;Hyper Beserker Barrage
[Statedef 2000]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd = -1000
anim = 2000

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 50
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,10
invertall = 0
color = 256


[State 2000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 260,15
channel = 3

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = 2

[State 2000, Super Pause]
type = SuperPause
trigger1 = animelem = 1
time = 50
pos = 25, -57
anim = 1000
sound = s2000,5
move = 1
darken = 0;1

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 950
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50
pos = 0,90
bindtime = -1
removeongethit = 1
ownpal = 1


[State 2000, assertspecial]
type = assertspecial
trigger1 = time = [0,50]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 2000, Hyper Initiation 1]
type = Explod
trigger1 = time = 0
anim = 920
postype = p1
pos = 0,-50
ownpal = 1
sprpriority = 5
supermovetime = 50

[State 2000, Hyper Initiation 2]
type = Explod
trigger1 = time = 0
anim = 921
postype = p1
pos = 7,-29
ownpal = 1
sprpriority = 5
supermovetime = 50
removeongethit = 1

[State 2000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2001
ctrl = 0

;---------------------------------------------------------------------------
;Hyper Berserker Barrage - Attack
[Statedef 2001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2001

[State 2001, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 5


[State 2000, Hyper BG]
type=helper
triggerall = !numhelper(9099)
trigger1= time = 0
helpertype = normal
stateno = 9099
ID = 9099
name = "hyperbg"
postype = p1
pos = 0,0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 2001, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 3005
anim = 930
postype = p1
pos = -25, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 0, Helper]
type = Helper
trigger1 = Animelem = 1
helpertype = normal ;player
name = "Streak"
ID = 2005
stateno = 2005
pos = -55,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0


[State 2001, VelSet]
type = VelSet
trigger1 = time > 0
x = 8

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 200,20

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 7
trigger4 = animelem = 10
trigger5 = animelem = 13
trigger6 = animelem = 16
trigger7 = animelem = 19
trigger8 = animelem = 22
trigger9 = animelem = 25
trigger10 = animelem = 28
trigger11 = animelem = 31
trigger12 = animelem = 34
trigger13 = animelem = 37
trigger14 = animelem = 40
trigger15 = animelem = 43
trigger16 = animelem = 46
trigger17 = animelem = 49
trigger18 = animelem = 52
trigger19 = animelem = 55
trigger20 = animelem = 58
value = 1300,60
channel = 2


[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 7
trigger3 = animelem = 13
trigger4 = animelem = 19
trigger5 = animelem = 25
trigger6 = animelem = 31
trigger7 = animelem = 37
trigger8 = animelem = 43
trigger9 = animelem = 49
trigger10 = animelem = 55
anim = 2005
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1


[State 1005, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
value = 500,10


[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 7
trigger3 = animelem = 13
trigger4 = animelem = 19
trigger5 = animelem = 25
trigger6 = animelem = 31
trigger7 = animelem = 37
trigger8 = animelem = 43
trigger9 = animelem = 49
trigger10 = animelem = 55
anim = 2006
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 22
trigger5 = animelem = 28
trigger6 = animelem = 34
trigger7 = animelem = 40
trigger8 = animelem = 46
trigger9 = animelem = 52
trigger10 = animelem = 58
anim = 2007
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 22
trigger5 = animelem = 28
trigger6 = animelem = 34
trigger7 = animelem = 40
trigger8 = animelem = 46
trigger9 = animelem = 52
trigger10 = animelem = 58
anim = 2008
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1

[State 2001, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 13
trigger3 = animelem = 25
trigger4 = animelem = 37
trigger5 = animelem = 49
attr = S, HA			;Attribute: Standing, Normal Attack
damage = 8, 3			;Damage that move inflicts, guard damage
getpower = 0
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 2, 7			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s985				;Spark anim no (Def: set above)
guard.sparkno = s935
sparkxy = -20, -44
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = 0		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0,-0.5		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -5
air.guard.cornerpush.veloff = -5
envshake.time = 5
envshake.ampl = 5
kill = 0

[State 2001, 1]
type = HitDef
trigger1 = animelem = 7
trigger2 = animelem = 19
trigger3 = animelem = 31
trigger4 = animelem = 43
trigger5 = animelem = 55
attr = S, HA			;Attribute: Standing, Normal Attack
damage = 8, 3			;Damage that move inflicts, guard damage
getpower = 0
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 2, 7			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s990				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s935
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = 0		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0,-0.5		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -5
air.guard.cornerpush.veloff = -5
envshake.time = 5
envshake.ampl = 5
kill = 0



[State 2001, 1]
type = HitDef
trigger1 = animelem = 4
trigger2 = animelem = 16
trigger3 = animelem = 28
trigger4 = animelem = 40
trigger5 = animelem = 52
attr = S, HA			;Attribute: Standing, Normal Attack
damage = 8, 3			;Damage that move inflicts, guard damage
getpower = 0
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 2, 7			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s995				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s935
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = 0		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0,-0.5		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -5
air.guard.cornerpush.veloff = -5
envshake.time = 5
envshake.ampl = 5
Kill = 0

[State 2001, 1]
type = HitDef
trigger1 = animelem = 10
trigger2 = animelem = 22
trigger3 = animelem = 34
trigger4 = animelem = 46
trigger5 = animelem = 58
attr = S, HA			;Attribute: Standing, Normal Attack
damage = 8, 3			;Damage that move inflicts, guard damage
getpower = 0
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 2, 7			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s985				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s935
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = 0		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0,-0.5		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -5
air.guard.cornerpush.veloff = -5
envshake.time = 5
envshake.ampl = 5
Kill = 0



[State 2001, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 2002
ctrl = 0

;---------------------------------------------------------------------------
;Hyper Berserker Barrage - Prep for Finisher
[Statedef 2002]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2002

[State 2002, Burst]
type = Explod
trigger1 = Animelem = 1
anim = 930
postype = p1
pos = -25, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1020
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1021
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1022
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1023
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1


[State 2002, VelSet]
type = VelSet
trigger1 = 1
x = 35

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,5;1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit= 1
value = 500,6

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 260,5

[State 2002, 1]
type = HitDef
trigger1 = time = 0
attr = S, HA			;Attribute: Standing, Normal Attack
damage = 40, 15			;Damage that move inflicts, guard damage
getpower = 0
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 7			;Time attacker pauses, time opponent shakes
guard.pausetime = 3,20
sparkno = s990				;Spark anim no (Def: set above)
sparkxy = -60, -60		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s935
hitsound = s500, 2			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = 0.3, -8		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0.3,-7		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5
kill = 0

[State 2002, End]
type = ChangeState
trigger1 = movecontact > 0 && time >= 3
;trigger2 = moveguarded && p2dist x < 20
value = 2003
ctrl = 0

[State 2002, End]
type = ChangeState
trigger1 = movecontact < 1 && time >= 20
value = 2006
ctrl = 0

;---------------------------------------------------------------------------
;Hyper Berserker Barrage - Prep for Finisher
[Statedef 2003]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2009

[State 2002, PosAdd]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 3


[State 2002, End]
type = ChangeState
trigger1 = animtime = 0
value = 2004
ctrl = 0

[State 2002, End]
type = ChangeState
trigger1 = time >= 25 && p2dist x > -10
value = 2006
ctrl = 1


;---------------------------------------------------------------------------
;Berserker Barrage X - Finisher
[Statedef 2004]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2003

[State 2004, Turn]
type = Turn
trigger1 = time = 0


[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 260,3


[State 2002, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 40, 15			;Damage that move inflicts, guard damage
getpower = 0
animtype = back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 7			;Time attacker pauses, time opponent shakes
guard.pausetime = 5,25
sparkno = s995				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s935
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -10, -5		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -10,-5		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 8
p2facing = 1

