p2defmul=1
darken=0

[State 3100, nhb]
type=nothitby
trigger1= time<16
time=1
value=SCA, AA, AP, AT
ignorehitpause=1
[State 3100]
type=screenbound
trigger1= animelemtime(4)>=0
value=0
movecamera=0,0
[State 3100, vel]
type=playerpush
trigger1= animelemtime(4)>=0
value=0

[State 3100, snd]
type=playsnd
trigger1= animelem=2
value=3,6
channel=0
[State 3100, snd]
type=playsnd
trigger1= animelem=4
value=0,41

[State 3100, vel]
type=velset
trigger1= animelemtime(4)>=0
x=5
y=-20

[State 3100, hit]
type=hitdef
trigger1= animelem=2 || animelem=3
attr=A,HA
damage=20,4
animtype=Hard 
guardflag=M
hitflag=MAFD 
priority=7,Hit
pausetime=12,11
sparkno=2
guard.sparkno=40 
sparkxy=-10,ifelse((animelem=3),-80,-50)
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=0,-6
air.type=Low
air.velocity=0,-6
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0

[State 3100, hit]
type=hitdef
trigger1= animelemtime(4)>=0
trigger1= !(animelemtime(4)%4)
attr=A,HA
damage=20,4
animtype=Hard 
guardflag=MA
hitflag=MAFD 
priority=7,Hit
pausetime=4,4
sparkno=2
guard.sparkno=40 
sparkxy=-10,-10
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-6,-2.5
air.type=Low
air.velocity=-6,-2.5
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0

[State useless]
type=varset
trigger1= animelem=4
trigger1= !var(35) && !movecontact && !movereversed
trigger1= (p2dist y=[-40,0]) && (p2dist x=[0,80]) && p2stateno!=5120
var(35)=1

[State 3100, end]
type=changestate
trigger1= facing=1 && pos x>200
trigger2= facing=-1 && pos x<-200
trigger3= animelemtime(4)>=0
trigger3= screenpos y<0 && time>=180
value=3101

[State 3100, snd]
type=playsnd
trigger1= animelemtime(4)>=0
trigger1= screenpos y<0
value=3,(random%12)
channel=0
[State 3100, snd]
type=playsnd
trigger1= animelem=4
trigger2= animelemtime(4)>=0 && screenpos y<0
value=5,27
channel=1

[State 3100, pos]
type=posset
trigger1= animelemtime(4)>=0
trigger1= screenpos y<0
y=ceil(pos y-screenpos y)+400
[State 3100, noshadow]
type=assertspecial
trigger1= pos y>0
flag=noshadow


;---Finish---
[Statedef 3101]
type=A
physics=A
movetype=A
anim=1101
velset=0,0
ctrl=0

[State 3101, snd]
type=posset
trigger1=!time
x=0
y=ceil(pos y-screenpos y)-80

[State 3101]
type=screenbound
trigger1=1
value=1
movecamera=1,0


;========================<MESSATSU GOU RASEN>=============================
[Statedef 3200]
type=A
physics=N
movetype=A
anim=3200
ctrl=0
velset=0,0
juggle=0
sprpriority=1
facep2=1
[State 3200, strengthvar]
type=varset
trigger1= var(10)!=5
var(10)=5

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State 3200, snd]
type=playsnd
trigger1= anim=3200 && animelem=2
value=4,4
channel=0

[State 3200, superchargehelper]
type=helper
trigger1= anim=3200 && animelem=2
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=-32,-8
ownpal=1
persistent=0
pausemovetime=255
supermovetime=255

[State 3200, superchargepause]
type=superpause
trigger1= anim=3200 && animelem=2
time=45
anim=-1
sound=s7,0
poweradd=-1000*(var(20)<=0)
p2defmul=1
darken=0
movetime=45

[State 3200, anim]
type=changeanim
trigger1= anim=3200 && !animtime
value=3201
[State 3200, anim]
type=changeanim
trigger1= anim=3201 && !animtime
value=3202
persistent=0

[State 3200, nhb]
type=nothitby
trigger1= anim=3200
trigger2= anim=3201 && animelemtime(14)<0
time=1
value=SCA, AA, AP, AT
ignorehitpause=1
[State 3200, statetype]
type=statetypeset
trigger1= anim=3202
statetype=A
physics=A

[State 3200, snd]
type=playsnd
trigger1= anim=3200 && animelem=7
trigger2= anim=3201 && animelem=55
value=3,ifelse((anim=3200),6,7)
channel=0
[State 3200, snd]
type=playsnd
trigger1= anim=3201 && animelem=1
value=5,13
persistent=0

[State 3200, snd]
type=playsnd
trigger1= anim=3200 && animelem=8
value=0,40

[State 3200, vel]
type=velset
trigger1= anim=3200 && animelem=8
x=0
y=-8
[State 3200, vel]
type=velset
trigger1= anim=3201 && vel y>0
y=0
[State 3200, vel]
type=veladd
trigger1= anim=3201 && vel y<0
y=.14

[State 3200, ctrlvel]
type=velset
trigger1= anim=3201 && vel y<0
x= sin(animelemtime(1)/8.0*pi)*20
[State 3200, ctrlvel]
type=velset
trigger1= anim=3201 && vel y>=0
x=0

[State 3200]
type=helper
triggerall= anim=3201 && numenemy
triggerall= (var(31):=anim || var(32):=animelemno(0)) ** 0
trigger1= animelem=2 || animelem=7 || animelem=13 || animelem=19 || animelem=25
trigger2= animelem=31 || animelem=37 || animelem=43 || animelem=49
helpertype=normal
stateno=1511
name="Afterimage"
postype=p1
pausemovetime=255
supermovetime=255

[State 3200]
type=posset
trigger1= anim=3201 && numenemy
trigger1= animelem=2 || animelem=7 || animelem=13 || animelem=19 || animelem=25
trigger2= animelem=31 || animelem=37 || animelem=43 || animelem=49
x= (enemynear,pos x)-70+(random/7.15)
y= (enemynear,pos y)+35-(random/16.67)
[State 3200]
type=posadd
trigger1= anim=3201 && numenemy
trigger1= animelem=54
x= ceil(p2dist x-60)
y= ceil(p2dist y)
[State 3200]
type=posset
trigger1= animelemtime(55)<0 && pos y>0
y=0

[State snd]
type=playsnd
triggerall= anim=3201
trigger1= animelem=2 || animelem=7 || animelem=13 || animelem=19 || animelem=25
trigger2= animelem=31 || animelem=37 || animelem=43 || animelem=49 || animelem=54
value=5,16
channel=2
[State 3200, spin]
type=playsnd
triggerall= anim=3201
trigger1= animelem=1 || animelem=7 || animelem=13 || animelem=19 || animelem=25
trigger2= animelem=31 || animelem=37 || animelem=43 || animelem=49 || animelem=55
value=1,5
channel=1

[State 3200, 1sthit]
type=hitdef
trigger1= anim=3200 && animelem=8
attr=S,HA
damage=24,5
animtype=Hard 
guardflag=M
hitflag=MAFD 
priority=7,Hit
pausetime=16,16
sparkno=2
guard.sparkno=40 
sparkxy=-10,-62
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=ifelse(p2bodydist x>15,2,0),-6
air.type=Low
air.velocity=ifelse(p2bodydist x>15,2,0),-5
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
p2facing=1

[State 3200, mainhits]
type=hitdef
triggerall= anim=3201
trigger1= animelem=2 || animelem=8 || animelem=14 || animelem=20
trigger2= animelem=26 || animelem=32 || animelem=38 || animelem=44 || animelem=50
attr=A,HA
damage=24,5
animtype=Up 
guardflag=MA
hitflag=MAFD 
priority=7,Hit
pausetime=2,2
sparkno=2
guard.sparkno=40 
sparkxy=-10,-69
hitsound=s2,ifelse(random<500,6,5)
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=ifelse(p2bodydist x>15,1.5,0),-10
air.type=Low
air.velocity=ifelse(p2bodydist x>15,1.5,0), (vel y - 1.5)
getpower=91
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
airguard.ctrltime= 16
airguard.velocity= -8, -1.5

[State 3200, mainhitsb]
type=hitdef
triggerall= anim=3201
trigger1= animelem=5 || animelem=11 || animelem=17 || animelem=23
trigger2= animelem=29 || animelem=35 || animelem=41 || animelem=47 || animelem=56
attr=A,HA
damage=24,5
animtype=Up
guardflag=MA
hitflag=MAFD 
priority=7,Hit
pausetime=2,2
sparkno=2
guard.sparkno=40 
sparkxy=-10,-69
hitsound=s2,ifelse(random<500,6,5)
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=ifelse(p2bodydist x>15,1.5,0),-10
air.type=Low
air.velocity=ifelse(p2bodydist x>15,1.5,0), (vel y - 1.5)
getpower=91
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
airguard.ctrltime= 16
airguard.velocity= -8, -1.5

[State 3200, lasthit]
type=hitdef
trigger1= anim=3201 && animelem=56
attr=S,HA
damage=24,5
animtype=Diagup 
guardflag=MA
hitflag=MAFD 
priority=7,Hit
pausetime=24,24
sparkno=2
guard.sparkno=40 
sparkxy=-10,-70
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-7,-2
air.type=Low
air.velocity=-7,-2
getpower=91
envshake.time=16
envshake.freq=60
envshake.ampl=7
fall=1
fall.recover=0
airguard.ctrltime= 16
airguard.velocity= -8, -1.5

[State 3200, armor-piercing damage] ;I added this -- thelordanon
type = TargetLifeAdd
triggerall = anim=3201
triggerall = movehit = 1
trigger1 = animelem=5 || animelem=11 || animelem=17 || animelem=23
trigger2 = animelem=29 || animelem=35 || animelem=41 || animelem=47 || animelem=56
value = ifelse(random>750,-Ceil((enemynear,const(data.life))/1000),0)
absolute = 1
ignorehitpause = 1
persistent = 1

[State useless]
type=varset
triggerall= anim=3201
triggerall= !var(35) && !movecontact && !movereversed
triggerall= (p2dist y=[-40,0]) && (p2dist x=[-70,70]) && p2stateno!=5120
trigger1= anim=3200 && animelem=3
trigger2= anim=3201 && (animelem=3 || animelem=9 || animelem=15 || animelem=21 || animelem=27)
trigger3= anim=3201 && (animelem=33 || animelem=39 || animelem=45 || animelem=51 || animelem=57)
var(35)=1


