;---------------------------------------------------------------------------
; Ice - Flask
[Statedef 500]
type    = S
physics = S
anim = 212
sprpriority = 5

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent, stateno = 220
trigger1 = time = 0
value = 213


[State 500, ChangeState]
type = ChangeState
triggerall = parent, stateno = 210
trigger1 = animtime = 0
value = 501


[State 500, ChangeState]
type = ChangeState
triggerall = parent, stateno = [220,221]
trigger1 = animtime = 0
value = 502

[State 500, ChangeState]
type = ChangeState
trigger1 = parent, movetype = H
value = 509
ctrl = 0



;---------------------------------------------------------------------------
;Ice - Attack
[Statedef 501]
type    = S
Movetype = A
physics = S
anim = 214
sprpriority = 3

[State 501, Trans]
type = Trans
trigger1 = 1
trans = add1

[State 501, PosSet]
type = PosSet
trigger1 = time = 0
y = parent, pos y-87


[State 501, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 78

[State 501, VarAdd]
type = VarAdd
trigger1 = var(20) < 165 && moveguarded
v = 20    ;fv =
value = 1

[State 501, VarAdd]
type = VarAdd
trigger1 = var(20) >= 165 && movehit
v = 20    ;fv =
value = -165

[State 502, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
trigger5 = animelem = 11
trigger6 = animelem = 12
trigger7 = animelem = 13
trigger8 = animelem = 14
trigger9 = animelem = 15
x = 0
y = 3

[State 501, 1]
type = HitDef
triggerall = enemynear, movetype = A
Triggerall = enemynear, pos y >= -10 ;|| enemynear, Statetype != A
trigger1 = time = 0
attr = S, NP
damage = 50, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -40, -8		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 525
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
envshake.time = 6
envshake.ampl = 6
p2facing = 1
sprpriority = 5

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, 1]
type = HitDef
triggerall = enemynear, movetype = A
Triggerall = enemynear, pos y <= -10 ; || enemynear, Statetype = A
trigger1 = time = 0
attr = S, NP
damage = 50, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -40, -8		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 526
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
envshake.time = 6
envshake.ampl = 6
p2facing = 1
sprpriority = 5

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, 1]
type = HitDef
triggerall = enemynear, movetype != A
Triggerall = enemynear, pos y > -10 ;|| enemynear, Statetype != A
trigger1 = time = 0
attr = S, NP
damage = 40, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -40, -8		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 515
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
envshake.time = 5
envshake.ampl = 4
p2facing = 1
sprpriority = 5

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, 1]
type = HitDef
triggerall = enemynear, movetype != A
Triggerall = enemynear, pos y <= -10 ;|| enemynear, Statetype = A
trigger1 = time = 0
attr = S, NP
damage = 40, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -40, -8		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 518
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
envshake.time = 5
envshake.ampl = 4
p2facing = 1
sprpriority = 5

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 165
trigger1 = time = 0
attr = S, NP
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -40, -8		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;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  = 20		;Time opponent is in hit state
ground.velocity = -3		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8
p2facing = 1
sprpriority = 5

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1



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

;---------------------------------------------------------------------------
; Flask - In the air (Ground)
[Statedef 502]
type    = A
movetype = A
physics = A
anim = 225
sprpriority = 5

[State 502, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 1

[State 502, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

[State 502, PosSet]
type = PosSet
trigger1 = time = 0
y = parent, pos y-110

[State 502, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 77


[State 502, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP
time = 9999


[State 502, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 13
x = 2
y = -0.6

[State 502, VelSet]
type = VelSet
trigger1 = time > 13 && time <= 30
x = 1.6
y = 4.5

[State 502, VelSet]
type = VelSet
trigger1 = time > 30
x = 1
y = 5.5

[State 502, Counter]
type = HitDef
triggerall = enemynear, movetype = A
trigger1 = time = 0
attr = S, NP
damage = 25, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 25		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -6,-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 = -6,-5		;X-velocity at which opponent is pushed,
air.hittime = 25			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 110,110,110,18
palfx.invertall = 1
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 502, 1]
type = HitDef
triggerall = enemynear, movetype != A
trigger1 = time = 0
attr = S, NP
damage = 15, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
palfx.time = 15
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 110,110,110,18
palfx.invertall = 1
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 502, Down]
type = HitDef
triggerall = p2statetype = L
trigger1 = time = 0
attr = S, NP
damage = 15, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = FDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
down.hit = 1
p2stateno = 519
envshake.time = 5
envshake.ampl = 4
palfx.time = 15
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 110,110,110,18
palfx.invertall = 1
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 502, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = time = 0
attr = S, NP
damage = 10, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9101				;Spark anim no (Def: set above)
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -35		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
down.hit = 1
envshake.time = 5
envshake.ampl = 4
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 506
time = 999

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -15
physics = N         ;A,C,S,N
persistent = 1

[State 502, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 222
value = 503
ctrl = 0

[State 502, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 223
value = 504
ctrl = 0

[State 502, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 224
value = 505
ctrl = 0


[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 506
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -10
value = 507
ctrl = 0

;---------------------------------------------------------------------------
;Ice - Up Attack
[Statedef 503]
type    = S
Movetype = A
physics = S
anim = 227
velset = 0,0
sprpriority = 5

[State 503, VarAdd]
type = VarAdd
trigger1 = var(20) < 155 && moveguarded
v = 20    ;fv =
value = 1