[State 2003, ScreenBound]
type = ScreenBound
trigger1 = enemynear, movetype = H  && enemynear, statetype = A
value = 0
movecamera = 0,0


[State 2003, ChangeState]
type = ChangeState
trigger1 = backedgebodydist < -40 && animtime != 0 ;||  backedgebodydist < -5 && time = 110
value = 101 ;run back onscreen state
ctrl = 0

[State 2003, ChangeState]
type = ChangeState
trigger1 = backedgebodydist >= -5 && animtime = 0;This is true only if he is NOT offscreen
value = 0 ;
ctrl = 1

;[State 2003, End]
;type = ChangeState
;trigger1 = animtime = 0
;value = 0
;ctrl = 1

;---------------------------------------------------------------------------
;Hyper Berserker Barrage - Streak
[Statedef 2005]
type    = A
physics = N
ctrl = 0
velset = 0,0
anim = 2004


[State 2005, BindToParent]
type = BindToParent
trigger1 = time = 0
time = 99
facing = 1
pos = -55,0

[State 2005, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 2002 || parent, movetype = H

;---------------------------------------------------------------------------
;Hyper Berserker Barrage - Miss Prep for Finisher
[Statedef 2006]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1015

[State 2002, PosAdd]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 3


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 5000,0

[State 2002, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;-----------------------------------------------------------
;Twisted Weapon X
[Statedef 3000]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd = -1000
anim = 3000


[State 3000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 50
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,10
invertall = 0
color = 256

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 260,20;10


[State 3000, Super Pause]
type = SuperPause
trigger1 = animelem = 1
time = 50
pos = 25, -57
anim = 1000
sound = s2000,5
move = 1
darken = 0;1


[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 950
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50
pos = 0,90
bindtime = -1
removeongethit = 1
ownpal = 1


[State 3000, Movement]
type = helper
trigger1 = time = 0
helpertype = normal
stateno = 3001
ID = 3001
name = "Movement"
postype = p1
pos = 0,0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999


[State 3000, assertspecial]
type = assertspecial
trigger1 = time = [0,50]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, Hyper Initiation 1]
type = Explod
trigger1 = time = 0
anim = 920
postype = p1
pos = 0,-50
ownpal = 1
sprpriority = 5
supermovetime = 50

[State 3000, Hyper Initiation 2]
type = Explod
trigger1 = time = 0
anim = 921
postype = p1
pos = 7,-29
ownpal = 1
sprpriority = 5
supermovetime = 50
removeongethit = 1

[State 3000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3002
ctrl = 0

;---------------------------------------------------------------------------
;Twisted Weapon X  - Movement
[Statedef 3001]
type    = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = ifelse((numhelper(7199) > 0),3999,3001)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 3000,3


[State 3001, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 3002 || parent, movetype = H

;---------------------------------------------------------------------------
;Twisted Weapon X - Run
[Statedef 3002]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
poweradd = 0
anim = 3002

[State 2000, Hyper BG]
type=helper
triggerall = !numhelper(9099)
trigger1= time = 0
helpertype = normal
stateno = 9099
ID = 9099
name = "hyperbg"
postype = p1
pos = 0,0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1


[State 3002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 3000,1


[State 3002, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 5


[State 3002, VelSet]
type = VelSet
trigger1 = time > 0
x = 14

[State 3002, 1]
type = HitDef
trigger1 = p2bodydist x <= 10 && time > 0
attr = S, HA			;Attribute: Standing, Normal Attack
damage = 10, 4			;Damage that move inflicts, guard damage
getpower = 0
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MA			;Flags of conditions that move can hit
priority = 7, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 2, 10			;Time attacker pauses, time opponent shakes
guard.pausetime = 5,25
sparkno = s990				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s935
hitsound = s500, 7			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -3		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-2		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
envshake.time = 5
envshake.ampl = 5
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
air.cornerpush.veloff = -6
air.guard.cornerpush.veloff = -6
p2stateno = 3011
p2facing = 1
Kill = 0
ID = 1

[State 3002, ChangeState]
type = ChangeState
trigger1 = moveguarded
trigger2 = time = 40
value = 1015
ctrl = 0

[State 3002, ChangeState]
type = ChangeState
trigger1 = movehit
value = 3003
ctrl = 0




;---------------------------------------------------------------------------
;Twisted Weapon X - Attack
[Statedef 3003]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
poweradd = 0
anim = 3003

[State 3003, Burst]
type = Explod
trigger1 = Animelem = 1
anim = 930
postype = p1
pos = -25, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 3003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3003, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 30

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 100,5

[State 3003, End]
type = ChangeState
trigger1 = time = 6
value = 3006
ctrl = 0

;---------------------------------------------------------------------------
;Twisted Weapon X - Slash - Through
[Statedef 3006]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
poweradd = 0
anim = 3011

[State 3003, Posadd]
type = PosAdd
trigger1 = animelem = 1
x = 20

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


[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
value = 1300,60


[State 3003, End]
type = ChangeState
trigger1 = time > 30 && p2dist x < -120
value = 3007
ctrl = 0

[State 3003, End]
type = ChangeState
trigger1 = animtime = 0
value = 3004
ctrl = 0



;---------------------------------------------------------------------------
;Twisted Weapon X - Uppercuts
[Statedef 3004]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
poweradd = 0
anim = 3004

[State 3004, Turn]
type = Turn
triggerall = prevstateno != 3007
trigger1 = time = 0

[State 3004, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 20
statetype = A       ;S,A,C,L
physics = A         ;A,C,S,N


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 35


[State 3004, VelSet]
type = VelSet
trigger1 = time > 7 && time <= 23
x = 3
y = -7

[State 3004, VelSet]
type = VelSet
trigger1 = time > 15
x = 0


[State 3004, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 7000,1



[State 3004, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, HA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 4			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s985				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 3			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = 3, -8		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 3,-8		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5
p2facing = 1
kill = 0
ID = 2


[State 3004, 1]
type = HitDef
trigger1 = animelem = 6
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 6			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s981				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 3			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -0.5, -7		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.5,-7		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5
p2facing = 1
kill = 0
ID = 3


[State 3004, End]
type = ChangeState
trigger1 = animtime = 0 && movecontact < 1
value = 660
ctrl = 0

[State 3004, End]
type = ChangeState
trigger1 = animtime = 0 && movecontact > 0
value = 3005
ctrl = 0

;---------------------------------------------------------------------------
;Twisted Weapon X - Recover
[Statedef 3005]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3005

[State 3005, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3008
ctrl = 0

;---------------------------------------------------------------------------
;Twisted Weapon X - Run to close gap
[Statedef 3007]
type    = S
movetype = A
physics = S
anim = 108
velset = 0,0
poweradd = 0
velset = 0, 0
ctrl = 0

[State 0, Turn]
type = Turn
trigger1 = time = 0

[State 3007, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 47

[State 3007, VelSet]
type = VelSet
trigger1 = time > 0
x = 8

[State 3007, 10]
type = ChangeState
trigger1 = p2bodydist x <= 20
value = 3004
ctrl = 0



;---------------------------------------------------------------------------
;Twisted Weapon X - Combination
[Statedef 3008]
type    = A
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 3008

[State 3004, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 200,20

[State 3004, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = animelem = 5
trigger3 = animelem = 10
trigger4 = animelem = 15
trigger5 = animelem = 20
trigger6 = animelem = 24
trigger7 = animelem = 28
trigger8 = animelem = 33
trigger9 = animelem = 37
value = 260,4

[State 620, Explod]
type = Explod
trigger1 = animelem = 39
ID = 621
anim = 621
pos = -5,-5
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 90
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1


[State 620, Explod]
type = Explod
trigger1 = animelem = 39
ID = 621
anim = 621
pos = -5,-5
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 90
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1
trans = add1