;========================<TENMA SHINZUI WARIO>=============================
[Statedef 3300]
type=A
physics=N
movetype=A
anim=3300
ctrl=0
velset=0,0
juggle=0
sprpriority=1
facep2=1
[State 3300, strengthvar]
type=varset
trigger1= var(10)!=5
var(10)=5

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State 3300, comboposition]
type=posadd
trigger1= !time
trigger1= (prevstateno=[200,4999])
y=-30

[State 3300, snd]
type=playsnd
trigger1= !time
value=4,14
channel=0

[State 3300, superchargehelper]
type=helper
trigger1= !time
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=5,-45
ownpal=1
persistent=0
pausemovetime=255
supermovetime=255

[State 3300, superchargepause]
type=SuperPause
trigger1= !time
time=45
anim=-1
sound=s7,0
poweradd=-1000*(var(20)<=0)
p2defmul=1
darken=0

[State 3300, nhb]
type=nothitby
trigger1= anim=3300 && time<12
time=1
value=SCA
ignorehitpause=1

[State 3300, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[State 3300, trail]
type=helper
trigger1= anim=3300 && animelem=2
helpertype=normal
stateno=3305
ID=3305
name="Tenma trail"
postype=p1
ownpal=1
pausemovetime=var(20)
persistent=0
[State 3300, dust]
type=explod
trigger1= anim=3300 && animelem=2
anim=3306
ID=3306
sprpriority=2
postype=p1
ownpal=1
pausemovetime=-1
supermovetime=-1

[State 3300, vel]
type=velset
trigger1= anim=3300 && animelemtime(2)>=0
x=16
y=16

[State 3300]
type=helper
trigger1= anim=3300
trigger1= movehit=1 && hitcount<5
trigger1= (var(31):=anim || var(32):=animelemno(0)) ** 0
helpertype=normal
stateno=1511
name="Afterimage"
postype=p1
pausemovetime=255
supermovetime=255

[State 3300, pos]
type=posadd
trigger1= anim=3300
trigger1= movehit=1 && hitcount<5
x=-160
y=-160
[State snd]
type=playsnd
trigger1= anim=3300
trigger1= movehit=1 && hitcount<5
value=5,16

[State 3100]
type=screenbound
trigger1= hitcount>=1 && pos y<0
value=0
movecamera=0,0

[State 3300, snd]
type=playsnd
trigger1= anim=3300 && animelem=2
value=3,7
channel=0
[State 3300, snd]
type=playsnd
trigger1= anim=3300 && animelem=2
value=1,6
channel=1

[State 3300, hit]
type=hitdef
trigger1= anim=3300 && animelemtime(2)>=0 && hitcount<5
attr=A,HA 
damage=60,7
animtype=Hard
guardflag=HA
hitflag=MAFD
priority=7,Hit
pausetime= ifelse(hitcount=4,18,0), ifelse(hitcount=4,30,12)
sparkno=2
guard.sparkno=40
sparkxy=-10,-15
hitsound=s2,11 
guardsound=s2,0
ground.type=High
animtype=Diagup
fall.animtype=Diagup
ground.slidetime=16
ground.hittime=16
ground.velocity=0,-6.85
air.velocity=0,-6.85
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=24
envshake.freq=60
envshake.ampl=6
palfx.sinadd=64,64,64,4
palfx.mul=128,128,128
palfx.time=40
fall=1
fall.recover=0
sprpriority=1
airguard.ctrltime= 16
airguard.velocity= -8, -1.5

[State 3300, orochi] ;I added this -- thelordanon
type=helper
trigger1 = anim=3300 && pos y>=-5 && random > 750
helpertype=normal
stateno=101134
ID=101134
name="Orochi"
postype=p1
pos=63,0
ownpal=1
ignorehitpause = 1
pausemovetime=9999999999999999999
supermovetime=9999999999999999999

[State 3300, anim]
type=changeanim
trigger1= anim=3300 && animelemtime(2)>0 && pos y>=-5
value=3301

[State 3300, hit]
type=hitdef
trigger1= anim=3301 && animelem=1
attr=A,HA 
damage=60,7
animtype=Hard
guardflag=HA
hitflag=MAFD
priority=7,Hit
pausetime=0,0
sparkno=2
guard.sparkno=40
sparkxy=-10,-15
hitsound=s2,6 
guardsound=s2,0
ground.type=High
animtype=Diagup
fall.animtype=Diagup
ground.slidetime=16
ground.hittime=16
ground.velocity=0,-6.85
air.velocity=0,-6.85
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=24
envshake.freq=60
envshake.ampl=6
fall=1
fall.recover=0
sprpriority=1
airguard.ctrltime= 16
airguard.velocity= -8, -1.5

[State 3300, flames]
type=helper
triggerall= movehit && anim=3300
trigger1= numtarget && !numhelper(7181)
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=7181
ID=7181
name="flames"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
pausemovetime=var(20)
persistent=0

[State 3300, sts]
type=statetypeset
trigger1= anim=3301
statetype=S
physics=N
[State 3300, sts]
type=velmul
trigger1= anim=3301
x=.9
[State 3300, vel]
type=velset
trigger1= anim=3301 && animelem=1
x=24

[State 3300, stop]
type=posset
trigger1= anim=3301
y=0
[State 3300, stop]
type=velset
trigger1= anim=3301
y=0
[State 3300, stop]
type=velset
trigger1= anim=3301 && animelemtime(4)>=0
x=0

[State 3300, dust]
type=explod
trigger1= anim=3301 && animelem=1
anim=7102
ID=7102
sprpriority=-2
postype=p1
ownpal=1
pausemovetime=-1
supermovetime=-1
ignorehitpause=1
[State 3300, dust]
type=explod
trigger1= anim=3301 && vel x>1 && !(time%5)
anim=7103
ID=7103
sprpriority=3
postype=p1
pos=42,0
vel=-1,0
ownpal=1
pausemovetime=-1
supermovetime=-1
ignorehitpause=1
[State 3300, snd]
type=playsnd
trigger1= anim=3301 && animelem=1
value=0,52
[State 3300, snd]
type=playsnd
trigger1= anim=3301 && animelem=1
value=5,14

[State 3300, end]
type=changestate
trigger1= anim=3301 && !animtime
value=0
ctrl=1


;========================<CHARAMARI>=============================
[Statedef 3400]
type=S
physics=N
movetype=A
anim=3400
ctrl=0
velset=0,0
sprpriority=1
[State 3400, strengthvar]
type=varset
trigger1= var(10)!=6
var(10)=6

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State 3400, nhb]
type=nothitby
trigger1= 1
time=1
value=SCA
[State 3400, mc]
type=screenbound
trigger1= animelemtime(2)>=0
value=0
movecamera=0,1

[State 3400, snd]
type=playsnd
trigger1= animelem=2
value=0,105
[State 3400, dust]
type=explod
trigger1= animelem=2
anim=7103
ID=7103
sprpriority=3
postype=p1
pos=-17,0
vel=-3,0
ownpal=1
scale=2,2
pausemovetime=-1
supermovetime=-1

[State 3400, push]
type=playerpush
trigger1= animelemtime(2)>=0
value=0

[State 3400, vel]
type=veladd
trigger1= animelemtime(2)>=0
x=-1
y=0
[State 3400, vel]
type=velset
trigger1= animelem=2
x=-6
y=0

[State 3400, end]
type=changestate
triggerall= animelemtime(2)>=0
trigger1= facing=1 && pos x<=-240
trigger2= facing=-1 && pos x>=240
trigger3= time>=120
value=3401


;---Rolling---
[Statedef 3401]
type=S
physics=N
movetype=A
anim=3401
ctrl=0
velset=0,0
sprpriority=1

[State 3401, pos]
type=posset
trigger1= !time
x= ifelse(facing=-1, 540, -540)
y= 0

[State 3401, superchargehelper]
type=helper
trigger1= !time
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=back
pos=0,-80
ownpal=1
pausemovetime=255
supermovetime=255

[State 3401, superchargepause]
type=playsnd
trigger1= !time
value=7,0
abspan=ifelse(facing=1, -160, 160)
[State 3401, superchargepause]
type=superpause
trigger1= !time
time=53
anim=-1
sound=-1
poweradd=-2000*(var(20)<=0)
p2defmul=1
darken=0

[State 3401, nhb]
type=nothitby
trigger1= time<=60
time=1
value=SCA, AA, AP, AT
ignorehitpause = 1
[State 3401, mc]
type=screenbound
trigger1= 1
value=0
movecamera=0,1

[State 3401, charamari]
type=helper
trigger1= time=1
helpertype=normal
stateno=3405
ID=3405
name="Charamari"
postype=p1
pos=200,0
size.xscale=1
size.yscale=1
pausemovetime=var(20)
ownpal=1

[State 3401]
type=assertspecial
trigger1= time
flag=nomusic
[State 3401, snd]
type=playsnd
trigger1= time=1
value=9,13
channel=7
freqmul=1+(random/4000.0)

[State 3401, pos]
type=posset
trigger1= time && numhelper(3405)
trigger1= (helper(3405),stateno=[3405,3406])
x= ceil(helper(3405),pos x) - (200*facing)
y= 0
[State 3401, vel]
type=velset
trigger1= time
x=6
y=0

[State 3401, push]
type=playerpush
trigger1= time
value=0

[State 3404, steps]
type=playsnd
trigger1= animelem=2 || animelem=5
value=0,100

[State 3401, end]
type=changestate
trigger1= time>=60 && facing=1 && pos x>=240
trigger2= time>=60 && facing=-1 && pos x<=-240
trigger3= time && !numhelper(3405) && (pos x!=[-160,160])
trigger4= time && numhelper(3405)
trigger4= (helper(3405),stateno!=[3405,3407])
value= 3402
[State 3401, end]
type=changestate
trigger1= time && !numhelper(3405) && (pos x=[-160,160])
trigger2= time>=600
value=0
ctrl=1


;---End---
[Statedef 3402]
type=S
physics=N
movetype=I
anim=100
velset=0,0
ctrl=0

[State 3402, pos]
type=posset
trigger1= !time
x=-240*facing
y=0
[State 3402, vel]
type=velset
trigger1=1
x=8
y=0