[State 503, VarAdd]
type = VarAdd
trigger1 = var(20) >= 155 && movehit
v = 20    ;fv =
value = -155

[State 502, Trans]
type = Trans
trigger1 = 1
trans = add1


[State 502, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 502, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 502, PosAdd]
type = PosAdd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
trigger5 = animelem = 11
trigger6 = animelem = 12
trigger7 = animelem = 13
trigger8 = animelem = 14
trigger9 = animelem = 15
x = 0
y = 3

[State 502, Counter]
type = HitDef
triggerall = enemynear, movetype = A
trigger1 = time = 0
attr = S, NP
damage = 65, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 30			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -20		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 526
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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 6
envshake.ampl = 6

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 502, 1]
type = HitDef
triggerall = enemynear, movetype != A
trigger1 = time = 0
attr = S, NP
damage = 55, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 30			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -20		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 516
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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 502, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 155
trigger1 = time = 0
attr = S, NP
damage = 27, 0			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
sparkxy = -35, -20		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;Sound to play on hit
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -2		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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


;---------------------------------------------------------------------------
;Ice - Straight Attack
[Statedef 504]
type    = S
Movetype = A
physics = S
anim = 214
velset = 0,0
sprpriority = 5

[State 504, VarAdd]
type = VarAdd
trigger1 = var(20) < 155 && moveguarded
v = 20    ;fv =
value = 1

[State 504, VarAdd]
type = VarAdd
trigger1 = var(20) >= 155 && movehit
v = 20    ;fv =
value = -155

[State 504, Trans]
type = Trans
trigger1 = 1
trans = add1


[State 504, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 504, PosAdd]
type = PosAdd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
trigger5 = animelem = 11
trigger6 = animelem = 12
trigger7 = animelem = 13
trigger8 = animelem = 14
trigger9 = animelem = 15
x = 0
y = 3

[State 504, Counter]
type = HitDef
triggerall = enemynear, movetype = A
triggerall = enemynear, pos y >= -10 ;|| enemynear, statetype != A
trigger1 = time = 0
attr = S, NP
damage = 65, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 30			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -10		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 525
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 = -4, -6		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 6
envshake.ampl = 6

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Counter]
type = HitDef
triggerall = enemynear, movetype = A
triggerall = enemynear, pos y <= -10 ;|| enemynear, statetype = A
trigger1 = time = 0
attr = S, NP
damage = 65, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 30			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -10		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 526
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 = -4, -6		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 6
envshake.ampl = 6

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, 1]
type = HitDef
triggerall = enemynear, movetype != A
trigger1 = time = 0
attr = S, NP
damage = 55, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 30			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -10		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 516
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 = -4, -6		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 155
trigger1 = time = 0
attr = S, NP
damage = 27, 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
sparkxy = -35, -10		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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

;---------------------------------------------------------------------------
;Ice - Down Attack
[Statedef 505]
type    = S
Movetype = A
physics = S
anim = 228
velset = 0,0
sprpriority = 5

[State 505, VarAdd]
type = VarAdd
trigger1 = var(20) < 155 && moveguarded
v = 20    ;fv =
value = 1

[State 505, VarAdd]
type = VarAdd
trigger1 = var(20) >= 155 && movehit
v = 20    ;fv =
value = -155

[State 505, Trans]
type = Trans
trigger1 = 1
trans = add1


[State 505, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10



[State 505, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 505, PosAdd]
type = PosAdd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
trigger5 = animelem = 11
trigger6 = animelem = 12
trigger7 = animelem = 13
trigger8 = animelem = 14
trigger9 = animelem = 15
x = 0
y = 3

[State 505, Counter]
type = HitDef
triggerall = enemynear, movetype = A
triggerall = enemynear, pos y >= -10 ;|| enemynear, statetype != A
trigger1 = time = 0
attr = S, NP
damage = 65, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 5, 30			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, -0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 525
ground.type = trip		;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, -6		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = trip			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-7		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 6
envshake.ampl = 6

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 505, Counter]
type = HitDef
triggerall = enemynear, movetype = A
triggerall = enemynear, pos y <= -10 ;|| enemynear, statetype = A
trigger1 = time = 0
attr = S, NP
damage = 65, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 5, 30			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, -0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 526
ground.type = trip		;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, -6		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = trip			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-7		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 6
envshake.ampl = 6

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 505, 1]
type = HitDef
triggerall = enemynear, movetype != A
Triggerall = Parent, stateno = 224
trigger1 = time = 0
attr = S, NP
damage = 55, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 5, 30			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, -0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 517
ground.type = trip		;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, -6		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = trip			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-7		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, 1]
type = HitDef
triggerall = enemynear, movetype != A
Triggerall = Parent, stateno = 623
trigger1 = time = 0
attr = S, NP
damage = 55, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA		;Flags on how move is to be guarded against
hitflag = MADFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 30			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, -0		;X-offset for the "hit spark" rel. to p2,
p2stateno = 516
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -6,-6		;Velocity at which opponent is pushed
airguard.velocity = -1,-2	;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 = -6,-6		;X-velocity at which opponent is pushed,
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Down]
type = HitDef
Triggerall = p2statetype = L
trigger1 = time = 0
attr = S, NP
damage = 40, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = FD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
down.hit = 1
p2stateno = 519
envshake.time = 5
envshake.ampl = 4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 155
trigger1 = time = 0
attr = S, NP
damage = 27, 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MADFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9101				;Spark anim no (Def: set above)
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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