[State 3004, 1]
type = HitDef
trigger1 = animelem = 6
attr = A, HA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s981				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -1, -3		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1, -3		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5
kill = 0
ID = 4

[State 3004, 1]
type = HitDef
trigger1 = animelem = 16
attr = A, HA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s981				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -1, -3		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1, -3		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5
kill = 0
ID = 7


[State 3004, 1]
type = HitDef
trigger1 = animelem = 30
attr = A, HA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s975				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 2			;Sound to play on hit
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -1, -3		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1, -3		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5
kill = 0

[State 3004, 1]
type = HitDef
trigger1 = animelem = 21
attr = A, HA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s971				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 2			;Sound to play on hit
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -1, -3		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1, -3		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5
kill = 0
ID = 8

[State 3004, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 34
attr = A, HA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s995				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -1, -3		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1, -3		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5
kill = 0
ID = 5


[State 3004, 1]
type = HitDef
trigger1 = animelem = 11
trigger2 = animelem = 25
attr = A, HA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s985				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -1, -3		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1, -3		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5
kill = 0
ID = 6



[State 3004, 1]
type = HitDef
trigger1 = animelem = 40
attr = A, HA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 7			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s985				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -0.3, -6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.3, -6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5
kill = 0
ID = 9


[State 3008, End]
type = ChangeState
trigger1 = animtime = 0
value = 3009
ctrl = 0

;---------------------------------------------------------------------------
;Twisted Weapon X - Finish
[Statedef 3009]
type    = A
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 3009
sprpriority = 3

[State 3009, VelSet]
type = Velset
triggerall = animelem = 3
trigger1 = time > 9 && time <= 15
x = 23
y = -11

[State 3009, VelSet]
type = VelSet
trigger1 = time > 15
x = 1
y = -0.7


[State 3009, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 260,3

[State 0, Explod]
type = Explod
triggerall = !numexplod(3016)
trigger1 = movehit = 1
anim = 3016
ID = 3016
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 20
removetime = -2
scale = 1,1
sprpriority = 1
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
triggerall = !numexplod(3015)
trigger1 = movehit = 1
anim = 3015
ID = 3015
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 20
removetime = -2
scale = 1,1
sprpriority = -1
ontop = 0
ownpal = 1


[State 3009, 1]
type = HitDef
trigger1 = time = 0
attr = A, HA			;Attribute: Standing, Normal Attack
damage = 21, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 2, 45			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s990				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 4			;Sound to play on hit
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -1, -2		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,-2		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 8
ID = 10


[State 3009, End]
type = ChangeState
trigger1 = time = 55
value = 3010
ctrl = 0


;---------------------------------------------------------------------------
;Twisted Weapon X - Finish
[Statedef 3010]
type    = A
movetype= I
physics = A
juggle  = 0
ctrl = 0
anim = 3010

[State 3010, VelSet]
type = Velset
trigger1 = time > 0 && time <= 5
x = 3

[State 3010, End]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;Twisted Weapon X - Opponent Hit
[Statedef 3011]
type    = S
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 3011, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3006

[State 3011, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 3011, PosAdd]
type = PosAdd
trigger1 = backedgebodydist <= 10
x = 80


[State 3011, SelfState]
type = SelfState
trigger1 = time >= 80
value = 5001
ctrl = 0


;---------------------------------------------------------------------------
;Venom Flood (Ground) - Startup
[Statedef 4000]
type    = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 4000

[State 4000, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 5
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = S         ;A,C,S,N


[State 4000, VelSet]
type = PosAdd
trigger1 = time >= 3 && time <= 11
x = -2
y = -13

[State 4000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4001
ctrl = 0



;--------------------------------------------
;Venom Flood (Air)
[Statedef 4001]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd = -1000
anim = 4001


[State 4001, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 50
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,10
invertall = 0
color = 256

[State 4001, Super Pause]
type = SuperPause
trigger1 = animelem = 1
time = 50
pos = 25, -57
anim = 1000
sound = s2000,5
move = 1
darken = 0;1


[State 4001, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 950
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50
pos = 0,90
bindtime = -1
removeongethit = 1
ownpal = 1


[State 4001, assertspecial]
type = assertspecial
trigger1 = time = [0,50]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 4001, Hyper Initiation 1]
type = Explod
trigger1 = time = 0
anim = 920
postype = p1
pos = 0,-50
ownpal = 1
sprpriority = 5
supermovetime = 50

[State 4001, Hyper Initiation 2]
type = Explod
trigger1 = time = 0
anim = 921
postype = p1
pos = 5,-47
ownpal = 1
sprpriority = 5
supermovetime = 50
removeongethit = 1

[State 4001, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4002
ctrl = 0

;--------------------------------------------
;Venom Flood - Attack
[Statedef 4002]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 4002

[State 4002, Hyper BG]
type=helper
triggerall = !numhelper(9099)
trigger1= time = 0
helpertype = normal
stateno = 9099
ID = 9099
name = "hyperbg"
postype = p1
pos = 0,0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1


[State 4002, PosAdd]
type = PosAdd
trigger1 = 1
y = -0.6

[State 4002, VelAdd]
type = VelAdd
trigger1 = command = "holdback"
x = -0.5

[State 4002, VelAdd]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.5


[State 4002, Helper]
type = Helper
trigger1 = time%12 = 0
helpertype = normal ;player
name = "Down"
ID = 4005
stateno = 4005
pos = -2,-15
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 4002, Helper]
type = Helper
trigger1 = time%12 = 0
helpertype = normal ;player
name = "Diag_1"
ID = 4006
stateno = 4006
pos = 17,-27
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0


[State 4002, Helper]
type = Helper
trigger1 = time%12 = 0
helpertype = normal ;player
name = "Diag_2"
ID = 4007
stateno = 4007
pos = 33,-41
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 15
trigger3 = time = 30
trigger4 = time = 45
trigger5 = time = 60
trigger6 = time = 75
trigger7 = time = 90
trigger8 = time = 105
trigger9 = time = 120
trigger10 = time = 135
trigger11 = time = 150
value = 250,2

[State 4002, ChangeState]
type = ChangeState
trigger1 = time = 150
value = 4003
ctrl = 0

;--------------------------------------------
;Venom Flood - Ending
[Statedef 4003]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1200

[State 4003, PosAdd]
type = PosAdd
trigger1 = 1
y = -0.6

[State 4002, VelAdd]
type = VelAdd
trigger1 = command = "holdback"
x = -0.5

[State 4002, VelAdd]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.5

[State 4003, ChangeState]
type = ChangeState
trigger1 = time = 40
value = 660
ctrl = 0

;---------------------------------------------------------------------------
; Venom Flood - Recovery
[Statedef 4004]
type    = A
movetype= I
physics = A
poweradd = 0
ctrl = 0
anim = 660

[State 4004, DK2]
type = ChangeState
triggerall = time > 15
trigger1 = command = "holddown" && command = "b"
value = 672
ctrl = 1

[State 4004, DK1]
type = ChangeState
triggerall = time > 15
trigger1 = command = "holddown" && command = "a"
value = 670
ctrl = 1


[State 4004, DK3]
type = ChangeState
triggerall = time > 15
trigger1 = command = "holddown" && command = "c"
value = 673
ctrl = 1

[State -1, Instinctive_L]
type = ChangeState
triggerall = time > 15
trigger1 = command = "Instinctive_L"
value = 1700
ctrl = 1

[State -1, Instinctive_M]
type = ChangeState
triggerall = time > 15
trigger1 = command = "Instinctive_M"
value = 1701
ctrl = 1


[State -1, Instinctive_H]
type = ChangeState
triggerall = time > 15
trigger1 = command = "Instinctive_H"
value = 1702
ctrl = 1