[State 3402, camera]
type=screenbound
trigger1= 1
value= 0
movecamera= 0, 1
[State 3402, push]
type=playerpush
trigger1=1
value=0

[State 3402, steps]
type=playsnd
trigger1= animelem=3 || animelem=6
value=0,100

[State 3402, end]
type=changestate
trigger1= time>=60
trigger2= (facing=1&&pos x>=-80) || (facing=-1&&pos x<=80)
value=0
ctrl=1


;-----TARGET-----
[Statedef 3430]
type=A
physics=N
movetype=H
ctrl=0
velset=0,0
sprpriority=3

[State 3430, nhb]
type=nothitby
trigger1=1
value=SCA
time=1
ignorehitpause=1
[State 3430]
type=screenbound
trigger1= !ishelper
value=0
movecamera=0,1

[State 3430, anim]
type=changeanim
trigger1= ishelper
value=anim
[State 3430, anim]
type=changeanim
trigger1= !ishelper
value=5012

[State 3430, spin]
type=angleset
trigger1=!time
value=45*(random%8)
[State 3430, spin]
type=angleadd
trigger1=1
value=1
[State 3430, spin]
type=angledraw
trigger1=1

[State 3430, flash]
type=palfx
trigger1= 1
time=2
add=64+ceil(cos(time/4.0*pi)*64), 64+ceil(cos(time/4.0*pi)*64), 64+ceil(cos(time/4.0*pi)*64)

[State 3430, end]
type=changestate
trigger1= time>=600
value=3431


[Statedef 3431]
type=A
physics=N
movetype=H
ctrl=0
velset=0,0
sprpriority=0

[State 3431, end]
type=removeexplod
trigger1= ishelper
[State 3431, end]
type=destroyself
trigger1= ishelper

[State 3431, spin]
type=angleset
trigger1=1
value=0

[State 3431, end]
type=selfstate
trigger1= prevstateno=[120,155]
value=ifelse(statetype=A, 154, ifelse(statetype=C, 152, 150))
[State 3431, anim]
type=changeanim2
trigger1= !time
value=3431

[State 3431, turn]
type=turn
trigger1= !time
[State 3431, pos]
type=posset
trigger1= !time
x=240*facing
y=-180

[State 3431, vel]
type=veladd
trigger1= 1
y=.6
[State 3431, vel]
type=velset
trigger1= !time
x=-4
y=-16

[State 3431, camera]
type=screenbound
trigger1= 1
value= (time>=32 || (facing=1&&pos x<=0) || (facing=-1&&pos x>=0))
movecamera= (time>=32 || (facing=1&&pos x<=0) || (facing=-1&&pos x>=0)), 1

[State 3431, end]
type=selfstate
trigger1= vel y>0 && pos y>=const(size.mid.pos.y)
value=5100


;========================<ZA WARULO>=============================
[Statedef 3500]
type=S
physics=N
movetype=A
anim=3500
ctrl=0
velset=0,0
sprpriority=1
[State 3500, strengthvar]
type=varset
trigger1= var(10)!=7
var(10)=7

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State 3500, timer]
type=varset
trigger1= !time
var(20)= ceil(power/16.6666667)+90

[State 3500, snd]
type=stopsnd
trigger1= !time
channel=-1
[State 3500, snd]
type=playsnd
trigger1= animelem=2
value=3,5
channel=0

[State 3500, superchargehelper]
type=helper
trigger1= !time
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=-5,-67
ownpal=1
pausemovetime=255
supermovetime=255

[State 3500, superchargepause]
type=superpause
trigger1= !time
time=60
movetime=60
anim=-1
sound=s7,0
poweradd=-powermax
p2defmul=1
darken=0

[State 3500, VarSet]
type = VarSet
trigger1 = var(40) != 0
trigger1 = command="start"
v = 53
value = 1
ignorehitpause = 1
persistent = 1

[State 3500, chargekill] ;I added this -- thelordanon
type = Projectile
trigger1 = var(40) != 0
projanim=4906
velocity=0,0
projedgebound=65535
projstagebound=65535
projheightbound=-65535,65535
projremove = 0
projremovetime=1
postype=p2
offset = 0,0
projpriority = -1
attr = A, HA
hitflag = MAFDPLH
priority = 7, Hit
damage    = 0,0
numhits = 0
getpower = 0
givepower = -999999999999999999,-999999999999999999
guardflag =
pausetime = 0,2
sparkno = -1
absolute = 1
ignorehitpause = 1
supermove = 1
pausemove = 1
pausemovetime = 999999999999999999999999999999
supermovetime = 999999999999999999999999999999
persistent = 1
forcestand = 1

[State 3500, chargekill] ;I added this -- thelordanon
type = Helper
trigger1 = var(53) != 0
trigger1 = !numhelper(29835)
name = "Superkill2"
stateno = 29835
ID = 29835
pausemovetime = 99999999999999
supermovetime = 99999999999999
ignorehitpause = 1

[State 3500, nhb]
type=nothitby
trigger1= 1
time=1
value=SCA, AA, AP, AT
ignorehitpause = 1

[State 3500, end]
type=changestate
trigger1= time>=90
value=0
ctrl=1


;========================<DISCO TRIP SATSU>=============================
[Statedef 4000]
type=A
physics=N
movetype=A
anim=4000
ctrl=0
velset=0,0
juggle=0
facep2=1
[State 4000, strengthvar]
type=varset
trigger1= var(10)!=7
var(10)=7

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State 4000, snd]
type=playsnd
trigger1= !time
value=4,13
channel=0
volume=200
[State 4000, superchargehelper]
type=helper
trigger1= !time
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=14,-104
ownpal=1
pausemovetime=255
supermovetime=255

[State 4000, superchargepause]
type=superpause
trigger1= !time
time=60
anim=-1
sound=s7,0
poweradd=-3000*(var(20)<=0)
p2defmul=1
darken=0

[State 4000, nhb]
type=nothitby
trigger1=1
time=1
value=SCA, AA, AT, AP
ignorehitpause = 1
persistent = 1
[State 4000, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = -1
time = -1
ignorehitpause = 1
persistent = 1


[State 4000]
type=helper
trigger1= time=1
trigger1= (var(31):=anim || var(32):=animelemno(0)) ** 0
helpertype=normal
stateno=1511
name="Afterimage"
postype=p1
pausemovetime=255
supermovetime=255

[State 4000, vel]
type=velset
trigger1= 1
x=9
y=ifelse(p2dist y<0,-9,ifelse(p2dist y>0,9,0))
[State 4000, vel]
type=posadd
trigger1= time=1
x=ceil(p2dist x+24)
y=ceil(p2dist y)
[State 4000, vel]
type=turn
trigger1=p2dist x<0

[State snd]
type=playsnd
trigger1=time=1
value=5,16

[State 4000, snd]
type=playsnd
trigger1= animelemtime(1)>1
value=5,6
persistent=0

[State 4000, reversal]
type=reversaldef
trigger1= time
reversal.attr=SCA,AA,AT
p1stateno=4001
p2stateno=4002
pausetime=0,0
hitsound=-1
sparkno=-1
hitonce=0
numhits=0
[State 4000, hit]
type=hitdef
trigger1= time && (time%2)
attr=A,HT
hitflag=MAFD
priority=1,Miss
hitonce=0
numhits=0
sparkno=-1
p1facing=1
p1stateno=4001
fall=1 
fall.recover=0
[State 4000, hit]
type=hitdef
trigger1= var(40) != 0
trigger1= time && (time%2)
attr=A,HT
hitflag=MAFD
guardflag=
priority=7, Hit
hitonce=0
numhits=0
sparkno=-1
p1facing=1
p1stateno=4001
fall=1
fall.recover=0
[State 4000, hit]
type=hitdef
trigger1= var(40) != 0
trigger1= time && (time%2)
attr=A,HA
hitflag=MAFD
guardflag=
priority=7, Hit
hitonce=0
numhits=0
sparkno=-1
p1facing=1
p1stateno=4001
fall=1
fall.recover=0
[State 4000, projhit]
type = Projectile
trigger1 = var(40) != 0
projanim=4906
projID = 4040
velocity=0,0
projedgebound=65535
projstagebound=65535
projheightbound=-65535,65535
projremove = 0
projremovetime=2
postype=p2
offset = 0,0
projpriority = -1
attr=A,HT
hitflag=MAFDLH
guardflag=
priority=7, Hit
hitonce=0
numhits=0
sparkno=-1
p1facing=1
p1stateno=4001
p2stateno=4002
fall=1
fall.recover=0
[State 4000, projhit]
type = Projectile
trigger1 = var(40) != 0
projanim=4906
projID = 4040
velocity=0,0
projedgebound=65535
projstagebound=65535
projheightbound=-65535,65535
projremove = 0
projremovetime=2
postype=p2
offset = 0,0
projpriority = -1
attr=A,HA
hitflag=MAFDLH
guardflag=
priority=7, Hit
hitonce=0
numhits=0
sparkno=-1
p1facing=1
p1stateno=4001
p2stateno=4002
fall=1
fall.recover=0

[State 4000, throw]
type=targetstate
trigger1=var(40) != 0
trigger1=projhit4040 = 1
value=4002

[State useless]
type=varset
trigger1= time>=8
trigger1= !var(35) && !movecontact && !movereversed
trigger1= (p2dist y=[-90,20]) && (p2dist x=[0,40]) && p2stateno!=5120
var(35)=1

[State 4000, end]
type=changestate
trigger1= !animtime
value=ifelse(pos y, 51, 0)
ctrl=1


;---PLAYER---
[Statedef 4001]
type=A
physics=N
movetype=A
anim=4001
ctrl=0
velset=0,0
sprpriority=1

[State 4001, throw]
type=targetstate
trigger1=1
value=4002
[State 4001, throw]
type=changestate
trigger1=!numtarget
value=51
ctrl=1

[State 4001, snd]
type=playsnd
trigger1= !time
value=4,10
channel=0
[State 4001, grabsound]
type=playsnd
trigger1= !time
value=0,800
[State 4001, snd]
type=playsnd
trigger1= animelem=2
value=13,(random%12)
volume= 64
channel=7
[State 4001]
type=assertspecial
trigger1= animelemtime(2)>=0
flag=timerfreeze
flag2=nomusic