;---------------------------------------------------------------------------
;Ice - Flask Hits Opponent / Projectile
[Statedef 506]
type    = S
Movetype = A
physics = S
anim = 226
velset = 0,0
sprpriority = 5

[State 506, VarAdd]
type = VarAdd
trigger1 = var(20) < 160 && moveguarded
v = 20    ;fv =
value = 1

[State 506, VarAdd]
type = VarAdd
trigger1 = var(20) >= 160 && movehit
v = 20    ;fv =
value = -160


[State 506, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 506, Trans]
type = Trans
trigger1 = 1
trans = add1


[State 506, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10



[State 506, PosAdd]
type = PosAdd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
trigger5 = animelem = 11
trigger6 = animelem = 12
trigger7 = animelem = 13
trigger8 = animelem = 14
trigger9 = animelem = 15
x = 0
y = 3

[State 501, 1]
type = HitDef
Triggerall = enemynear, movetype != H
trigger1 = time = 0
attr = S, NP
damage = 24, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA		;Flags on how move is to be guarded against
hitflag = MAP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9105				;Spark anim no (Def: set above)
guard.sparkno = -1;s935
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
palfx.time = 15
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 110,110,110,18
palfx.invertall = 1
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 935
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 160
trigger1 = time = 0
attr = S, NP
damage = 12			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9105				;Spark anim no (Def: set above)
guard.sparkno = -1;s935
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-2		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 935
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 506, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; Flask - Hit The Ground
[Statedef 507]
type    = S
physics = N
velset = 0,0
anim = 216
sprpriority = 5


[State 507, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 1

[State 507, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

[State 507, Trans]
type = Trans
trigger1 = 1
trans = add1


[State 507, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


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

[State 507, 1]
type = HitDef
triggerall = p2statetype != L
trigger1 = time = 0
attr = S, NP
damage = 24, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA		;Flags on how move is to be guarded against
hitflag = MAPF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, -0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
palfx.time = 15
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 110,110,110,18
palfx.invertall = 1
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 507, 1]
type = HitDef
Triggerall = p2statetype = L
trigger1 = time = 0
attr = S, NP
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = FDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
down.hit = 1
p2stateno = 519
envshake.time = 5
envshake.ampl = 4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 507, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = time = 0
attr = S, NP
damage = 12, 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9101				;Spark anim no (Def: set above)
sparkxy = -5, -0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 12		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Down.Hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -5,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 4,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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

;---------------------------------------------------------------------------
; Flask - In the air (Air)
[Statedef 508]
type    = A
movetype = A
physics = A
anim = 225
sprpriority = 5


[State 508, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 1

[State 508, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

[State 508, PosSet]
type = PosSet
trigger1 = time = 0
y = parent, pos y-110


[State 508, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 77


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, VelSet]
type = VelSet
;Triggerall = Parent, stateno = 221
trigger1 = time > 0 && time <= 13
x = 2
y = parent, vel y

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 1.6

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 1

[State 508, 1]
type = HitDef
Triggerall = p2statetype != L
trigger1 = time = 0
attr = S, NP
damage = 10, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, -0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
palfx.time = 15
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 110,110,110,18
palfx.invertall = 1
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 508, 1]
type = HitDef
Triggerall = p2statetype = L
trigger1 = time = 0
attr = S, NP
damage = 10, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = FDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
down.hit = 1
p2stateno = 519
envshake.time = 5
envshake.ampl = 4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 508, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = time = 0
attr = S, NP
damage = 6, 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9101				;Spark anim no (Def: set above)
sparkxy = -5, -0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -35		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
down.hit = 1
envshake.time = 5
envshake.ampl = 4
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 506
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 622
value = 503
ctrl = 0


[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 623
value = 505
ctrl = 0


[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 506
ctrl = 0


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -20
physics = N         ;A,C,S,N
persistent = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -12
value = 507
ctrl = 0


;---------------------------------------------------------------------------
;Dropped Flask
[Statedef 509]
type    = A
Movetype = A
physics = A
velset = 0,-1
anim = 225
sprpriority = 7

[State 509, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 1

[State 509, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 509, PosSet]
type = PosSet
triggerall = prevstateno = 500
trigger1 = time = 0
x = parent, pos x+0
y = parent, pos y-58

[State 509, PosSet]
type = PosSet
triggerall = prevstateno = 510 || prevstateno = 512
trigger1 = time = 0
x = parent, pos x+0
y = parent, pos y-30


[State 509, PosSet]
type = PosSet
triggerall = prevstateno = 520 || prevstateno = 521
trigger1 = time = 0
x = parent, pos x+0
y = parent, pos y-65


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 502, Counter]
type = HitDef
triggerall = enemynear, movetype = A
trigger1 = time = 0
attr = S, NP
damage = 25, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 25		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -6,-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 = -6,-5		;X-velocity at which opponent is pushed,
air.hittime = 25			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 110,110,110,18
palfx.invertall = 1
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 502, 1]
type = HitDef
triggerall = enemynear, movetype != A
trigger1 = time = 0
attr = S, NP
damage = 15, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
palfx.time = 15
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 110,110,110,18
palfx.invertall = 1
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 502, Down]
type = HitDef
triggerall = p2statetype = L
trigger1 = time = 0
attr = S, NP
damage = 15, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = FDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
down.hit = 1
p2stateno = 519
envshake.time = 5
envshake.ampl = 4
palfx.time = 15
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 110,110,110,18
palfx.invertall = 1
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 502, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = time = 0
attr = S, NP
damage = 10, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9101				;Spark anim no (Def: set above)
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -35		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
down.hit = 1
envshake.time = 5
envshake.ampl = 4
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 506
time = 999