[State -1, Wild_Combination]
type = ChangeState
triggerall = time > 15
trigger1 = command = "holdup" && command = "c"
value = 680
ctrl = 1



[State 4004, Landing]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
;Venom Flood - Goop Shots 1
[Statedef 4005]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 4005

[State 4005, Slow]
type = VelSet
trigger1 = time > 0
y = 7

[State 4005, 1]
type = HitDef
trigger1 = time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = ifelse((hitcount > 3),7,10), ifelse((moveguarded > 3),2,4)
getpower = 0
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 2			;Time attacker pauses, time opponent shakes
sparkno = s983				;Spark anim no (Def: set above)
guard.sparkno = s935
sparkxy = 10, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 4			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -0.5, -1.5		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.5,-1.5		;X-velocity at which opponent is pushed,	;X-velocity at which opponent is pushed,
air.hittime = 20
fall = 1
air.fall = 1
fall.recover = 1			;Time before opponent regains control in air
envshake.time = 5
envshake.ampl = 5
down.hit = 1
p2facing = 1


[State 4005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT
time = 999

[State 4005, ChangeState]
type = ChangeState
trigger1 = movecontact || pos y >= -10
value = 4010
ctrl = 0


;---------------------------------------------------------------------------
;Venom Flood - Goop Shots 2
[Statedef 4006]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 4006


[State 4005, Slow]
type = VelSet
trigger1 = time > 0
x = 3
y = 5


[State 4005, 1]
type = HitDef
trigger1 = time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = ifelse((hitcount > 3),7,10), ifelse((moveguarded > 3),2,4)
getpower = 0
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 2			;Time attacker pauses, time opponent shakes
sparkno = s983				;Spark anim no (Def: set above)
sparkxy = 10, 0		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s935
hitsound = s200, 4			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -0.5, -1.5		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.5,-1.5		;X-velocity at which opponent is pushed,
air.hittime = 20
fall = 1
air.fall = 1
fall.recover = 1			;Time before opponent regains control in air
envshake.time = 5
envshake.ampl = 5
down.hit = 1
p2facing = 1


[State 4005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT
time = 999

[State 4005, ChangeState]
type = ChangeState
trigger1 = movecontact || pos y >= -10
value = 4010
ctrl = 0


;---------------------------------------------------------------------------
;Venom Flood - Goop Shots 3
[Statedef 4007]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 4007

[State 4007, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1400,2


[State 4006, Slow]
type = VelSet
trigger1 = time > 0
x = 5
y = 4

[State 4006, 1]
type = HitDef
trigger1 = time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = ifelse((hitcount > 3),7,10), ifelse((moveguarded > 3),2,4)
getpower = 0
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 2			;Time attacker pauses, time opponent shakes
sparkno = s983				;Spark anim no (Def: set above)
guard.sparkno = s935
sparkxy = 10, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 4			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -0.5, -1.5		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.5,-1.5		;X-velocity at which opponent is pushed,
air.hittime = 20
fall = 1
air.fall = 1
fall.recover = 1			;Time before opponent regains control in air
envshake.time = 5
envshake.ampl = 5
down.hit = 1
p2facing = 1


[State 4005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT
time = 999

[State 4005, ChangeState]
type = ChangeState
trigger1 = movecontact || pos y >= -10
value = 4010
ctrl = 0


;---------------------------------------------------------------------------
;Venom Flood - Splat
[Statedef 4010]
type    = S
physics = N
ctrl = 0
velset = 0,0
anim = 4010

[State 4010, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;Arachnid Massacre
[Statedef 6000]
type    = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
poweradd = 0
anim = 6000

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,1

[State 6000, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 5
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N


[State 6000, VelSet]
type = PosAdd
trigger1 = time >= 3 && time <= 24
x = -4
y = -8


[State 6000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Screen"
ID = 6090
stateno = 6090
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0


[State 6000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 6001
ctrl = 0

;--------------------------------------------
;Arachnid Massacre - Activate
[Statedef 6001]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3000
Poweradd = -3000


[State 6001, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 50
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,10
invertall = 0
color = 256

[State 6001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 260,21

[State 6001, Super Pause]
type = SuperPause
trigger1 = animelem = 1
time = 50
pos = 25, -57
anim = 1000
sound = s2000,5
move = 1
darken = 0;1


[State 6001, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 950
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50
pos = 0,90
bindtime = -1
removeongethit = 1
ownpal = 1


[State 6001, assertspecial]
type = assertspecial
trigger1 = time = [0,50]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 6001, Hyper Initiation 1]
type = Explod
trigger1 = time = 0
anim = 920
postype = p1
pos = 0,-50
ownpal = 1
sprpriority = 5
supermovetime = 50

[State 6001, Hyper Initiation 2]
type = Explod
trigger1 = time = 0
anim = 921
postype = p1
pos = 5,-47
ownpal = 1
sprpriority = 5
supermovetime = 50
removeongethit = 1

[State 6001, Movement]
type = helper
trigger1 = time = 0
helpertype = normal
stateno = 6009
ID = 6009
name = "Movement"
postype = p1
pos = 0,0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[State 6001, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 6002
ctrl = 0

;--------------------------------------------
;Arachnid Massacre - Attack
[Statedef 6002]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 6002

[State 2000, Hyper BG]
type=helper
triggerall = !numhelper(9099)
trigger1= time = 0
helpertype = normal
stateno = 9099
ID = 9099
name = "hyperbg"
postype = p1
pos = 0,0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1


[State 6002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1500,0

[State 6002, 1]
type = HitDef
trigger1 = time = 5
attr = S, HA			;Attribute: Standing, Normal Attack
damage = 0, 20			;Damage that move inflicts, guard damage
getpower = 0
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MA			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 10, 18			;Time attacker pauses, time opponent shakes
guard.pausetime = 5,25
sparkno = s983				;Spark anim no (Def: set above)
sparkxy = -20, 0		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s935
hitsound = s1500, 1			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -3		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-2		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
envshake.time = 5
envshake.ampl = 5
p2stateno = 6020
p2facing = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Web_Shot"
ID = 6007
stateno = 6007
pos = 20,-25
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 6002, ChangeState]
type = ChangeState
trigger1 = movehit > 0
value = 6005
ctrl = 0

[State 6002, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 6003
ctrl = 0

;--------------------------------------------
;Arachnid Massacre - Miss
[Statedef 6003]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 6002


[State 6002, ChangeState]
type = ChangeState
trigger1 = time = 8
value = 660
ctrl = 0



;--------------------------------------------
;Arachnid Massacre - Helper
[Statedef 6004]
type    = A
physics = S
ctrl = 0
velset = 0,0
anim = ifelse((numhelper(7199) > 0),3999,6002)

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 99

[State 0, VelSet]
type = VelSet
trigger1 = time >= 12
x = -8

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 12
value = 1200

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 14
statetype = A       ;S,A,C,L
physics = A         ;A,C,S,N


[State 6002, DestroySelf]
type = DestroySelf
trigger1 = time = 25


;--------------------------------------------
;Arachnid Massacre - Leave screen
[Statedef 6005]
type    = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 1520

[State 0, PosSet]
type = PosSet
trigger1 = time = 50
x = (enemynear, pos x)
y = 0

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

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Helper"
ID = 6004
stateno = 6004
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1


[State 0, Helper]
type = Helper
trigger1 = time = 10
helpertype = normal ;player
name = "Webbing"
ID = 6010
stateno = 6010
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "WebBind"
ID = 6017
stateno = 6017
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8


[State 0, Helper]
type = Helper
trigger1 = time = 50
trigger2 = time = 170
trigger3 = time = 260
helpertype = normal ;player
name = "Dash1"
ID = 6011
stateno = 6011
pos = ceil(enemynear,pos x-100),ceil(enemynear, pos y+240)
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0

