; Shermie calling Leona
[Statedef 9500]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 195
velset = 0,0,0

[State 9500, 2]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

[State 9500, 2]
type = PlaySnd
trigger1 = animelem = 3
value = s7,15
volume = 80

[State 9500, 2]
type = PlaySnd
trigger1 = animelem = 3
value = s4,1

[State 9500, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 9500, 51]
type = Helper
triggerall = NumHelper(9500) = 0
trigger1 = animelem = 1
helpertype = normal
name = "Athena"
id = 9500
postype = back
pos = -60, 0
stateno = 9501
keyctrl = 0
ownpal = 0
supermovetime = 30




;=======================================
;---------------------------------------
;---------------------------------------
; Helper Leona coming in the screen
[Statedef 9501]
type    = S
movetype= I
physics = N
facep2 = 1
ctrl = 0
velset = 5,0
anim = 9500

[State 9501, 2]
type = PlaySnd
trigger1 = animelem = 2
value = s10,1

[State 9501, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s30,0

[State 9501, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 9501, Super D]
type = AfterImage
trigger1 = Time = 1
time = 2

[State 9501, Super E]
type = AfterImageTime
trigger1 = Time = [1,300]
time = 2

[State 9501, 42]
type = ChangeState
trigger1 = Pos X = 0
trigger1 = time >= 8
trigger2 = p2bodydist X < 35
trigger2 = time >= 8
value = 9502



; Helper Leona stopping
[Statedef 9502]
type    = S
movetype= I
physics = N
facep2 = 1
ctrl = 0
anim = 9501

[State 9502, 13]
type = velmul
trigger1 = time >= 0
x = 0.9

[State 9502, 1]
type = PlaySnd
trigger1 = time = 0
value = s4,1

[State 9502, 6]
type = MakeDust
trigger1 = Time = 0
pos = -10,0
spacing = 4

[State 9502, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 9502, Super E]
type = AfterImageTime
trigger1 = Time = [0,300]
time = 2

[State 9502, 13]
type = velset
trigger1 = time = 0
y = 0

[State 9502, 13]
type = posset
trigger1 = time = 0
y = 0

[State 9502, 42]
type = ChangeState
trigger1 = animtime = 0
value = 9503

;---------------------------------------
; Helper Leona Standing
[Statedef 9503]
type    = S
movetype= A
physics = S
facep2 = 1
ctrl = 0
velset = 0,0,0
anim = 9502

[State 9503, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 9503, Super E]
type = AfterImageTime
trigger1 = Time = [0,300]
time = 2

[State 9503, 10]
type = posset
trigger1 = time = 0
y = 0

[State 9503, 42]
type = ChangeState
trigger1 = p2bodydist X < 35
trigger2 = time >= 250
value = 9504


;---------------------------------------
; Helper Leona Kill
[Statedef 9504]
type    = S
movetype= A
physics = S
juggle = 3
facep2 = 1
ctrl = 0
velset = 0,0,0
anim = 9503

[State 9504, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 9504, Super A]
type = SuperPause
trigger1 = animelem = 3
pos = -4, -30
time = 20
;anim = -1
;movetime = 30

[State 9504, 5]
type = poweradd
trigger1 = animelem = 4
value = -1000

[State 9504, 51]
type = EnvColor
trigger1 = animelem = 3
value = 245,245,245
time = 3

[State 9504, Super B]
type = PlaySnd
trigger1 = animelem = 3
value = s4, 22

[State 9504, Super E]
type = AfterImageTime
trigger1 = Time = [0,300]
time = 2

[State 9504, Super B]
type = PlaySnd
trigger1 = animelem = 3,=1
value = s10,0

[State 9504, 10]
type = posset
trigger1 = time = 0
y = 0
        
[State 9504, 15]
type = PlaySnd
trigger1 = animelem = 3,=1
value = 9,5

[State 9504, 1a]
type = velset
trigger1 = animelem = 8
x = 1.5

[State 9504, 1]
type = null;explod
trigger1 = AnimElem = 3,=1
anim = 7120
pos = 25,-55
postype = p1
sprpriority = 3
supermove = 1
bindtime = 1