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -18
physics = N
persistent = 1


[State 509, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 506
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -10
value = 507
ctrl = 0

;---------------------------------------------------------------------------
; Ice - Flask 2
[Statedef 510]
type    = S
physics = S
anim = 412
sprpriority = 5


[State 510, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 511
ctrl = 0

[State 510, ChangeState]
type = ChangeState
trigger1 = parent, movetype = H
value = 509
ctrl = 0

;---------------------------------------------------------------------------
;Ice - Attack2
[Statedef 511]
type    = S
Movetype = A
physics = S
anim = 413
sprpriority = 5


[State 511, VarAdd]
type = VarAdd
trigger1 = var(20) < 165 && moveguarded
v = 20    ;fv =
value = 1

[State 511, VarAdd]
type = VarAdd
trigger1 = var(20) >= 165 && movehit
v = 20    ;fv =
value = -165


[State 511, Trans]
type = Trans
trigger1 = 1
trans = add1


[State 511, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 511, PosSet]
type = PosSet
trigger1 = time = 0
y = parent, pos y+0


[State 511, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 22


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 512, PosAdd]
type = PosAdd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
trigger5 = animelem = 11
trigger6 = animelem = 12
trigger7 = animelem = 13
trigger8 = animelem = 14
trigger9 = animelem = 15
x = 0
y = 1.5


[State 511, 1]
type = HitDef
triggerall = enemynear, movetype != A
Triggerall = enemynear, pos y >= -10 ;|| enemynear, Statetype != A
trigger1 = time = 0
attr = C, NP
damage = 33, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -40		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 515
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 = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
envshake.time = 5
envshake.ampl = 4
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 511, 1]
type = HitDef
triggerall = enemynear, movetype != A
Triggerall = enemynear, pos y <= -10 ;|| enemynear, Statetype = A
trigger1 = time = 0
attr = C, NP
damage = 33, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -40		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 518
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 = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
envshake.time = 5
envshake.ampl = 4
p2facing = 1


[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 511, 1]
type = HitDef
triggerall = enemynear, movetype = A
Triggerall = enemynear, pos y >= -10 ;|| enemynear, Statetype != A
trigger1 = time = 0
attr = C, NP
damage = 33, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -40		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 525
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 = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
envshake.time = 5
envshake.ampl = 4
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 511, 1]
type = HitDef
triggerall = enemynear, movetype = A
Triggerall = enemynear, pos y <= -10 ;||enemynear, Statetype = A
trigger1 = time = 0
attr = C, NP
damage = 33, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -40		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 526
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 = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
envshake.time = 5
envshake.ampl = 4
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 511, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 165
trigger1 = time = 0
attr = C, NP
damage = 16, 0			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
sparkxy = -60, -40		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 512, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; Ice - Flask 3
[Statedef 512]
type    = S
physics = S
anim = 412
sprpriority = 5

[State 512, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 512, ChangeState]
type = ChangeState
trigger1 = time = 4
value = 513
ctrl = 0

[State 512, ChangeState]
type = ChangeState
trigger1 = time < 4 && parent, movetype = H
value = 509
ctrl = 0

;---------------------------------------------------------------------------
; Flask - Rolling
[Statedef 513]
type    = S
movetype = A
physics = N
anim = 423
sprpriority = 5

[State 513, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 1

[State 513, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 513, PosSet]
type = PosSet
trigger1 = time = 0
y = parent, pos y+0


[State 513, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 22


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 50
x = 3
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 50 && time <= 80
x = 1.8
y = 0



[State 0, VelSet]
type = VelSet
trigger1 = time > 80 && time <= 120
x = 1
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 120 && time <= 150
x = 0.1
y = 0


;[State 0, VelAdd]
;type = VelAdd
;trigger1 = time = 20
;x = 0
;y = -0.2
;ignorehitpause =
;persistent =


[State 501, 1]
type = HitDef
triggerall = enemynear, movetype != A
trigger1 = time = 0
attr = S, NP
damage = 10, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.hit = 1
envshake.time = 5
envshake.ampl = 4
palfx.time = 15
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 110,110,110,18
palfx.invertall = 1
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, 1]
type = HitDef
triggerall = enemynear, movetype = A
trigger1 = time = 0
attr = S, NP
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20		;Time that the opponent slides back
ground.hittime  = 25		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 25			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.hit = 1
envshake.time = 5
envshake.ampl = 4
palfx.time = 15
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 110,110,110,18
palfx.invertall = 1
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, 1]
type = HitDef
Triggerall = p2statetype = L
trigger1 = time = 0
attr = S, NP
damage = 10, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = FDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
down.hit = 1
p2stateno = 519
envshake.time = 5
envshake.ampl = 4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = time = 0
attr = S, NP
damage = 5, 0			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9101				;Spark anim no (Def: set above)
sparkxy = -5, -5
hitsound = s500, 0			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 507
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = Parent, stateno = 422 && parent, anim = 422
value = 514
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact || animtime = 0
value = 507
ctrl = 0