[State 0, Helper]
type = Helper
trigger1 = time = 110
trigger2 = time = 140
helpertype = normal ;player
name = "Dash2"
ID = 6012
stateno = 6012
pos = ceil(enemynear,pos x-100),ceil(enemynear, pos y-30)
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0

[State 0, Helper]
type = Helper
trigger1 = time = 80
trigger2 = time = 200
trigger3 = time = 230
helpertype = normal ;player
name = "Dash3"
ID = 6013
stateno = 6013
pos = ceil(enemynear,pos x-100),ceil(enemynear, pos y-250)
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0

[State 0, Helper]
type = Helper
trigger1 = time = 95
trigger2 = time = 185
trigger3 = time = 275
helpertype = normal ;player
name = "Dash4"
ID = 6014
stateno = 6014
pos = ceil(enemynear,pos x+100),ceil(enemynear, pos y+240)
postype = front    ;p2,front,back,left,right
facing = -1
keyctrl = 0

[State 0, Helper]
type = Helper
trigger1 = time = 65
trigger2 = time = 215
helpertype = normal ;player
name = "Dash5"
ID = 6015
stateno = 6015
pos = ceil(enemynear,pos x+100),ceil(enemynear, pos y-30)
postype = front    ;p2,front,back,left,right
facing = -1
keyctrl = 0

[State 0, Helper]
type = Helper
trigger1 = time = 125
trigger2 = time = 155
trigger3 = time = 245
helpertype = normal ;player
name = "Dash6"
ID = 6016
stateno = 6016
pos = ceil(enemynear,pos x+100),ceil(enemynear, pos y-250)
postype = front    ;p2,front,back,left,right
facing = -1
keyctrl = 0

[State 0, Helper]
type = Helper
trigger1 = time = 290
helpertype = normal ;player
name = "DashFinal"
ID = 6018
stateno = 6018
pos = ceil(enemynear,pos x+0),ceil(enemynear, pos y-220)
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0

[State 6005, EnvShake]
type = EnvShake
trigger1 = time = 55
trigger2 = time = 70
trigger3 = time = 85
trigger4 = time = 100
trigger5 = time = 115
trigger6 = time = 130
trigger7 = time = 145
trigger8 = time = 160
trigger9 = time = 175
trigger10 = time = 190
trigger11 = time = 205
trigger12 = time = 220
trigger13 = time = 235
trigger14 = time = 250
trigger15 = time = 265
trigger16 = time = 280
time = 5
ampl = 15
persistent = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 290
time = 15
ampl = 18



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 55
trigger2 = time = 70
trigger3 = time = 85
trigger4 = time = 100
trigger5 = time = 115
trigger6 = time = 130
trigger7 = time = 145
trigger8 = time = 160
trigger9 = time = 175
trigger10 = time = 190
trigger11 = time = 205
trigger12 = time = 220
trigger13 = time = 235
trigger14 = time = 250
trigger15 = time = 265
trigger16 = time = 280
trigger17 = time = 290
value = 500,ifelse((random > 500),3,6)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 290
value = 500,4


[State 6005, Explod]
type = Explod
trigger1 = time = 55
trigger2 = time = 115
trigger3 = time = 175
trigger4 = time = 235
anim = ifelse((random>500),981,990)
pos = 0,-70+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 1

[State 6005, Explod]
type = Explod
trigger1 = time = 100
trigger2 = time = 160
trigger3 = time = 220
trigger4 = time = 280
anim = ifelse((random>500),995,985)
pos = 0,-70+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 1


[State 6005, Explod]
type = Explod
trigger1 = time = 70
trigger2 = time = 130
trigger3 = time = 190
trigger4 = time = 250
anim = ifelse((random>500),995,981)
pos = 0,-70+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 1


[State 6005, Explod]
type = Explod
trigger1 = time = 85
trigger2 = time = 145
trigger3 = time = 205
trigger4 = time = 265
anim = ifelse((random>500),985,990)
pos = 0,-70+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 1

[State 6005, Explod]
type = Explod
trigger1 = time = 290
anim = 981
pos = 0,-70+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 1

[State 6005, Explod]
type = Explod
trigger1 = time = 290
anim = 990
pos = 0,-70+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 1


[State 6005, ChangeState]
type = ChangeState
trigger1 = time = 308
value = 6006
ctrl = 0

;---------------------------------------------------------------------------
; Arachnid Massacre - Finish
[Statedef 6006]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd= 0
ctrl = 0
anim = 1200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,2

[State 1305, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 6
;trigger3 = animelem = 11
value = 250,2


[State 6006, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 15
x = -0.8
y = -6

[State 6006, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2
statetype = A       ;S,A,C,L
physics = A         ;A,C,S,N

[State 6006, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 10 && pos Y >= -20
physics = N         ;A,C,S,N

[State 6006, Changestate]
type = ChangeState
trigger1 = time > 10 && pos y >= -10
value = 6019
ctrl = 0



;--------------------------------------------
;Arachnid Massacre - Web Spray
[Statedef 6007]
physics = N
ctrl = 0
velset = 0,0
anim = 6003
sprpriority = 7

[State 6007, ChangeState]
type = ChangeState
trigger1 = parent, stateno = 6005 || Parent, stateno = 6003
value = 6008
ctrl = 0


[State 6007, DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = H

;--------------------------------------------
;Arachnid Massacre - Web Spray Removal
[Statedef 6008]
physics = N
ctrl = 0
velset = 0,0
anim = 6004


[State 6008, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;Arachnid Massacre - Movement
[Statedef 6009]
type    = S
physics = N
ctrl = 0
velset = 0,0
anim = ifelse((numhelper(7199) > 0),3999,6001)


[State 6009, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 3000,3


[State 6001, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 6002 || parent, movetype = H



;--------------------------------------------
;Arachnid Massacre - Web Net
[Statedef 6010]
physics = N
ctrl = 0
velset = 0,0
anim = 1520

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6005
ID = 6005
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 25
removetime = -2
scale = 1,1
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6007
ID = 6005
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 25
removetime = -2
scale = 1,1
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6005
ID = 6005
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = -1
bindtime = 25
removetime = -2
scale = 1,1
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6007
ID = 6005
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = -1
bindtime = 25
removetime = -2
scale = 1,1
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 0


[State 6007, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0


;--------------------------------------------
;Arachnid Massacre - Dash 1
[Statedef 6011]
physics = N
ctrl = 0
velset = 0,0
anim = 1203;6009
sprpriority = 7

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 31
y = -35

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,5


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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time =99


;[State 3004, 1]
;type = HitDef
;trigger1 = Time = 0
;attr = A, HA			;Attribute: Standing, Normal Attack
;damage = 20, 8			;Damage that move inflicts, guard damage
;getpower = 0
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 5			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s981				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s300, 20			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -0.2, -6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.2, -6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 15


[State 6007, DestroySelf]
type = DestroySelf
trigger1 = frontedgebodydist <= 0


;--------------------------------------------
;Arachnid Massacre - Dash 2
[Statedef 6012]
physics = N
ctrl = 0
velset = 0,0
anim = 1201;6010
sprpriority = 7

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time =99

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,5


;[State 3004, 1]
;type = HitDef
;trigger1 = Time = 0
;attr = A, HA			;Attribute: Standing, Normal Attack
;damage = 20, 8			;Damage that move inflicts, guard damage
;getpower = 0
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 5			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s985				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s300, 20			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -0.2, -6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.2, -6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 15

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 27
y = 0

;[State 3004, 1]
;type = HitDef
;trigger1 = Time = 0
;attr = A, HA			;Attribute: Standing, Normal Attack
;damage = 20, 8			;Damage that move inflicts, guard damage
;getpower = 0
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 5			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s985				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s300, 20			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -0.2, -6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.2, -6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 15