[State 4001, loop]
type=changeanim
trigger1= hitcount<999
trigger1= animelemtime(33)>=0 && animelemtime(34)<0
value=4001
elem=2+(random%30)
[State 4001, loop]
type=changeanim
triggerall= animelemtime(34)<0
trigger1= hitcount>=999
trigger2= numtarget
trigger2= target,ishelper && hitcount>=333
value=4001
elem=34

[State 4001, nothitby]
type=nothitby
trigger1=1
value=SCA, AA, AT, AP
time=1
ignorehitpause = 1

[State 4001, fadeout]
type=allpalfx
trigger1= animelemtime(1)=10
time=30
sinadd=-255,-255,-255,120
[State 4001, black]
type=envcolor
trigger1= animelemtime(2)>=0
time=4
value=0,0,0

[State 4001, holy crap] ;I added this -- thelordanon
type=helper
triggerall = animelemtime(1)=39
triggerall = random > 750
trigger1 = !numhelper(123400)
helpertype=normal
stateno=123400
ID=123400
name="Jojo"
postype=p1
pos=0,0
ignorehitpause = 1
persistent=0
pausemovetime=9999999999999999999
supermovetime=9999999999999999999

[State 4001, assert]
type=assertspecial
trigger1= animelemtime(2)>=0
flag=nobardisplay
[State 4001, bind]
type=targetbind
trigger1=1
pos=45,0

[State 4001, hitadd]
type=hitadd
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
value=10+(random%10)

[State 4001, hitdamage]
type=targetlifeadd
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9 || animelem=10
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15 || animelem=16 || animelem=17
trigger3= animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25 || animelem=26
trigger4= animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
value= -99999999999999999999999999999999999999999
kill=0
absolute=1

[State 4001, hitsnd]
type=playsnd
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9 || animelem=10
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15 || animelem=16 || animelem=17
trigger3= animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25 || animelem=26
trigger4= animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
value=2,3
channel=2
freqmul= .75 + (random/2000.0)
volume=-128

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=f(random%4)
ontop=1
postype=left
pos=160,120
random=240,160
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
pausemovetime=-1
supermovetime=-1
[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=f(random%4)
ontop=1
postype=p1
pos=0,-64
random=80,80
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
pausemovetime=-1
supermovetime=-1

[State 4001, orochi] ;I added this -- thelordanon
type=helper
triggerall = random > 750
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
helpertype=normal
stateno=101134
ID=101134
name="Orochi"
postype=p1
pos=-120 + random % 240,-80 + random % 160
ownpal=1
ignorehitpause = 1
persistent=1
pausemovetime=9999999999999999999
supermovetime=9999999999999999999

[State 4001, shake]
type=envshake
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9 || animelem=10
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15 || animelem=16 || animelem=17
trigger3= animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25 || animelem=26
trigger4= animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
time=2
freq=90
ampl=-3

[State 4001, vel]
type=velset
trigger1= animelemtime(2)>0
trigger1= !(gametime%20) && random<500
x=-20+(random/25.0)
y=-20+(random/25.0)
[State 4001, vel]
type=velmul
trigger1= vel x>0 && frontedgebodydist<=0
trigger2= vel x<0 && backedgebodydist<=0
x=-1
[State 4001, vel]
type=velmul
trigger1= vel y>0 && pos y>=0
trigger2= vel y<0 && screenpos y<=0
y=-1
[State 4001, vel]
type=posset
trigger1= animelemtime(2)>=0 && pos y>0
y=0

[State 4001, interrupt]
type=changestate
trigger1= hitcount>=100
trigger1= animelemtime(2)>0 && numtarget=1
trigger1= target,name="Rare Akuma" && target,authorname="Phantom.of.the.Server"
value=4020

[State 4001, end]
type=changestate
trigger1= !animtime
value=4010


;---Finish---
[Statedef 4010]
type=A
physics=N
movetype=A
anim=4010
velset=0,0
ctrl=0

[State 4010, nhb]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AP, AT
time = 1
ignorehitpause = 1
persistent = 1

[State 4010, snd]
type=posset
trigger1=!time
x=0
y=0
[State 4010, bind]
type=targetbind
trigger1= !time
pos=0,0

[State 4010, throw]
type=targetstate
trigger1= !time
value=4003
[State 4010, throw]
type=targetstate
trigger1= animelem=3
value=4004

[State 4010, damage]
type=targetlifeadd
trigger1= animelem=3
value=-2147483648 -Ceil(enemynear,const(data.life))
kill=1
absolute=1

[State 4010, spin]
type=angleset
trigger1=1
value=0
[State 4010]
type=angledraw
trigger1=time<20
scale= 1+(.15*time), 1+(.15*time)
[State 4010]
type=angledraw
trigger1=time>=20
scale=4,4

[State 4010]
type=bgpalfx
trigger1=time<20
time=2
mul= ceil(12.8*time), 0, 0
[State 4010]
type=bgpalfx
trigger1=time>=20
time=2
mul=256,0,0
[State 4010, assert]
type=assertspecial
trigger1=1
flag=nobardisplay


[State 4010, snd]
type=playsnd
trigger1= !time
value=5,17
[State 4010, snd]
type=playsnd
trigger1= animelem=2
value=4,ifelse(random<500,8,9)
channel=0

[State Narrator]
type=helper
trigger1= time=90
trigger1= !numhelper(7680) && random<250
trigger1= var(48):=2
helpertype=normal
stateno=7680
ID=7680
name="Narrator"
postype=left
ownpal=1
pausemovetime=999
supermovetime=999

[State 4010, snd]
type=playsnd
trigger1= animelem=3
value=7,7
[State 4010, snd]
type=playsnd
trigger1= animelem=3
value=5,5

[State 4010, dust]
type=explod
trigger1= animelem=3
anim=7107
sprpriority=3
postype=p1
scale=1,1
ownpal=1
pausemovetime=-1
supermovetime=-1

[State 4010, orochi] ;I added this -- thelordanon
type=helper
trigger1 = animelem = 3 && random > 500
helpertype=normal
stateno=101113
ID=101113
name="Orochi"
postype=p1
pos=0,0
ownpal=1
pausemovetime=9999999999999999999
supermovetime=9999999999999999999

[State 4010, shake]
type=envshake
trigger1= animelem=3
time=30
freq=60
ampl=6

[State 4010, earthquake]
type=projectile
trigger1= animelem = 3
projanim=4236
velocity=0,0
projremove = 0
projremovetime=1
offset = 0,0
projpriority = -1
attr=S,HA
damage=ceil(40*fvar(12)),5
animtype=Hard
hitflag=MFPD-
guardflag=L
priority=7,Hit
pausetime=0,12
sparkno=-1
guard.sparkno=-1
guard.dist = 10000
hitsound=-1
guardsound=-1
ground.type=Low
ground.slidetime=2
ground.hittime=12
ground.velocity=ifelse(frontedgedist<backedgedist, 1, -1), -12
ground.cornerpush.veloff=0
air.velocity=ifelse(frontedgedist<backedgedist, 1, -1), -10
down.velocity=ifelse(frontedgedist<backedgedist, 1, -1), -12
getpower=0
givepower=0, 0
fall=1
fall.recover=0
fall.damage = ceil(20*fvar(12))
fall.kill = 0
pausemove = 1
supermove = 1
pausemovetime = 99999999999
supermovetime = 99999999999
ignorehitpause = 1
persistent = 0

[State 4010, Die] ;I added this -- thelordanon
type = Helper
trigger1 = var(40) != 0
trigger1 = animelem=3
name = "Superkill"
stateno = 29835
ID = 29835
pausemovetime = 99999999999999
supermovetime = 99999999999999
ignorehitpause = 1

[State 4010, Die] ;I added this -- thelordanon
type = Helper
trigger1 = var(40) != 0
trigger1 = animelem=3
trigger1 = !numhelper(29836)
name = "Superkill2"
stateno = 29836
ID = 29836
pausemovetime = 99999999999999
supermovetime = 99999999999999
ignorehitpause = 1

[State 4010, VarSet]
type = VarSet
trigger1 = time <= 5
v = 55
value = random%2
ignorehitpause = 1

[State 4010, StopSnd]
type = StopSnd
trigger1= roundstate > 2
trigger1= time=118
trigger1= var(55)
channel = 7
ignorehitpause = 1

[State 4010, StopSnd]
type = StopSnd
trigger1= roundstate > 2
trigger1= time=118
trigger1= var(55)
channel = 13
ignorehitpause = 1

[State 4010, snd]
type=playsnd
trigger1= roundstate > 2
trigger1= time=119
trigger1= var(55)
value=14,(random%5)
channel = 13
ignorehitpause = 1

[State 4010, Music Pos]
type=sndpan
trigger1= roundstate > 2
channel= 13
abspan=0
ignorehitpause=1

[State 4010, end]
type=changestate
trigger1=time>=120
value=4011


;---Finish---
[Statedef 4011]
type=A
physics=A
movetype=A
anim=4011
velset=0,0
ctrl=0

[State 4011, snd]
type=posset
trigger1=!time
x=ifelse(facing=-1,-40,40)
y=ceil(pos y-screenpos y)-80
[State 4011]
type=angledraw
trigger1=1
scale=1,1

[State 4011, throw]
type=targetstate
trigger1= !time
value=4005

[State 4011]
type=screenbound
trigger1=1
value=1
movecamera=1,0


;---Interrupt---
[Statedef 4020]
type=S
physics=S
movetype=H
anim=5910
velset=-10,0
ctrl=0
[State 4020, target]
type=targetstate
trigger1= !time && numtarget
value=4021
[State 4020, anim]
type=changeanim
trigger1= anim=5910 && time=45
value=5911
[State 4020, pos]
type=posset
trigger1=!time
x=0
y=0
[State 4020, snd]
type=stopsnd
trigger1= !time
channel=7
[State 4020, snd]
type=playsnd
trigger1= !time
value=5000,ifelse(random<500,4,5)
channel=0
[State 4020, lightning]
type=helper
trigger1= !time
helpertype=normal
stateno=4025
ID=4025
postype=p1
pos=0,-60
ownpal=1
pausemovetime=255
supermovetime=255
[State 4020, end]
type=changestate
trigger1= anim=5911 && !animtime
trigger2= time>=54
value=0
ctrl=1