;---------------------------------------------------------------------------
;Ice - Attack3
[Statedef 514]
type    = S
Movetype = A
physics = S
velset = 0,0
anim = 424
sprpriority = 5

[State 513, VarAdd]
type = VarAdd
trigger1 = var(20) < 155 && moveguarded
v = 20    ;fv =
value = 1

[State 513, VarAdd]
type = VarAdd
trigger1 = var(20) >= 155 && movehit
v = 20    ;fv =
value = -155


[State 514, Trans]
type = Trans
trigger1 = 1
trans = add1

[State 514, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 513, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 513, PosAdd]
type = PosAdd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
trigger5 = animelem = 11
trigger6 = animelem = 12
trigger7 = animelem = 13
trigger8 = animelem = 14
trigger9 = animelem = 15
x = 0
y = 1.5


[State 513, 1]
type = HitDef
triggerall = enemynear, movetype != A
trigger1 = time = 0
attr = C, NP
damage = 60, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = LA		;Flags on how move is to be guarded against
hitflag = MADFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -40		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 517
ground.type = Trip		;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 = -6,-6		;Velocity at which opponent is pushed
airguard.velocity = -3,-5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = trip			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-6		;X-velocity at which opponent is pushed,
air.hittime = 20
down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 513, 1]
type = HitDef
triggerall = enemynear, movetype = A
Triggerall = enemynear, pos y > -10 ;||enemynear, Statetype != A
trigger1 = time = 0
attr = C, NP
damage = 60, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = LA		;Flags on how move is to be guarded against
hitflag = MADFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -40		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 525
ground.type = Trip		;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 = -6,-6		;Velocity at which opponent is pushed
airguard.velocity = -3,-5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = trip			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-6		;X-velocity at which opponent is pushed,
air.hittime = 20
down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 513, 1]
type = HitDef
triggerall = enemynear, movetype = A
Triggerall = enemynear, pos y <= -10 ;|| enemynear, Statetype = A
trigger1 = time = 0
attr = C, NP
damage = 60, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = LA		;Flags on how move is to be guarded against
hitflag = MADFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -40		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 526
ground.type = Trip		;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 = -6,-6		;Velocity at which opponent is pushed
airguard.velocity = -3,-5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = trip			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-6		;X-velocity at which opponent is pushed,
air.hittime = 20
down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 513, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 155
trigger1 = time = 0
attr = C, NP
damage = 30, 0			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
sparkxy = -60, -40
hitsound = s500, 0			;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  = 15		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 15			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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

;---------------------------------------------------------------------------
; Medium Ice - Opponent Hit
[Statedef 515]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 515, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 25
add = 150,50,240
mul = 120,500,300
sinadd = 110,110,110,18
invertall = 1
color = 0

[State 515, PosSet]
type = PosSet
trigger1 = 1
y = 0


[State 515, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 35


[State 515, 1]
type = Changeanim2
Trigger1 = time = 0
value = 217

[State 515, 1]
type = Changeanim
triggerall = life > 0
Trigger1 = time = 25
value = 5006

[State 0, VelSet]
type = VelSet
trigger1 = time > 25
x = ifelse((p2dist x < -4),5,-5)


[State 0, ChangeState]
type = ChangeState
triggerall = life <= 0
trigger1 = time = 35
value = 5050
ctrl = 0


[State 515, State End]
type = SelfState
trigger1 = time = 35
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Heavy Ice - Opponent Hit (High)
[Statedef 516]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 516, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 60
add = 150,50,240
mul = 120,500,300
sinadd = 110,110,110,18
invertall = 1
color = 0

[State 516, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 60


[State 516, 1]
type = Changeanim2
Trigger1 = time = 0
value = 229

[State 0, VelSet]
type = VelSet
trigger1 = time > 15 && time <= 20
x = ifelse((p2dist x < -4),3,-3)
y = -3

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 15
y = .2


[State 516, State End]
type = SelfState
trigger1 = time > 20 && pos y >= 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
; Heavy Ice - Opponent Hit (Low)
[Statedef 517]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 516, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 60
add = 150,50,240
mul = 120,500,300
sinadd = 110,110,110,18
invertall = 1
color = 0


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 60


[State 517, 1]
type = Changeanim2
Trigger1 = 1;time = 0
value = 215


[State 0, VelSet]
type = VelSet
trigger1 = time > 15 && time <= 20
x = ifelse((p2dist x < -4),3,-3)
y = -3

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 15
y = .2

[State 515, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 50


[State 517, State End]
type = SelfState
trigger1 = time > 20 && pos y >= 0
value = 5100
ctrl = 0


;---------------------------------------------------------------------------
; Air Medium Ice - Opponent Hit
[Statedef 518]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 515, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 20
add = 150,50,240
mul = 120,500,300
sinadd = 110,110,110,18
invertall = 1
color = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 35
y = -3

[State 515, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 25


[State 515, 1]
type = Changeanim2
Trigger1 = time = 0
value = 215

[State 515, 1]
type = Changeanim
triggerall = Life > 0
Trigger1 = time = 25
value = 5040

[State 0, VelSet]
type = VelSet
trigger1 = time > 25
x = ifelse((p2dist x < -4),5,-5)

[State 0, ChangeState]
type = ChangeState
triggerall = life <= 0
trigger1 = time = 35
value = 5050
ctrl = 0