[State 9504, 6]
type = Projectile
trigger1 = helper, AnimElem = 4,=1
projremove = 0
projanim = 7120
projid = 7120
projremovetime = 18
projpriority = 4
projshadow = -1
offset = 25,-55
attr = S, HP
damage   = 80,10
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 7,8
hitsound   = S4,27
sparkno = S8012
guard.sparkno = S8002
sparkxy = 30,-5
guardsound = S4,7
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6, -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0
fall = 1

[State 9504, 42]
type = ChangeState
trigger1 = animtime = 0
value = 9505

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


; Helper Leona jump back 1
[Statedef 9505]
type    = A
movetype= A
physics = N
facep2 = 1
ctrl = 0
anim = 9504

[State 9505, 1]
type = PlaySnd
trigger1 = animelem = 2
value = s4,2

[State 9505, 1]
type = PlaySnd
trigger1 = animelem = 1
value = s10,4

[State 9505, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 9505, Super E]
type = AfterImageTime
trigger1 = Time = [0,400]
time = 2

[State 9505, 1a]
type = velset
trigger1 = animelem = 2
x = -4
y = -5

[State 9505, 1e]
type = veladd
trigger1 = animelem = 2, > 0
y = 0.47

[State 9505, 1f]
type = changestate
trigger1 = pos Y > 10 && vel Y > 0 && animelem = 4,>=0
value = 9506

[State 9505, 1f]
type = DestroySelf
trigger1 = pos X < -200
trigger2 = pos X > 200







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


; Helper Leona jump back 1 land
[Statedef 9506]
type    = S
movetype= I
physics = S
facep2 = 1
ctrl = 0
anim = 9505

[State 9506, 1]
type = PlaySnd
trigger1 = animelem = 2
value = s4,2

[State 9506, 1]
type = PlaySnd
trigger1 = time = 0
value = s4,25

[State 9506, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 9506, Super E]
type = AfterImageTime
trigger1 = Time = [0,400]
time = 2

[State 9506, 1c]
type = posset
trigger1 = time = 0
y = 0

[State 9506, 1d]
type = velset
trigger1 =  time = 0
y = 0

[State 9506, 1f]
type = DestroySelf
trigger1 = pos X < -220
trigger2 = pos X > 220

[State 9506, 1f]
type = changestate
trigger1 = animtime = 0
value = 9507

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

; Helper Leona jump back 2
[Statedef 9507]
type    = A
movetype= A
physics = N
facep2 = 1
ctrl = 0
anim = 9506

[State 9507, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 9507, Super E]
type = AfterImageTime
trigger1 = Time = [0,500]
time = 2

[State 9507, 1a]
type = velset
trigger1 = time = 0
x = -4
y = -5

[State 9507, 1e]
type = veladd
trigger1 = time > 0
y = 0.47

[State 9507, 1f]
type = changestate
trigger1 = pos Y > 10 && vel Y > 0 && animelem = 3,>=0
value = 9506

[State 9507, 1f]
type = DestroySelf
trigger1 = pos X < -220
trigger2 = pos X > 220




















;---------------------------------------
; AI lv up
[Statedef 7132]
anim = 7133

[State 7132, 0]
type = PlaySnd
trigger1 = time = 3
value = s4,1

[State 7132, 1]
type = BindToRoot
trigger1 = 1
pos = 0,15

[State 7132, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


;AI detect icone
[State 7132,3]
type = explod
trigger1 = facing = 1
trigger1 = time = 0
trigger1 = numexplod(7132) = 0
anim = 7132
id = 7132
pos = 0,-15
facing = 1
postype = P1
sprpriority = 7
supermove = 1
bindtime = -1
ontop = 1
ignorehitpause = 1
removetime = -1

;AI detect icone
[State 7132,3]
type = explod
trigger1 = facing = -1
trigger1 = time = 0
trigger1 = numexplod(7132) = 0
anim = 7132
id = 7132
pos = 0,-15
facing = -1
postype = P1
sprpriority = 7
supermove = 1
bindtime = -1
ontop = 1
ignorehitpause = 1
removetime = -1

[State 7132, 7]
type = ModifyExplod
trigger1 = time = [0,60]
ID = 7132
scale = (((sin(0.08*60))+5)/240)*time,(((sin(0.08*60))+5)/240)*time
ontop = 1

[State 7132, 7]
type = ModifyExplod
trigger1 = time > 60
ID = 7132
scale = 0.25*(sin(0.08*time)) + 1.25,0.25*(sin(0.08*time)) + 1.25
ontop = 1

;