;---TARGET---
[Statedef 4002]
type=A
physics=N
movetype=H
velset=0,0
ctrl=0
[State 4002, anim]
type=changeanim2
trigger1= !time
value=4002
[State 4002, nhb]
type=nothitby
trigger1=1
time=1
value=SCA, AA, AP, AT
ignorehitpause = 1
[State 4002, end]
type=selfstate
trigger1=time>=60
value=5030


[Statedef 4003]
type=L
physics=C
movetype=H
velset=0,0
ctrl=0
[State 4003, anim]
type=changeanim2
trigger1= !time
value=4003
[State 4004, nhb]
type=nothitby
trigger1=1
time=-1
value=SCA, AA, AP, AT
ignorehitpause = 1


[Statedef 4004]
type=L
physics=C
movetype=H
velset=0,0
ctrl=0
[State 4004, nhb]
type=nothitby
trigger1=1
time=1
value=SCA, AA, AP, AT
ignorehitpause = 1
[State 4004, damage]
type=lifeset
trigger1=1
value=0
[State 4004, anim]
type=changeanim
trigger1= !time
value=5080
[State 4004, end]
type=destroyself
trigger1= time>=300 && ishelper
[State 4004, end]
type=selfstate
trigger1=time>=300
value=5120


[Statedef 4005]
type=L
physics=C
movetype=H
velset=0,0
ctrl=0
[State 4005, end]
type=varset
trigger1=1
sysvar(0)=1
[State 4005, end]
type=selfstate
trigger1=1
value=ifelse(alive, 5110, 5150)


[Statedef 4021]
type=S
physics=S
movetype=H
anim=0
velset=-10,0
ctrl=0
[State 4021, pos]
type=posset
trigger1=!time
x=0
y=0
[State 4021, end]
type=destroyself
trigger1= ishelper
[State 4021, anim]
type=changeanim
trigger1= !time && selfanimexist(150)
value=150
[State 4021, anim]
type=changeanim
trigger1= anim=150 && selfanimexist(140) && time>=45
value=140
[State 4021, end]
type=selfstate
trigger1= anim=140 && !animtime
trigger2= time>=54
value=0
ctrl=1


;========================<MISOGI>=============================
[Statedef 4100]
type=A
physics=N
movetype=A
anim=4100
ctrl=0
velset=0,0
juggle=0
facep2=1
[State 4100, strengthvar]
type=varset
trigger1= var(10)!=7
var(10)=7

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State air raid]
type=playsnd
trigger1= !time && random<250
value=5,26
channel=7

[State 4100, snd]
type=playsnd
trigger1= !time
value=4,3
channel=0

[State 4100, superchargehelper]
type=helper
trigger1= anim=4100 && animelem=3
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=-5,-45
ownpal=1
persistent=0
pausemovetime=255
supermovetime=255

[State 4100, superchargepause]
type=superpause
trigger1= anim=4100 && animelem=3
persistent=0
time=60
anim=-1
sound=s7,0
poweradd=-3000*(var(20)<=0)
p2defmul=1
darken=0
movetime=60

[State 4100, nhb]
type=nothitby
trigger1=1
time=1
value=SCA
ignorehitpause = 1

[State 4100, push]
type=playerpush
trigger1=1
value=0
ignorehitpause=1

[State 4100, illusions]
type=helper
trigger1= time=61
helpertype=normal
stateno=4104
ID=4104
name="Misogi Illusion"
postype=p1
ownpal=1
persistent=0
pausemovetime=999
supermovetime=999

[State 4100, end]
type=changestate
trigger1= time>=63
value=4101


;---Firing---
[Statedef 4101]
type=A
physics=N
movetype=A
anim=9741
ctrl=0
velset=0,0

[State 4101, dist]
type=attackdist
trigger1=1
value=640

[State 4101, snd]
type=playsnd
trigger1= !time
value=5,9
[State 4101, snd]
type=playsnd
trigger1= time>=6 && random<100
value=4,11

[State 4101, end]
type=changestate
trigger1=time>=40
value=4120

[State 4101, comming down]
type=projectile
trigger1= !(time%2)
ProjID=4101
projanim=4101
projremanim=4102
projremove=0
projscale= 1,1
velocity= 0, 20
projsprpriority=-1
projedgebound=80
projheightbound=-9999,-19
postype=back
offset= ifelse(!(time%4), 320-8*(time%80), 8*(time%80)), ceil(pos y-screenpos y)-80
attr=S,HP
damage=32,7
animtype=Hard
guardflag=MH
hitflag=MAFD
priority=7,Hit
pausetime=0,12
sparkno=2
guard.sparkno=40 
sparkxy=-10,-52
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=0,0
air.velocity=0,-6
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=12
envshake.freq=60
envshake.ampl=4
fall=0
air.fall=1
fall.recover=0
absolute = 1


;---Finish---
[Statedef 4120]
type=A
physics=N
movetype=A
anim=4120
ctrl=0
velset=0,0
sprpriority=-1
juggle=0

[State 4120, nhb]
type=nothitby
trigger1=1
time=1
value=SCA
ignorehitpause = 1

[State 4120, push]
type=playerpush
trigger1=1
value=0
ignorehitpause=1

[State 4120, pos]
type=posadd
trigger1=!time
x=p2dist x-10
y=p2dist y-240

[State 4120, vel]
type=velset
trigger1=1
y=20

[State 4120, snd]
type=playsnd
trigger1= animelem=3
value=4,11
channel=0
[State 4120, snd]
type=playsnd
trigger1=!time
value=5,9

[State 4120, particles]
type=explod
trigger1=1
vel=0,-4
anim=4111
sprpriority=3
postype=p1
pos=3,-60
random=40,40
facing=-1+(random<500)*2
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 4120, hit]
type=hitdef
trigger1= animelem=2
attr=A,HA
damage=500,50
animtype=Hard 
guardflag=
hitflag=MAFD
priority=4,Hit
pausetime=0,0
guard.pausetime=0,30
sparkno=2
guard.sparkno=40
hitsound=s2,9 
guardsound=s2,0
ground.type=High
air.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-2,0
guard.velocity=-10
air.velocity=0,20
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
sprpriority=-1
ID=4120
airguard.ctrltime=16
airguard.velocity=-8,-1.5

[State 4120, armor-piercing damage] ;I added this -- thelordanon
type = TargetLifeAdd
trigger1 = movehit = 1
value = -Ceil((enemynear,const(data.life))/1000)
absolute = 1
ignorehitpause = 1

[State 4120, superkilling damage] ;I added this -- thelordanon
type = TargetLifeAdd
trigger1 = movehit = 1
trigger1 = var(40) != 0
value = -Ceil(enemynear,const(data.life))
absolute = 1
ignorehitpause = 1
persistent = 1
kill = 1

[State 4120, Die] ;I added this -- thelordanon
type = Helper
trigger1 = var(40) != 0
trigger1 = animelem=2
name = "Superkill"
stateno = 29835
ID = 29835
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1

[State 4120, p2state]
type=targetstate
trigger1= movehit && numtarget(4120)
trigger1= (target(4120),stateno=5000) || (target(4120),stateno=5010)
value=4150
ID=4120
ignorehitpause=1
[State 4120, p2state]
type=targetstate
trigger1= movehit && numtarget(4120)
trigger1= (target(4120),stateno=5020)
value=4155
ID=4120
ignorehitpause=1

[State 4120, anim]
type=changestate
trigger1= pos y>=-5
value=4121


;---Land---
[Statedef 4121]
type=S
physics=S
movetype=A
anim=4121
ctrl=0
velset=0,0
sprpriority=-1
juggle=0

[State 4121, stop]
type=posset
trigger1=1
y=0

[State useless]
type=varset
trigger1= !time && !var(35)
trigger1= (p2dist y=[-40,0]) && (p2dist x=[-38,38]) && p2stateno!=5120
var(35)=1

[State 4121, shake]
type=envshake
trigger1=!time
time=30
ampl=12

[State 4121, snd]
type=playsnd
trigger1=!time
value=5,7
[State 4121, fire]
type=explod
trigger1=!time
vel=0,0
anim=4105
sprpriority=4
postype=p1
pos=0,0
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 4121, dust]
type=explod
trigger1= !time
anim=7104
ID=7104
sprpriority=-2
postype=p1
pos=0,0
vel=0,0
ownpal=1
pausemovetime=-1
supermovetime=-1
ignorehitpause=1
[State 4121, dust]
type=explod
trigger1= time=13
vel=0,0
anim=7107
ID=7107
sprpriority=4
postype=p1
pos=0,0
ownpal=1
pausemovetime=-1
supermovetime=-1

[State 4121, particles]
type=explod
trigger1= animelemtime(1)>=5 && animelemtime(1)<17
vel=ceil(5+random/100),ceil(1+random/500)
accel=-.4,-.75
anim=4128
sprpriority=3
postype=p1
pos=2,-40
random=60,60
facing=-1+(random<500)*2
ownpal=1
scale=.5,.1
pausemovetime=-1
supermovetime=-1
[State 4121, particles]
type=explod
trigger1= animelemtime(1)>=5 && animelemtime(1)<17
vel=-ceil(5+random/100),ceil(1+random/500)
accel=.4,-.75
anim=4128
sprpriority=3
postype=p1
pos=2,-40
random=60,60
facing=-1+(random<500)*2
ownpal=1
scale=.5,.1
pausemovetime=-1
supermovetime=-1

[State 4121, orochi] ;I added this -- thelordanon
type=helper
trigger1= time = 0 && random > 500
helpertype=normal
stateno=101113
ID=101113
name="Orochi"
postype=p1
pos=0,0
ownpal=1
ignorehitpause = 1
persistent=0
pausemovetime=9999999999999999999
supermovetime=9999999999999999999