[State 515, State End]
type = SelfState
trigger1 = time = 35
value = 51
ctrl = 1

;---------------------------------------------------------------------------
; Air/Ground Ice - Downed Opponent Hit
[Statedef 519]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 519, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 20
add = 150,50,240
mul = 120,500,300
sinadd = 110,110,110,18
invertall = 1
color = 0

[State 519, 1]
type = Changeanim
Trigger1 = 1
value = 5080


[State 519, State End]
type = SelfState
trigger1 = time = 20
value = 5110
ctrl = 1


;---------------------------------------------------------------------------
; Air Ice - Flask
[Statedef 520]
type    = S
physics = S
anim = 611
sprpriority = 5

[State 520, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 520, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y


;[State 0, BindToParent]
;type = BindToParent
;trigger1 = time = 0
;time = 12
;facing = 1
;pos = 0,0


;[State 0, DestroySelf]
;type = DestroySelf
;trigger1 = animtime = 0
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 522
ctrl = 0

[State 520, ChangeState]
type = ChangeState
trigger1 = parent, movetype = H
trigger2 = parent, pos y >= 0
value = 509
ctrl = 0



;---------------------------------------------------------------------------
; Air Ice - Flask (Strong)
[Statedef 521]
type    = S
physics = S
anim = 624
sprpriority = 5

[State 520, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y


;[State 0, BindToParent]
;type = BindToParent
;trigger1 = time = 0
;time = 13
;facing = 1
;pos = 0,0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 508
ctrl = 0

[State 521, ChangeState]
type = ChangeState
trigger1 = parent, movetype = H
trigger2 = parent, pos y >= 0
value = 509
ctrl = 0


;---------------------------------------------------------------------------
;Ice - Jump Med Attack
[Statedef 522]
type    = S
Movetype = A
physics = S
anim = 228
sprpriority = 5

[State 522, Trans]
type = Trans
trigger1 = 1
trans = add1


[State 522, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10



[State 522, PosSet]
type = PosSet
trigger1 = time = 0
y = parent, pos y-100


[State 522, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 60


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 522, VarAdd]
type = VarAdd
trigger1 = var(20) < 165 && moveguarded
v = 20    ;fv =
value = 1

[State 522, VarAdd]
type = VarAdd
trigger1 = var(20) >= 165 && movehit
v = 20    ;fv =
value = -165

[State 522, PosAdd]
type = PosAdd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
trigger5 = animelem = 11
trigger6 = animelem = 12
trigger7 = animelem = 13
trigger8 = animelem = 14
trigger9 = animelem = 15
x = 0
y = 3

[State 522, 1]
type = HitDef
triggerall = enemynear, Statetype = S
trigger1 = time = 0
attr = A, NP
damage = 45, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno =1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, 30		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 515
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 522, 1]
type = HitDef
triggerall = enemynear, Statetype = A
trigger1 = time = 0
attr = S, NP
damage = 45, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno =-1;s9100
sparkxy = -60, 30		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
p2stateno = 518
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 522, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 165
trigger1 = time = 0
attr = S, NP
damage = 16, 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
sparkxy = -60, 30		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8		;Time that the opponent slides back
ground.hittime  = 15		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 522, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; Medium Ice Ground Counter - Opponent Hit
[Statedef 525]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1


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


[State 515, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 10
mul = 256,256,256
sinadd = 0,0,0,0
add = 125,125,125


[State 515, PalFXWiz]
type = PalFX
trigger1 = time = 10
time = 55
add = 150,50,240
mul = 120,500,300
sinadd = 110,110,110,18
invertall = 1
color = 0


[State 515, 1]
type = Changeanim2
Trigger1 = time = 0
value = 215


[State 515, 1]
type = Changeanim
triggerall = life > 0
Trigger1 = time = 55
value = 5006


[State 0, VelSet]
type = VelSet
trigger1 = time > 15 && time <= 25
x = ifelse((p2dist x < -4),1,-1)

[State 0, VelSet]
type = VelSet
trigger1 = time > 25 && time <= 35
x = ifelse((p2dist x < -4),0.5,-0.5)


[State 0, VelSet]
type = VelSet
trigger1 = time > 35 && time <= 45
x = ifelse((p2dist x < -4),0.3,-0.3)


[State 0, ChangeState]
type = ChangeState
triggerall = life <= 0
trigger1 = time = 55
value = 5050
ctrl = 0


[State 515, State End]
type = SelfState
trigger1 = time = 65
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Medium/Heavy Ice Air Counter - Opponent Hit (Part 1)
[Statedef 526]
type    = A
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 1


[State 515, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 10
mul = 256,256,256
sinadd = 0,0,0,0
add = 125,125,125


[State 515, PalFXWiz]
type = PalFX
trigger1 = time = 10
time = 100
add = 150,50,240
mul = 120,500,300
sinadd = 110,110,110,18
invertall = 1
color = 0

[State 515, 1]
type = Changeanim2
Trigger1 = time = 0
value = 215

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 25
statetype = A       ;S,A,C,L
movetype = H
physics = N         ;A,C,S,N


[State 0, VelSet]
type = VelSet
trigger1 = time > 25 && time <= 30
x = ifelse((p2dist x < -4),3,-3)
y = -3

[State 811, 1] ;Gravity
type = VelAdd
Trigger1 = time > 25
y = .2


[State 0, Selfstate]
type = Selfstate
trigger1 = time > 10 && pos y >= 0
value = 5100
ctrl = 0