[State 6007, DestroySelf]
type = DestroySelf
trigger1 = frontedgebodydist <= 0

;--------------------------------------------
;Arachnid Massacre - Dash 3
[Statedef 6013]
physics = N
ctrl = 0
velset = 0,0
anim = 1205;6011
sprpriority = 7

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 30
y = 35

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time =99


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,5


;[State 3004, 1]
;type = HitDef
;trigger1 = Time = 0
;attr = A, HA			;Attribute: Standing, Normal Attack
;damage = 20, 8			;Damage that move inflicts, guard damage
;getpower = 0
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 5			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s990				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s300, 20			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -0.2, -6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.2, -6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 15


[State 6007, DestroySelf]
type = DestroySelf
trigger1 = frontedgebodydist <= 0


;--------------------------------------------
;Arachnid Massacre - Dash 4
[Statedef 6014]
physics = N
ctrl = 0
velset = 0,0
anim = 1203
sprpriority = 7

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 31
y = -35

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time =99

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,5


;[State 3004, 1]
;type = HitDef
;trigger1 = Time = 0
;attr = A, HA			;Attribute: Standing, Normal Attack
;damage = 20, 8			;Damage that move inflicts, guard damage
;getpower = 0
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 5			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s995				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s300, 20			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -0.2, -6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.2, -6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 15

[State 6007, DestroySelf]
type = DestroySelf
trigger1 = frontedgebodydist <= 0


;--------------------------------------------
;Arachnid Massacre - Dash 5
[Statedef 6015]
physics = N
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 7

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 27
y = 0

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time =99

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,5


;[State 3004, 1]
;type = HitDef
;trigger1 = Time = 0
;attr = A, HA			;Attribute: Standing, Normal Attack
;damage = 20, 8			;Damage that move inflicts, guard damage
;getpower = 0
;animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 5			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s981				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s300, 20			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -0.2, -6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.2, -6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 15

[State 6007, DestroySelf]
type = DestroySelf
trigger1 = frontedgebodydist <= 0

;--------------------------------------------
;Arachnid Massacre - Dash 6
[Statedef 6016]
physics = N
ctrl = 0
velset = 0,0
anim = 1205
sprpriority = 7

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 31
y = 35

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time =99

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,5


;[State 3004, 1]
;type = HitDef
;trigger1 = Time = 0
;attr = A, HA			;Attribute: Standing, Normal Attack
;damage = 20, 8			;Damage that move inflicts, guard damage
;getpower = 0
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 5			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s985				;Spark anim no (Def: set above)
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s300, 20			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -0.2, -6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.2, -6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 15

[State 6007, DestroySelf]
type = DestroySelf
trigger1 = frontedgebodydist <= 0



;---------------------------------------------------------------------------
;Arachnid Massacre - Web Bind
[Statedef 6017]
type    = S
physics = S
ctrl = 0
velset = 0,0
anim = 1507
sprpriority = 3

[State 6017, PosSet]
type = PosSet
trigger1 = 1
x = enemynear, pos x
y = enemynear, pos y


[State 6017, Changestate]
type = Changestate
trigger1 = enemynear, stateno = 6021
value = 1512
ctrl = 0


;--------------------------------------------
;Arachnid Massacre - Dash Final
[Statedef 6018]
physics = N
ctrl = 0
velset = 0,0
anim = 1208
sprpriority = 7

[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 22

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,5


[State 6007, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 0

;----------------------------------------------------------------------
; Arachnid Massacre - Finish
[Statedef 6019]
type = S
physics = S
velset = 0,0
anim = 47
ctrl = 0
poweradd = 0

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

[State 6019, PosSet]
type = PosSet
trigger1 = 1
y = 0


[State 6019, Landing]
type = PlaySnd
trigger1 = animelem = 1
value = 10,0

[State 6019 ChangeAnim]
type = ChangeAnim
trigger1 = time = 8
value = 6009


[State 181, EnvShake]
type = EnvShake
triggerall = anim = 6009
triggerall = time > 18
trigger1 = time%6 = 0
time = 5
ampl = 10
persistent = 1

[State 6019 ChangeAnim]
type = ChangeAnim
trigger1 = time = 52
value = 6010

[State 6019, PlaySnd]
type = PlaySnd
trigger1 = time = 11
value = 260,17

[State 6019, End]
Type = ChangeState
Trigger1 = time = 58
Value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Arachnid Massacre - Opponent Hit
[Statedef 6020]
type    = S
movetype = H
physics = S
ctrl = 0
velset = 0,0
sprpriority = 0


[State 6020, PosSet]
type = PosSet
trigger1 = time = 30
x = 0
y = -90

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 55
trigger2 = time = 70
trigger3 = time = 85
trigger4 = time = 100
trigger5 = time = 115
trigger6 = time = 130
trigger7 = time = 145
trigger8 = time = 160
trigger9 = time = 175
trigger10 = time = 190
trigger11 = time = 205
trigger12 = time = 220
trigger13 = time = 235
trigger14 = time = 250
trigger15 = time = 265
trigger16 = time = 280
value = -25 ;20 for Lvl 2
kill = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 295
value = -50
kill = 1

;[State 6020, ScreenBound]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 0,0

[State 6020, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 810

[State 6020, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 20
value = 1509

[State 6020, ChangeState]
type = ChangeState
trigger1 = time = 315
value = 6021
ctrl = 0

;---------------------------------------------------------------------------
;Arachnid Massacre - Opponent Knock Up
[Statedef 6021]
type    = A
movetype = H
physics = N
ctrl = 0
velset = 0,-12
sprpriority = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =


[State 870, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 6020, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 6021

[State 6020, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 30
value = 6022

[State 0, SelfState]
type = SelfState
trigger1 = pos Y >= 0
value = 5100

;----------------------------------------------------------------------
;Screen Lock
[Statedef 6090]
physics = N
velset = 0,0
anim = 1520
ctrl = 0

[State 6090, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 6090, BindToParent]
type = BindToParent
trigger1 = 1
time = 99
facing = 0
pos = 0,0


[State 6090, End]
Type = Destroyself
Trigger1 = parent, pos y <= 0
trigger2 = parent, movetype = H
Trigger3 = numhelper(6011) > 0

;--------------------------------------------
;Infectious Darkness (Ground)- Activate
[Statedef 7100]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd = -2000
anim = 3000

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = -20


[State 7100, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 50
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,10
invertall = 0
color = 256

[State 7100, Super Pause]
type = SuperPause
trigger1 = animelem = 1
time = 50
pos = 25, -57
anim = 1000
sound = s2000,5
move = 1
darken = 0;1


[State 7100, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 950
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50
pos = 0,90
bindtime = -1
removeongethit = 1
ownpal = 1


[State 7100, assertspecial]
type = assertspecial
trigger1 = time = [0,50]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 7100, Hyper Initiation 1]
type = Explod
trigger1 = time = 0
anim = 920
postype = p1
pos = 0,-50
ownpal = 1
sprpriority = 5
supermovetime = 50

[State 7100, Hyper Initiation 2]
type = Explod
trigger1 = time = 0
anim = 921
postype = p1
pos = 5,-47
ownpal = 1
sprpriority = 5
supermovetime = 50
removeongethit = 1

[State 7100, Movement]
type = helper
trigger1 = time = 0
helpertype = normal
stateno = 7103
ID = 7103
name = "Movement"
postype = p1
pos = 0,0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999


[State 7000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 7101
ctrl = 0

;--------------------------------------------
;Infectious Darkness - Attack
[Statedef 7101]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 7001