[State 4121, earthquake]
type=projectile
trigger1= time = 0
projanim=4236
velocity=0,0
projremove = 0
projremovetime=1
offset = 0,0
projpriority = -1
attr=S,HA
damage=0,0
animtype=Hard
hitflag=MFPD-
guardflag=L
priority=7,Hit
pausetime=0,12
sparkno=-1
guard.sparkno=-1
guard.dist = 10000
hitsound=-1
guardsound=-1
ground.type=Low
ground.slidetime=2
ground.hittime=12
ground.velocity=ifelse(frontedgedist<backedgedist, 1, -1), -8
ground.cornerpush.veloff=0
air.velocity=ifelse(frontedgedist<backedgedist, 1, -1), -6
down.velocity=ifelse(frontedgedist<backedgedist, 1, -1), -6
getpower=0
givepower=0, 0
fall=1
fall.recover=0
fall.damage = ceil(10*fvar(12))
fall.kill = 0
fall.envshake.time = 20
fall.envshake.freq = 90
fall.envshake.phase = 10
fall.envshake.ampl = -10
pausemove = 1
supermove = 1
pausemovetime = 99999999999
supermovetime = 99999999999
ignorehitpause = 1
persistent = 0

[State 4121, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1


;---TARGET STANDING---
[Statedef 4150]
type=S
physics=S
movetype=H
ctrl=0
velset=gethitvar(xvel),0
sprpriority=1
[State 4150, anim]
type=changeanim
trigger1= !time && selfanimexist(5950)
value=5950
[State 4150, anim]
type=changeanim2
trigger1= !time && !selfanimexist(5950)
value=4150

[State 4150, stop]
type=posset
trigger1= 1
y=0
[State 4150, stop]
type=velset
trigger1= 1
y=0
[State 4150, dust]
type=gamemakeanim
trigger1= anim=4150 && animelem=7
value=60
pos=0,0
under=sysvar(1)<=14
pausemovetime=-1
supermovetime=-1
[State 4150, snd]
type=playsnd
trigger1= anim=4150 && animelem=7
value=f7,0

[State 4150, anim]
type=changeanim
trigger1= time>=110 && selfanimexist(5111)
value=5111
[State 4150, end]
type=selfstate
trigger1= time>=110
value=ifelse(alive,5120,5150)


;---TARGET MID-AIR---
[Statedef 4155]
type=A
physics=N
movetype=H
ctrl=0
velset=gethitvar(xvel),gethitvar(yvel)
sprpriority=1
[State 4155, anim]
type=changeanim2
trigger1= !time
value=4155

[State 4155, grav]
type=gravity
trigger1= animelemtime(5)<0
[State 4155, stop]
type=posset
trigger1= pos y>=0
y=0
[State 4155, stop]
type=velset
trigger1= pos y>=0
y=0
[State 4155, sts]
type=statetypeset
trigger1= pos y>=0
type=L
physics=C

[State 4155, anim]
type=changeanim2
trigger1= pos y>=0
value=4155
elem=5
persistent=0
[State 4155, dust]
type=gamemakeanim
trigger1= animelem=5
value=62
pos=0,0
under=sysvar(1)<=14
pausemovetime=-1
supermovetime=-1
[State 4155, snd]
type=playsnd
trigger1= animelem=5
value=f7,2

[State 4155, end]
type=selfstate
trigger1= animelemtime(7)>=110
value=ifelse(alive,5120,5150)


;========================<KONGOU KOKURETSU ZAN>=============================
[Statedef 4200]
type=S
physics=S
movetype=A
anim=4200
ctrl=0
velset=0,0
sprpriority=-1
facep2=1
[State 4200, strengthvar]
type=varset
trigger1= var(10)!=6
var(10)=6

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State 4200, superchargehelper]
type=helper
trigger1=!time
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=-18,-126
ownpal=1
persistent=0
pausemovetime=255
supermovetime=255

[State 4200, superchargepause]
type=superpause
trigger1=!time
time=53
anim=-1
sound=s7,0
poweradd=-2000*(var(20)<=0)
p2defmul=1
darken=0
movetime=53

[State 4200, nhb]
type=nothitby
trigger1=1
time=1
value=SCA
ignorehitpause = 1

[State 4200, end]
type=changestate
trigger1=time>=53
value=ifelse(random>500, 4212, 4201)


;---Firing---
[Statedef 4201]
type=S
physics=S
movetype=A
anim=4201
ctrl=0
velset=0,0
sprpriority=-1

[State 4201, nhb]
type=nothitby
trigger1=time<120
time=1
value=SCA
ignorehitpause = 1

[State air raid]
type=playsnd
trigger1= !time && random<250
value=5,26
channel=7

[State 4201, snd]
type=playsnd
trigger1=!time
value=3,2
channel=0
[State 4201, snd]
type=playsnd
trigger1=time<120 && !(time%8)
value=5,0
channel=1

[State 4201, going up]
type=explod
trigger1= time<120 && (time%6)=0
anim=1005
sprpriority=3
postype=p1
pos=-18,-136
random=40,40
vel= -.5+(random/1000.0), -6-(random/250.0)
removetime=60
ownpal=1
scale=.5,.5

[State 4201, going up]
type=projectile
trigger1= time<120 && (time%6)=3
ProjID=4205
projanim=1005
projhitanim=1006
projscale= .5, .5
velocity= -.5+(random/1000.0), -6-(random/250.0)
projsprpriority=4
projedgebound=80
projheightbound=-720,0
postype=p1
offset= ceil(-38+(random/25.0)), ceil(-156+(random/25.0))
attr=S,HP
damage=20,4
animtype=Hard
guardflag=MH 
hitflag=MAFD
priority=7,Hit
pausetime=4,12
sparkno=2
guard.sparkno=40 
sparkxy=-10,0
hitsound=s5,1
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=0,-4
air.velocity=0,-4
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=12
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0

[State 4201, comming down]
type=projectile
trigger1= time>=60 && !(time%4)
ProjID=4205
projanim=1005
projhitanim=1006
projscale= .75, .75
velocity= -10+(random/50.0), 7.5+(random/200.0)
accel=0,.25
velmul=.9,1
projsprpriority=4
projedgebound=80
projheightbound=-9999,0
postype=p1
offset= ceil(p2dist x-100+(random/5.0)), ceil(pos y-screenpos y)-80
attr=S,HP
damage=30,6
animtype=Hard
guardflag=MH 
hitflag=MAFD
priority=7,Hit
pausetime=4,12
sparkno=2
guard.sparkno=40 
sparkxy=-10,0
hitsound=s5,1
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=0,-4
air.velocity=0,-4
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=12
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0

[State 4201, end]
type=changestate
trigger1=time>=180
value=ifelse(random>500, 4212, 4202)


;---Over---
[Statedef 4202]
type=S
physics=S
movetype=A
anim=4202
ctrl=0
velset=0,0
sprpriority=-1

[State 4202, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1

;---Ground Punch---
[Statedef 4212]
type=S
physics=S
movetype=A
anim=4212
ctrl=0
velset=0,0
sprpriority=-1

[State 4212, nhb]
type=nothitby
trigger1= 1
time=1
value=SCA, AA, AT, AP
ignorehitpause = 1

[State 4212, AttackDist]
type = AttackDist
trigger1 = 1
value = 9999
ignorehitpause = 1

[State 4212, shake]
type=envshake
trigger1= time = 58 ;|| !animelemtime(12)
time=30
freq=90
ampl=15
phase=10
persistent = 0

[State 4212, snd]
type=playsnd
trigger1= time = 48 ;|| !animelemtime(9)
value=4,6
channel=0
persistent = 0
[State 4212, snd]
type=playsnd
trigger1= time = 58 ;|| !animelemtime(12)
value=5,15
persistent = 0

[State 4212, lightning]
type=helper
trigger1= time = 58 ;|| !animelemtime(12)
helpertype=normal
stateno=4205
ID=4206
name="KKZ"
postype=p1
pos=-8,7
ownpal=1
pausemovetime = 9999999999999
persistent = 0

[State 4212, earthquake]
type=projectile
trigger1= time = 58 ;animelemtime(12) < 2
projanim=4236
velocity=0,0
projremove = 0
projremovetime=1
offset = 0,0
projpriority = -1
attr=S,HA
damage=ceil(40*fvar(12)),5
animtype=Hard
hitflag=MFPD
guardflag=L
priority=7,Hit
pausetime=0,12
sparkno=-1
guard.sparkno=-1
guard.dist = 10000
hitsound=-1
guardsound=-1
ground.type=Low
ground.slidetime=5
ground.hittime=12
ground.velocity=ifelse(frontedgedist<backedgedist, 1, -1), -8
ground.cornerpush.veloff=0
air.velocity=ifelse(frontedgedist<backedgedist, 1, -1), -6
down.velocity=ifelse(frontedgedist<backedgedist, 1, -1), -6
getpower=0
givepower=0, 0
fall=1
fall.recover=0
fall.damage = ceil(20*fvar(12))
fall.envshake.time = 20
fall.envshake.freq = 90
fall.envshake.phase = 10
fall.envshake.ampl = -10
pausemovetime = 9999999999999
ignorehitpause = 1

[State 4212, shockwave1]
type=helper
trigger1= numhelper(4205) < 20
trigger1= time > 82 && time < 222 && time % 7 = 0 ;&& time % 8 = 0 ;&&animelemtime(13) <= 100
helpertype=normal
stateno=4206
ID=4205
name="KKZ"
postype=p1
facing=1
;pos=-(83 + ceil((time-82)/4)) + random%(150 + ceil((time-82)/2)),random%10
pos=ifelse(time%2, 1, -1) * (ceil((time-82))),random%10
ownpal=1

[State 4212, end]
type=changestate
trigger1= time >= 240
value=4213
ctrl=0

;---Finish---
[Statedef 4213]
type=S
physics=S
movetype=A
anim=4213
ctrl=0
velset=0,0
sprpriority=-1

[State 4213, Duck?]
type=helper
trigger1 = random < 500
trigger1 = !time
helpertype=normal
stateno=6160
ID=6160
name="Duck"
postype=p1
pos= -50 + random%100, ceil(pos y-screenpos y)-200
facing=ifelse(random<500,1,-1)
size.xscale=5 + random%6
size.yscale=5 + random%6
ownpal=1

[State 4213, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<TSUKI TSUKI DA!>=============================
[Statedef 4300]
type=A
physics=N
movetype=A
anim=4300
ctrl=0
velset=0,0
sprpriority=1
[State 4300, strengthvar]
type=varset
trigger1= var(10)!=6
var(10)=6

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State 4300, nhb]
type=nothitby
trigger1= 1
time=1
value=SCA
[State 4300, mc]
type=screenbound
trigger1= 1
value=0
movecamera=0,0