;---------------------------------------------------------------------------
; Medium Ice Air Counter - Opponent Hit (Part 2)
[Statedef 527]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1


[State 515, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 25
add = 150,50,240
mul = 120,500,300
sinadd = 0,0,110,10
invertall = 0
color = 0

[State 515, 1]
type = Changeanim2
Trigger1 = time = 0
value = 215


[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 15
x = ifelse((p2dist x < -4),0.5,-0.5)


[State 515, 1]
type = Changeanim
Trigger1 = time = 25
value = 5006


[State 515, State End]
type = SelfState
trigger1 = time = 35
value = 0
ctrl = 1





;---------------------------------------------------------------------------
; Tricicle Edge - Flask 3
[Statedef 2048]
type    = S
physics = S
anim = 2048
sprpriority = 7


[State 0, Chaangestate]
type = ChangeState
Triggerall = parent, prevstateno = 2002
trigger1 = parent, anim = 2001
value = 2067

[State 2050, DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = H


;---------------------------------------------------------------------------
; Tricicle Edge - Flask 2
[Statedef 2049]
type    = S
physics = S
anim = 2049
sprpriority = 6

[State 2050, Chaangestate]
type = ChangeState
Triggerall = parent, prevstateno = 2001
trigger1 = parent, anim = 2001
value = 2057

[State 0, Chaangestate]
type = ChangeState
Triggerall = parent, prevstateno = 2002
trigger1 = parent, anim = 2001
value = 2066

[State 2050, DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = H


;---------------------------------------------------------------------------
; Tricicle Edge - Flask
[Statedef 2050]
type    = S
physics = S
anim = 2050
sprpriority = 5

[State 2050, Chaangestate]
type = ChangeState
Triggerall = parent, prevstateno = 2000
trigger1 = parent, anim = 2001
value = 2051


[State 2050, Chaangestate]
type = ChangeState
Triggerall = parent, prevstateno = 2001
trigger1 = parent, anim = 2001
value = 2056



[State 0, Chaangestate]
type = ChangeState
Triggerall = parent, prevstateno = 2002
trigger1 = parent, anim = 2001
value = 2065

[State 2050, DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = H

;---------------------------------------------------------------------------
; Tricicle Edge Flask - In the air (Ground)
[Statedef 2051]
type    = A
movetype = A
physics = A
anim = 225
sprpriority = 5

[State 0, PosAdd]
type = PosAdd
;Triggerall = parent, prevstateno = 2000
trigger1 = time = 0
x = 77
y = -110


[State 2051, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 2

[State 2051, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT
time = 9999

[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 13
x = 2
y = -0.3

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 1.6
y = 4.5

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 1
y = 5.5


[State 501, 1]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.hit = 1
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 2051, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = animelem = 2
attr = S, HP
damage = 1, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MADFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -3		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -15
physics = N         ;A,C,S,N
persistent = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 2055
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 222
value = 2052
ctrl = 0

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 223
value = 2053
ctrl = 0

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 224
value = 2054
ctrl = 0

[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 2055
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -10
value = 2055
ctrl = 0

;---------------------------------------------------------------------------
;Tricicle Edge Up Ice
[Statedef 2052]
type    = S
Movetype = A
physics = S
anim = 2055
velset = 0,0
sprpriority = 5


[State 2052, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 2052, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 2052, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2057
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 6
anim = 2058
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, 50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
down.hit = 1
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 2052, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -10		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
down.hit = 1
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 2052, 1]
type = HitDef
trigger1 = animelem = 6
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
down.hit = 1
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 2052, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
Trigger2 = var(20) >= 175 && animelem = 4
Trigger3 = var(20) >= 175 && animelem = 6
attr = S, HP
damage = 40, 15			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MADFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -60, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 15		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 15			;Time before opponent regains control in air
down.hit = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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


;---------------------------------------------------------------------------
;Tricicle Edge Straight Ice
[Statedef 2053]
type    = S
Movetype = A
physics = S
anim = 2053
velset = 0,0
sprpriority = 5

[State 2053, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 2053, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 2053, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2057
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 6
anim = 2058
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1


[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
down.hit = 1
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2052, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -10		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
down.hit = 1
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2052, 1]
type = HitDef
trigger1 = animelem = 6
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, 50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
down.hit = 1
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2053, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
Trigger2 = var(20) >= 175 && animelem = 4
Trigger3 = var(20) >= 175 && animelem = 6
attr = S, HP
damage = 40, 15			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -60, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 15		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 15			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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


;---------------------------------------------------------------------------
;Tricicle Edge Down Ice
[Statedef 2054]
type    = S
Movetype = A
physics = S
anim = 2054
velset = 0,0
sprpriority = 5


[State 2054, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 2054, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3


[State 2054, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, Explod]
type = Explod
trigger1 = time = 6
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2057
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2058
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1



[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -10		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
down.hit = 1
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595


[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2052, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
down.hit = 1
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2052, 1]
type = HitDef
trigger1 = animelem = 6
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, 50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
down.hit = 1
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2054, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
Trigger2 = var(20) >= 175 && animelem = 4
Trigger3 = var(20) >= 175 && animelem = 6
attr = S, HP
damage = 40, 15			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 15		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 15			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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

;---------------------------------------------------------------------------
;Tricicle Edge hit/ground
[Statedef 2055]
type    = S
Movetype = A
physics = N
anim = 2053
velset = 0,0
sprpriority = 5