[State 2000, Hyper BG]
type=helper
triggerall = !numhelper(9099)
trigger1= time = 0
helpertype = normal
stateno = 9099
ID = 9099
name = "hyperbg"
postype = p1
pos = 0,0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1


[State 7101, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 260,3

[State 7101, VelSet]
type = VelSet
triggerall = Prevstateno = 7100
trigger1 = 1
x = ifelse((animelem = 1),15,0.3)
y = ifelse((animelem = 1),-70,-0.5)


[State 0, VelSet]
type = VelSet
triggerall = Prevstateno = 7102
trigger1 = 1
x = ifelse((animelem = 1),6,0.3)
y = ifelse((animelem = 1),-12,-0.5)


[State 0, Helper]
type = Helper
trigger1 = time = 4
helpertype = normal ;player
name = "Glop1"
ID = 7105
stateno = 7105
pos = 30,-51
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8

[State 0, Helper]
type = Helper
trigger1 = time = 10
helpertype = normal ;player
name = "Glop2"
ID = 7015
stateno = 7106
pos = -35,-76
postype = p1    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8

[State 0, Helper]
type = Helper
trigger1 = time = 16
helpertype = normal ;player
name = "Glop3"
ID = 7105
stateno = 7107
pos = 13,-85
postype = p1    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8

[State 0, Helper]
type = Helper
trigger1 = time = 22
helpertype = normal ;player
name = "Glop4"
ID = 7105
stateno = 7108
pos = -31,-35
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8

[State 7001, ChangeState]
type = ChangeState
trigger1 = numhelper(7199) > 0
value = 660
ctrl = 0

[State 7001, ChangeState]
type = ChangeState
trigger1 = time = 70
value = 4004
ctrl = 0

;--------------------------------------------
;Infectious Darkness (Air)- Activate
[Statedef 7102]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd = -2000
anim = 3000


;[State 7102, BGPalFX]
;type = BGPalFX
;trigger1 = time = 0
;time = 50
;add = 0,0,0
;mul = 0,0,0
;sinadd = 0,0,0,10
;invertall = 0
;color = 256

[State 7102, Super Pause]
type = SuperPause
trigger1 = animelem = 1
time = 50
pos = 25, -57
anim = 1000
sound = s2000,5
move = 1
darken = 1

[State 7102, Hyper Portrait]
type = explod
trigger1 = animelem = 1
anim = 950
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50
pos = 0,90
bindtime = -1
removeongethit = 1
ownpal = 1

[State 7102, Hyper BG]
type=helper
trigger1= animelem = 1
helpertype = normal
stateno = 9099
ID = 9099
name = "hyperbg"
postype = p1
pos = 0,0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
ignorehitpause = 1

[State 7102, assertspecial]
type = assertspecial
trigger1 = time = [0,50]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 7102, Hyper Initiation 1]
type = Explod
trigger1 = animelem = 1
anim = 920
postype = p1
pos = 0,-50
ownpal = 1
sprpriority = 5
supermovetime = 50

[State 7102, Hyper Initiation 2]
type = Explod
trigger1 = animelem = 1
anim = 921
postype = p1
pos = 5,-47
ownpal = 1
sprpriority = 5
supermovetime = 50
removeongethit = 1

[State 7100, Movement]
type = helper
trigger1 = animelem = 1
helpertype = normal
stateno = 7103
ID = 7103
name = "Movement"
postype = p1
pos = 0,0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999


[State 7102, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 7101
ctrl = 0

;---------------------------------------------------------------------------
;Infectious Darkness - Movement
[Statedef 7103]
type    = S
physics = N
ctrl = 0
velset = 0,0
anim = 7000

[State 7103, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1400,0


[State 7103, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 7101 || parent, movetype = H



;---------------------------------------------------------------------------
;Infectious Darkness - Shots 1
[Statedef 7105]
type    = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 7006
sprpriority = 7

[State 7105, Move]
type = VelSet
trigger1 = time >= 0 && time < 10
x = 10
y = 8

[State 7106, Stop]
type = VelSet
trigger1 = time = ifelse((random>500),15,10) || pos y >= -10
x = 0
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel x = 0
value = 7002


[State 7106, 1]
type = HitDef
trigger1 = time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = 75, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 15			;Time attacker pauses, time opponent shakes
sparkno = s983				;Spark anim no (Def: set above)
sparkxy = 10, 0		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s935
hitsound = s300, 20			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 25		;Time opponent is in hit state
ground.velocity = -2,-1.5		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -2,-2		;X-velocity at which opponent is pushed,
air.hittime = 25
air.fall = 1
fall.recover = 1			;Time before opponent regains control in air
fall.recovertime = 15
envshake.time = 5
envshake.ampl = 5
sprpriority = 7
p2stateno = ifelse((pos y >= -10),7115,7116)

[State 0, SuperPause]
type = SuperPause
trigger1 = movehit = 1
time = 30
anim = 7105
sound = s011
darken = 0


[State 7106, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT
time = 999

[State 7106, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 7110
ctrl = 0

[State 7105, ChangeState]
type = ChangeState
trigger1 = time = 80
value = 7109
ctrl = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 =  numhelper(7199) > 0

;---------------------------------------------------------------------------
;Infectious Darkness - Shots 2
[Statedef 7106]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 7007
sprpriority = 7

[State 7106, Move]
type = VelSet
trigger1 = time >= 0 && time < 10
x = 15
y = -14

[State 7106, Stop]
type = VelSet
trigger1 = time = ifelse((random>500),15,10)|| pos y >= -10
x = 0
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel x = 0
value = 7003


[State 7106, 1]
type = HitDef
trigger1 = time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = 75, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 15			;Time attacker pauses, time opponent shakes
sparkno = s983				;Spark anim no (Def: set above)
sparkxy = 10, 0		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s935
hitsound = s300, 20			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 25		;Time opponent is in hit state
ground.velocity = -2,-1.5		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -2,-2		;X-velocity at which opponent is pushed,
air.hittime = 25
air.fall = 1
fall.recover = 1			;Time before opponent regains control in air
fall.recovertime = 15
envshake.time = 5
envshake.ampl = 5
sprpriority = 7
p2stateno = ifelse((pos y >= -10),7115,7116)

[State 0, SuperPause]
type = SuperPause
trigger1 = movehit = 1
time = 30
anim = 7105
sound = s011
darken = 0


[State 7106, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT
time = 999

[State 7106, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 7110
ctrl = 0

[State 7106, ChangeState]
type = ChangeState
trigger1 = time = 80
value = 7109
ctrl = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  numhelper(7199) > 0


;---------------------------------------------------------------------------
;Infectious Darkness - Shots 3
[Statedef 7107]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 7008
sprpriority = 7

[State 7106, Move]
type = VelSet
trigger1 = time >= 0 && time < 10
x = 9
y = 7

[State 7106, Stop]
type = VelSet
trigger1 = time = ifelse((random>500),15,10) || pos y >= -10
x = 0
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel x = 0
value = 7004


[State 7107, 1]
type = HitDef
trigger1 = time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = 75, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 15			;Time attacker pauses, time opponent shakes
sparkno = s983				;Spark anim no (Def: set above)
sparkxy = 10, 0		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s935
hitsound = s300, 20			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 25		;Time opponent is in hit state
ground.velocity = -2,-1.5		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -2,-2		;X-velocity at which opponent is pushed,
air.hittime = 25
air.fall = 1
fall.recover = 1			;Time before opponent regains control in air
fall.recovertime = 15
envshake.time = 5
envshake.ampl = 5
sprpriority = 7
p2stateno = ifelse((pos y >= -10),7115,7116)

[State 0, SuperPause]
type = SuperPause
trigger1 = movehit = 1
time = 30
anim = 7105
sound = s011
darken = 0