[State 4300, vel]
type=velset
trigger1= time
x=0
y=-12

[State 4300, end]
type=changestate
trigger1= time>=8 && screenpos y<=-60
value=4301


;---Falling---
[Statedef 4301]
type=A
physics=N
movetype=A
anim=4301
ctrl=0
velset=0,0
sprpriority=3

[State 4301, pos]
type=posadd
trigger1= !time
x= ceil(p2dist x-8)
[State 4301, pos]
type=posset
trigger1= !time
y= ceil(pos y-screenpos y)-240

[State 4301, superchargehelper]
type=helper
trigger1= !time
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=0,240
ownpal=1
persistent=0
pausemovetime=255
supermovetime=255

[State 4301, superchargepause]
type=superpause
trigger1= !time
time=53
anim=-1
sound=s7,0
poweradd=-2000*(var(20)<=0)
p2defmul=1
darken=0

[State 4301, nhb]
type=nothitby
trigger1= 1
time=1
value=SCA
[State 4301, mc]
type=screenbound
trigger1= 1
value=0
movecamera=0,0

[State 4301, moon]
type=helper
trigger1= time=1
helpertype=normal
stateno=4305
ID=4305
name="Moon"
postype=p1
facing=facing
size.xscale=1
size.yscale=1
ownpal=1
pausemovetime=var(20)

[State 4301, vel]
type=velset
trigger1= time
x=0
y=16
[State 4301, snd]
type=playsnd
trigger1=time=1
value=5,11
channel=1

[State 4301, hit]
type=hitdef
trigger1= time && !movecontact
ID=4300
attr=A,HA
damage=150,20
animtype=Hard
guardflag=HA
hitflag=MAFD 
priority=7,Hit
pausetime=0,12
sparkno=3
guard.sparkno=40 
sparkxy=-10,ceil(p2dist y-48)
hitsound=s2,10
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=0,0
air.type=Low
air.velocity=0,0
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
p1sprpriority=3
kill=0
absolute = 1

[State 4301, p2state]
type=targetstate
trigger1= movehit && numtarget(4300)
trigger1= !(target(4300),hitshakeover)
value=4330
ID=4300
ignorehitpause=1

[State 4301, land]
type=changestate
trigger1= time && (pos y+230)>-vel y
value= ifelse(movehit, 4310, 4302)


;---End---
[Statedef 4302]
type=A
physics=A
movetype=I
anim=4300
ctrl=0
velset=-2,-12
movehitpersist=1
sprpriority=3

[State useless]
type=varset
trigger1= !time && prevstateno=4301
trigger1= !var(35) && !movecontact && !movereversed
trigger1= (p2dist y=[0,240]) && (p2dist x=[-64,64]) && p2stateno!=5120
var(35)=1

[State 4302, ctrl]
type=posset
trigger1=!time
y=-230

[State 4302, mc]
type=screenbound
trigger1=prevstateno=4311
value=1
movecamera=1,0
[State 4302, snd]
type=playsnd
trigger1=!time && prevstateno=4301
value=5,10
channel=1

[State 4302, ctrl]
type=ctrlset
trigger1=time>=8
value=1


;---Combo---
[Statedef 4310]
type=A
physics=N
movetype=A
anim=4310
ctrl=0
velset=0,0
sprpriority=3

[State 4310, nhb]
type=nothitby
trigger1= time<94
time=1
value=SCA
ignorehitpause=1

[State 4310, mc]
type=width
trigger1=time<24
edge=320,320
ignorehitpause=1
[State 4310, mc]
type=screenbound
trigger1=1
value=0
movecamera=1,(time>=24)
ignorehitpause=1

[State 4310]
type=assertspecial
trigger1= 1
flag=nomusic
ignorehitpause=1
[State 4310]
type=assertspecial
trigger1= time>=24
flag=nobardisplay
ignorehitpause=1

[State 4310, pos]
type=posset
trigger1=1
y=-230

[State 4310, snd]
type=playsnd
trigger1= time=24
value=9,12
channel=7
[State 4310, snd]
type=playsnd
trigger1=!time
value=5,10
channel=1

[State 4310, snd]
type=playsnd
trigger1=animelem=4
value=4,11
channel=0
[State 4310, snd]
type=playsnd
trigger1=animelem=16
value=1,6
channel=1

[State 4310, shake]
type=envshake
trigger1=!time
time=16
freq=60
ampl=6
ignorehitpause=1

[State 4310, hit]
type=hitdef
trigger1= animelem=5 || animelem=17
ID=4300
attr=A,HA
damage=20,5
animtype=Hard
guardflag=HA
hitflag=MAFD 
priority=7,Hit
pausetime=0,12
sparkno=3
guard.sparkno=40 
sparkxy=0,0
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=0,0
air.type=Low
air.velocity=0,0
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
p1sprpriority=3
kill=0

[State 4310, armor-piercing damage] ;I added this -- thelordanon
type = TargetLifeAdd
trigger1 = animelem=5 || animelem=17
value = ifelse(random>750, -ceil(enemynear,Const(data.life)/1000), 0)
absolute = 1
ignorehitpause = 1
kill = 0

[State 4310, superkilling damage] ;I added this -- thelordanon
type = TargetLifeAdd
trigger1 = animelem=5 || animelem=17
trigger1 = var(40) = 1
value = -Ceil(enemynear,const(data.life))
absolute = 1
ignorehitpause = 1
kill = 0

[State 4010, VarSet]
type = VarSet
trigger1 = !time
v = 55
value = random%2
ignorehitpause = 1

[State 4310, orochi] ;I added this -- thelordanon
type=helper
trigger1= movehit
trigger1= var(55)
trigger1= (animelem = 5 && animelemtime(5)=0) || (animelem = 17 && animelemtime(17)=0)
helpertype=normal
stateno=101134
ID=101134
name="Orochi"
postype=p1
pos=0,230
ownpal=1
ignorehitpause = 1
persistent=1
pausemovetime=9999999999999999999
supermovetime=9999999999999999999

[State 4310, p2state]
type=targetstate
trigger1= movehit && numtarget(4300)
trigger1= !(target(4300),hitshakeover)
value=4330
ID=4300
ignorehitpause=1
[State 4301, p2state]
type=targetbind
trigger1= numtarget(4300)
ID=4300
pos=0,-ceil(pos y)
ignorehitpause=1

[State 4310, end]
type=changestate
trigger1= time>=180 && !animtime
trigger2= animelemtime(15)>=0 && (roundstate!=2 || movecontact>=64)
value= 4311


;---Finish---
[Statedef 4311]
type=A
physics=N
movetype=A
anim=4311
ctrl=0
velset=0,0
sprpriority=3

[State 4311, nhb]
type=nothitby
trigger1= 1
time=1
value=SCA
ignorehitpause=1

[State 4311, mc]
type=screenbound
trigger1=1
value=0
movecamera=1,(animelemtime(5)<0)
ignorehitpause=1
[State 4311]
type=assertspecial
trigger1= animelemtime(5)<0
flag=nomusic
flag2=nobardisplay
ignorehitpause=1

[State 4311, pos]
type=posset
trigger1=1
y=-230
ignorehitpause=1

[State 4311, snd]
type=playsnd
trigger1=!time
value=4,10
channel=0

[State 4311, hit]
type=hitdef
trigger1= animelem=4
ID=4300
attr=A,HA
damage=40,7
guardflag=HA
hitflag=MAFD 
priority=7,Hit
pausetime=24,24
sparkno=3
guard.sparkno=40 
sparkxy=-30,0
hitsound=s5,7
guardsound=s2,0
animtype=Diagup
fall.animtype=Diagup
ground.type=High
air.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-12,-12
air.velocity=-12,-12
down.velocity=-12,-12
air.velocity=0,0
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
p1sprpriority=3

[State 4311, p2state]
type=targetstate
trigger1= movehit && numtarget(4300)
trigger1= (target(4300),life<=1)
value=4330
ID=4300
ignorehitpause=1

[State 4311, end]
type=changestate
trigger1= animelemtime(5)>=0 && winko
value= 4312
[State 4311, end]
type=changestate
trigger1= !animtime
value= 4302


;---Win---
[Statedef 4312]
type=S
physics=N
movetype=I
sprpriority=3

[State 4312, anim]
type=changeanim
trigger1= anim!=4312
value=4312

[State 4312, mc]
type=width
trigger1=1
edge=160,160
[State 4312, mc]
type=screenbound
trigger1=1
value=0
movecamera=1,1

[State 4312, snd]
type=playsnd
trigger1= anim=4312 && animelem=6
value=5,29+(random%2)
channel=0

[State 4312, win]
type=changestate
trigger1= prevstateno!=180 && time>120
value=180
ctrl=1


;-----TARGET-----
[Statedef 4330]
type=C
physics=C
movetype=H
ctrl=0
velset=0,0
[State 4330, pos]
type=posset
trigger1= 1
y=0
[State 4330, anim]
type=changeanim
trigger1= 1
value=5080
[State 4330, end]
type=changestate
trigger1= hitshakeover
value=4331

[Statedef 4331]
type=C
physics=C
movetype=H
ctrl=0
velset=0,0
[State 4331, pos]
type=posset
trigger1= 1
y=0
[State 4331, end]
type=selfstate
trigger1= !alive
value=5150
[State 4331, end]
type=selfstate
trigger1= time>=120
value=5120


;========================<SUICIDE>=============================
[Statedef 4900]
type=A
physics=N
movetype=I
anim=4900
ctrl=0
velset=0,0
sprpriority=-1
[State 4900, strengthvar]
type=varset
trigger1= var(10)!=7
var(10)=7

[State 4900, death collector]
type=varset
triggerall= !var(33)
trigger1 = var(40) = 0
trigger1 = var(53) = 0
v = 33
value = 1
ignorehitpause = 1

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State 4900, nhb]
type=nothitby
trigger1= 1
time=1
value=SCA, AA, AP, AT
ignorehitpause = 1
[State 4900]
type=assertspecial
trigger1= 1
flag=nomusic

[State 4900, snd]
type=playsnd
trigger1= !time
value=5,34
[State 4900, vel]
type=velset
trigger1= 1
x=0
y=-2

[State 4900, end]
type=changestate
trigger1= time>=8 && pos y<=-180
value=4901


;---Ready---
[Statedef 4901]
type=A
physics=N
movetype=A
anim=4901
ctrl=0
velset=0,0
sprpriority=-1