[State 7107, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT
time = 999

[State 7107, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 7110
ctrl = 0

[State 7107, ChangeState]
type = ChangeState
trigger1 = time = 80
value = 7109
ctrl = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 =  numhelper(7199) > 0

;---------------------------------------------------------------------------
;Infectious Darkness - Shots 4
[Statedef 7108]
type    = A
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 7009
sprpriority = 7

[State 7108, Move]
type = VelSet
trigger1 = time >= 0 && time < 10
x = 12
y = -10

[State 7108, Stop]
type = VelSet
trigger1 = time = ifelse((random>500),15,10) || pos y >= -10
x = 0
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel x = 0
value = 7005


[State 7108, 1]
type = HitDef
trigger1 = time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = 75, 0			;Damage that move inflicts, guard damage
getpower = 0
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 15			;Time attacker pauses, time opponent shakes
sparkno = s983				;Spark anim no (Def: set above)
sparkxy = 10, 0		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s935
hitsound = s300, 20			;Sound to play on hit
guardsound = s6300, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 25		;Time opponent is in hit state
ground.velocity = -2,-1.5		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -2,-2		;X-velocity at which opponent is pushed,
air.hittime = 25
air.fall = 1
fall.recover = 1			;Time before opponent regains control in air
fall.recovertime = 15
envshake.time = 5
envshake.ampl = 5
sprpriority = 7
p2stateno = ifelse((pos y >= -10),7115,7116)

[State 0, SuperPause]
type = SuperPause
trigger1 = movehit = 1
time = 30
anim = 7105
sound = s011
darken = 0



[State 7108, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT
time = 999

[State 7108, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 7110
ctrl = 0

[State 7108, ChangeState]
type = ChangeState
trigger1 = time = 80
value = 7109
ctrl = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 =  numhelper(7199) > 0

;---------------------------------------------------------------------------
;Infectious Darkness - Glop Contracts
[Statedef 7109]
physics = N
ctrl = 0
velset = 0,0
anim = 3000

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7010;7002
ID = 7003
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 0


[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time>0
;anim = 7002
pos = 0,0
ID = 7003
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = 25
supermovetime = 999
pausemovetime = 999
scale = 0.8-(time/10),0.8-(time/10)
sprpriority = 7
ontop = 1
ownpal = 0




[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10



;---------------------------------------------------------------------------
;Infectious Darkness - Glop Expands
[Statedef 7110]
physics = N
ctrl = 0
velset = 0,0
anim = 3000

[State 0, Explod]
type = Explod
triggerall = prevstateno = 7105
trigger1 = time = 0
anim = 7002
ID = 7002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno = 7106
trigger1 = time = 0
anim = 7003
ID = 7002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 0


[State 0, Explod]
type = Explod
triggerall = prevstateno = 7107
trigger1 = time = 0
anim = 7004
ID = 7002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 0


[State 0, Explod]
type = Explod
triggerall = prevstateno = 7108
trigger1 = time = 0
anim = 7005
ID = 7002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 0



[State 0, ModifyExplod]
type = ModifyExplod
triggerall = prevstateno = 7105
trigger1 = time>0
anim = 7010
pos = 0,0
ID = 7002
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = 99
supermovetime = 999
pausemovetime = 999
scale = 3+(time/8),3+(time/8)
sprpriority = 7
ontop = 1
ownpal = 0

[State 0, ModifyExplod]
type = ModifyExplod
triggerall = prevstateno = 7106
trigger1 = time>0
anim = 7011
pos = 0,0
ID = 7002
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = 99
supermovetime = 999
pausemovetime = 999
scale = 3+(time/8),3+(time/8)
sprpriority = 7
ontop = 1
ownpal = 0

[State 0, ModifyExplod]
type = ModifyExplod
triggerall = prevstateno = 7107
trigger1 = time>0
anim = 7012
pos = 0,0
ID = 7002
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = 99
supermovetime = 999
pausemovetime = 999
scale = 3+(time/8),3+(time/8)
sprpriority = 7
ontop = 1
ownpal = 0


[State 0, ModifyExplod]
type = ModifyExplod
triggerall = prevstateno = 7108
trigger1 = time>0
anim = 7013
pos = 0,0
ID = 7002
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = 99
supermovetime = 999
pausemovetime = 999
scale = 3+(time/8),3+(time/8)
sprpriority = 7
ontop = 1
ownpal = 0




[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numhelper(7199) > 0
id = 7002


[State 7100, Darkness]
type = helper
trigger1 = time = 30 && p2life > 0
helpertype = normal
stateno = 7199
ID = 7199
name = "Darknesas"
postype = p1
pos = 0,-50
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 5
size.yscale = 5


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 80


;---------------------------------------------------------------------------
;Infectious Darkness - Opponent Hit
[Statedef 7115]
type    = S
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 810


[State 0, SelfState]
type = SelfState
trigger1 = time = 35
value = 5001
ctrl = 0


;---------------------------------------------------------------------------
;Infectious Darkness (Air) - Opponent Hit
[Statedef 7116]
type    = S
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 810

[State 0, SelfState]
type = SelfState
trigger1 = time = 35
value = 5040
ctrl = 0

;---------------------------------------------------------
;Infectious Darkness - Infectious Damage
[Statedef 7198]
statetype = A
movetype = H
physics = N
anim = 7015
velset = 0,0
sprpriority = -3


[State 7198, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1400,2

[State 7198, 1]
type = HitDef
Trigger1 = Time = 0
attr = A, HA          ;Attributes: Standing, Normal Throw
damage = 0,0
hitflag = MA          ;Affect only ground people who are not being hit
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = -1
sparkxy = -10, -80		;X-offset for the "hit spark" rel. to p2,
sprpriority = 1       ;Draw in front of p2
ground.hittime = 10               ;Force p2 into falling down
air.hittime = 10
palfx.add = 20,10,10
palfx.mul = 256,256,256
palfx.sinadd = -120,-80,-80,15
palfx.invertall = 1
palfx.color = 0
palfx.time = 50



[State 7199, 8]
Type = Destroyself
trigger1 = Time = 95
ignorehitpause = 1

;---------------------------------------------------------
;Infectious Darkness - Darkness
[Statedef 7199]
physics = N
anim = 7014
sprpriority = -2

[State 7199, PosSet]
type = PosSet
trigger1 = 1
x = root, pos x
y = root, pos y

;Darkness (blind state for p2) during Infectious Darkness
;[State -2, BGPalFX]
;type = BGPalFX
;trigger1 = numhelper(7199) > 0
;time = 1
;add = 0,0,0
;mul = 0,0,0
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause = 1


[State 7199, 8]
Type = Destroyself
trigger1 = Time = 900 || parent, win || matchover
ignorehitpause = 1

;---------------------------------------------------------
;Hyper BG (Universal for all Hyper Combos)
[Statedef 9099]
physics = N
anim = 3999
sprpriority = -3

[State 3999, 9]
type = AssertSpecial
trigger1 = 1;1
flag = noFG
ignorehitpause = 1

[State 9099, Hyper BG Left]
type = Explod
trigger1 = time = 0
anim = 901
postype=left
pos = 160,0
scale = 0.642,1
sprpriority = -3
bindtime = -1
removetime = 9999
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
shadow = 68,68,68

[State 9099, Hyper BG Right]
type = Explod
trigger1 = time = 0
anim = 900
postype=right
pos = -160,0
scale = 0.642,1
sprpriority = -3
bindtime = -1
removetime = 9999
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
shadow = 68,68,68

[State 3999, 7]
Type = RemoveExplod
trigger1 = root, movetype = H || numhelper(7199) > 0 || root, ctrl = 1 || root, stateno = 102

[State 3999, 8]
Type = Destroyself
trigger1 = parent, movetype = H || numhelper(7199) > 0 || parent, ctrl = 1 || parent, stateno = 102