[State 4901, death collector]
type=varset
triggerall= !var(33)
trigger1 = var(40) = 0
trigger1 = var(53) = 0
v = 33
value = 1
ignorehitpause = 1

[State 4901, nhb]
type=nothitby
trigger1= 1
time=1
value=SCA
[State 4901, mc]
type=screenbound
trigger1= 1
value=0
movecamera=0,1
[State 4901]
type=assertspecial
trigger1= 1
flag=nomusic

[State 4901, snd]
type=playsnd
trigger1= !time
value=9,16
channel=7
volume=255

[State 4901, vel]
type=velset
trigger1=1
y= -1 * sin(time/30.0*pi)

[State 4901, snd]
type=playsnd
trigger1= time=60
value=3,2
channel=0
[State 4901, snd]
type=playsnd
trigger1= time>=60
value=5,12
channel=1
lowpriority=1

[State 4901, snd]
type=playsnd
trigger1= !time
value=7,0
[State 4901, flash]
type=allpalfx
trigger1= !time
time=30
add=255,255,255
sinadd=-255,-255,-255,60

[State 4902, palfx]
type=palfx
trigger1=time>=60
time=2
add=ceil(2.83*(time-60)),ceil(2.83*(time-60)),ceil(2.83*(time-60))
[State 4902, palfx]
type=palfx
trigger1=time>=150
time=2
add=255,255,255

[State 4901, snd]
type=playsnd
trigger1= time=180
value=4,10
channel=0
[State 4901, superchargehelper]
type=helper
trigger1= time=180
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=0,-68
ownpal=1
persistent=0
pausemovetime=255
supermovetime=255
[State 4901, superchargepause]
type=superpause
trigger1= time=180
time=60
anim=-1
sound=s5,36
poweradd=-3000*(var(20)<=0)
p2defmul=1
darken=0

[State 4901, end]
type=changestate
trigger1= time>180
value=4902


;---Blow up---
[Statedef 4902]
type=A
physics=N
movetype=A
anim=4902
ctrl=0
facep2=1
velset=0,0
sprpriority=-1

[State 4902, death collector]
type=varset
triggerall= !var(33)
trigger1 = var(40) = 0
trigger1 = var(53) = 0
v = 33
value = 1
ignorehitpause = 1

[State 4902, nhb]
type=nothitby
trigger1= 1
time=1
value=SCA
[State 4902, mc]
type=screenbound
trigger1= 1
value=0
movecamera=0,0
[State 4902]
type=assertspecial
trigger1= 1
flag=nomusic
flag2=nobardisplay

[State 4902, snd]
type=playsnd
trigger1=!time
value=5,35
[State 4902, fx]
type=helper
trigger1=!numhelper(4907)
helpertype=normal
stateno=4907
ID=4907
name="Suicide"
postype=p1
ownpal=1

[State 4902, bgpalfx]
type=bgpalfx
trigger1=time<128
time=1
color=0
mul=192,72,0
[State 4902, bgpalfx]
type=bgpalfx
trigger1=time>=128
time=1
color=0
add=255,255,255
[State 4902, shake]
type=envshake
trigger1=!(time%4)
time=4
ampl=8
freq=60

[State 4902, reversal]
type=reversaldef
trigger1=1
reversal.attr=SCA,AA,AP,AT
affectteam=B
p1stateno=4903
p2stateno=6997
pausetime=0,0
hitsound=2,7
sparkno=2
sparkxy=0,0
numhits=random
p1sprpriority=-1

[State 4900, hit]
type=hitdef
trigger1=!movecontact && !(time%4)
affectteam=B
ID=4900
attr=A,HT
damage=25,25
animtype=Hard
fall.animtype=Hard
guardflag=
hitflag=MAFD
priority=7,Hit
pausetime=0,0
sparkno=-1
guard.sparkno=-1 
sparkxy=-10,0
hitsound=-1
guardsound=-1
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-9,-9
air.velocity=-9,-9
getpower=0,0
numhits=1+(random%3)
fall=1
fall.recover=0
pausemovetime=-1
supermovetime=-1
p2stateno=4930
kill=0

[State 4902, hit]
type=projectile
trigger1= movecontact && !(time%2)
affectteam=B
ID=4900
projID=4900
projanim=4906
velocity=0,0
projsprpriority=4
projedgebound=65535
projheightbound=-65535,65535
projremovetime=2
postype=p1
offset=0,0
attr=A,HP
damage=25,25
animtype=Hard
fall.animtype=Hard
guardflag=
hitflag=MAFD
priority=7,Hit
pausetime=0,0
sparkno=-1
guard.sparkno=-1 
sparkxy=-10,0
hitsound=-1
guardsound=-1
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-9,-9
air.velocity=-9,-9
getpower=0,0
numhits=1+(random%3)
fall=1
fall.recover=0
pausemovetime=-1
supermovetime=-1
kill=0

[State 4902, hitsnd]
type=playsnd
trigger1= projhit4900=1
value=2,7
channel=2
[State 4902, sparks]
type=explod
trigger1= projhit4900=1 && numtarget
anim=f2
sprpriority=5
postype=left
pos=ceil(target,pos x+160),ceil(target,screenpos y+target,const(size.mid.pos.y))
ownpal=1
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
pausemovetime=-1
supermovetime=-1

[State 4902, die]
type=powerset
trigger1= 1
value=0
[State 4902, end]
type=changestate
trigger1= time>=180
value=4903


;---End---
[Statedef 4903]
type=A
physics=N
movetype=H
anim=4903
ctrl=0
velset=0,0
sprpriority=3
movehitpersist=1

[State 4903, die]
type=varset
trigger1= 1
var(39)=0
[State 4903, die]
type=varset
trigger1= 1
var(38)=1
[State 4903, die]
type=powerset
trigger1= 1
value=0

[State 4903, die] ;I added this -- thelordanon
type = VarSet
trigger1 = var(40) != 0
var(53) = 1
ignorehitpause = 1

[State 4903, hurt]
type=targetlifeadd
trigger1= 1
value=-Ceil(enemynear,const(data.life))
absolute=1
kill=1
[State 4903, die]
type=lifeset
trigger1=var(40) = 0
trigger1=var(53) = 0
value=0

[State 4903, vel]
type=veladd
trigger1=time>=120
y=.1

[State 4903, bgpalfx]
type=allpalfx
trigger1=!time
time=60
add=255,255,255
sinadd=-255,-255,-255,240
[State 4903, palfx]
type=palfx
trigger1=1
time=2
color=0

[State 4903, death collector]
type=varset
triggerall= !var(33)
trigger1 = var(40) = 0
trigger1 = var(53) = 0
v = 33
value = 1
ignorehitpause = 1

[State 4903, death refund]
type=varset
triggerall = pos y>-vel y
trigger1= alive
trigger2= life
trigger3= var(40) != 0
trigger4= var(53) != 0
v = 33
value = 1
ignorehitpause = 1

[State 4903, end]
type=changestate
trigger1= var(40) != 0
trigger2= var(53) != 0
value=1505

[State 4903, end]
type=changestate
trigger1=pos y>-vel y
trigger1= var(40) = 0
trigger1= var(53) = 0
value=5100


;---Target---
[Statedef 4930]
type= A
movetype= H
physics= N
velset= 0,0
[State 4930, 1]
type=selfstate
trigger1=1
value=5020

;========================<FALCON PAUNCH (still needs work)>=============================
[Statedef 4400]
type=S
movetype=A
physics=S
juggle=0
anim=210
velset=0,0
poweradd=-9001
sprpriority=1
ctrl=0
facep2=1

[State 4400, superchargehelper]
type=helper
trigger1= !time
helpertype=normal
stateno=7500
ID=7500
name="Super Charge"
postype=p1
pos=0,-55
ownpal=1
persistent=0
pausemovetime=255
supermovetime=255

[State 1000, snd]
type=playsnd
trigger1= animelem=1
value=3,2
channel=0
freqmul=ifelse(ishelper, 1.5, 1)
persistent = 0

[State 1000, charge]
type=palfx
triggerall= time<180 && !ishelper
trigger1= animelemtime(3)>=0 && animelemtime(3)<1
add=ceil(64 * (time/180)),ceil(64 * (time/180)),ceil(64 * (time/180))
sinadd=-ceil(64 * (time/180)),-ceil(64 * (time/180)),-ceil(64 * (time/180)),12
time=3
[State 1000, charge]
type=changeanim
triggerall= time<180 && !ishelper
trigger1= animelemtime(3)>=0 && animelemtime(3)<1
value=210
elem=2

[State 210, hit]
type=hitdef
trigger1= animelem=4 && anim=210
attr=S,HA
damage=9999999999999999999999999,9999999999999999999999999
animtype=Hard
guardflag=
hitflag=MAFDP
priority=7,Hit
pausetime=0,0
sparkno=0
guard.sparkno=40
sparkxy=-10,-68
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-7
air.type=Low
air.hittime=30
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216), 36
yaccel=.5

[State 4902, hit]
type=projectile
trigger1= (time%2)
trigger1= animelem=5 && anim=210
ID=4900
projID=4900
projanim=4906
velocity=0,0
projsprpriority=4
projedgebound=65535
projheightbound=-65535,65535
projremove = 0
projremovetime=2
projpriority = -1
postype=p1
offset=0,0
attr=A,HA
damage=25,25
animtype=Hard
fall.animtype=Hard
guardflag=
hitflag=MAFDP
priority=7,Hit
pausetime=0,0
sparkno=-1
guard.sparkno=-1
sparkxy=-10,0
hitsound=-1
guardsound=-1
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-9,-9
air.velocity=-9,-9
getpower=0,0
numhits=1+(random%3)
fall=1
fall.recover=0
pausemovetime=-1
supermovetime=-1
kill=0

[State 4400, PlaySnd]
type = PlaySnd
trigger1= animelem=4 && anim=210
value = 13, 9014
persistent = 0

[State 4400, effect]
type=helper
trigger1= animelem=4 && anim=210
helpertype=normal
stateno=4401
ID=4401
name="Big Bang"
postype=p1
pos=-102,-68
ownpal=1
persistent=0

[State 1000, wait]
type=changeanim
trigger1= animelemtime(5)>=0 && animelemtime(6)<0
trigger1= time<480
value=210
elem=5
[State 210, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1