[State 2055, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 2

[State 2055, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.65,0.65
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 2055, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = -2


[State 2055, 1]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 50, 14			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 50, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
down.hit = 1
palfx.time = 80
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0
yaccel = .5

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2052, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
attr = S, HP
damage = 25, 7			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 15		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 15			;Time before opponent regains control in air
down.hit = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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

;---------------------------------------------------------------------------
; Tricicle Edge Flask - In the air (M Version, Ground)
[Statedef 2056]
type    = A
movetype = A
physics = A
anim = 225
sprpriority = 5

[State 2056, PosAdd]
type = PosAdd
;Triggerall = prevstateno = 2001
trigger1 = time = 0
x = 71
y = -130


[State 2056, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20
value = 2

[State 2056, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20
value = -175


[State 2056, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 13
x = 3
y = -1

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 1.5
y = 3

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 2
y = 6.5


[State 501, 1]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 2, 1			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = animelem = 2
attr = A, HP
damage = 1, 1			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -3		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -15
physics = N         ;A,C,S,N
persistent = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 2055
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 222 || parent, anim = 223 || parent, anim = 224
value = 2063
ctrl = 0


[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 2055
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -10
value = 2055
ctrl = 0

;---------------------------------------------------------------------------
;Tricicle Edge Up Ice Heavy
[Statedef 2058]
type    = S
Movetype = A
physics = S
anim = 2063
velset = 0,0
sprpriority = 5

[State 2058, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 2058, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 2058, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


;[State 0, Turn]
;type = Turn
;triggerall = prevstateno = 2067
;trigger1 = time = 0


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2057
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2058
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = A, HP
damage = 50, 9			;Damage that move inflicts, guard damage
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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2052, 1]
type = HitDef
Trigger1 = animelem = 4
trigger2 = animelem = 5
attr = A, HP
damage = 25, 9			;Damage that move inflicts, guard damage
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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, 50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2058, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
trigger2 = var(20) >= 175 && animelem = 3
Trigger3 = var(20) >= 175 && animelem = 4
trigger4 = var(20) >= 175 && animelem = 5
attr = S, HP
damage = 25			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -60, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 3
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 3
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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



;---------------------------------------------------------------------------
;Tricicle Edge Up Ice Heavy 2
[Statedef 2059]
type    = S
Movetype = A
physics = S
anim = 2062
velset = 0,0
sprpriority = 5


[State 2059, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 2059, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 2059, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


;[State 0, Turn]
;type = Turn
;triggerall = prevstateno = 2067
;trigger1 = time = 0


[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2057
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
ifelse((prevstateno = 2067),2,1.4),ifelse((prevstateno = 2067),2,1.4)
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1
scale = const(size.xscale),const(size.yscale)
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2058
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
ifelse((prevstateno = 2067),2,1.4),ifelse((prevstateno = 2067),2,1.4)
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1
scale = const(size.xscale),const(size.yscale)
[State 2052, 1]
type = HitDef
Trigger1 = animelem = 2
trigger2 = animelem = 3
attr = S, HP
damage = 50, 9			;Damage that move inflicts, guard damage
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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, 50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2052, 1]
type = HitDef
trigger1 = animelem = 4
trigger2 = animelem = 5
attr = S, HP
damage = 50, 9			;Damage that move inflicts, guard damage
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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2058, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
trigger2 = var(20) >= 175 && animelem = 3
Trigger3 = var(20) >= 175 && animelem = 4
trigger4 = var(20) >= 175 && animelem = 5
attr = S, HP
damage = 25			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -60, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 3
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 3
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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


;---------------------------------------------------------------------------
; Tricicle Edge Flask - In the air (MP Version 2, Ground)
[Statedef 2057]
type    = A
movetype = A
physics = A
anim = 225
sprpriority = 5

[State 0, PosAdd]
type = PosAdd
;Triggerall = prevstateno = 2001
trigger1 = time = 0
x = 77
y = -100

[State 2057, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 2

[State 2057, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT
time = 9999



[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 13
x = 1
y = -0.2

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 1
y = 2

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 1
y = 4.5


[State 501, 1]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 20, 6			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = animelem = 2
attr = A, HP
damage = 10			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -5, 0
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -3		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -15
physics = N         ;A,C,S,N
persistent = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 2055
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 222 || parent, anim = 223 || parent, anim = 224
value = 2063
ctrl = 0

[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 2055
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -10
value = 2055
ctrl = 0


;---------------------------------------------------------------------------
;Tricicle Edge Up Ice
[Statedef 2060]
type    = S
Movetype = A
physics = S
anim = 2055
velset = 0,0
sprpriority = 5


[State 2060, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 2060, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 2060, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999



[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ontop = 1
ownpal = 0
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2057
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ontop = 1
ownpal = 0
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 6
anim = 2058
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ontop = 1
ownpal = 0
vel = 0,0
removeongethit = 0
trans = add1


[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, 50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2052, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -10		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2052, 1]
type = HitDef
trigger1 = animelem = 6
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2060, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
Trigger2 = var(20) >= 175 && animelem = 4
trigger3 = var(20) >= 175 && animelem = 6
attr = S, HP
damage = 40, 15			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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


;---------------------------------------------------------------------------
;Tricicle Edge Straight Ice
[Statedef 2061]
type    = S
Movetype = A
physics = S
anim = 2053
velset = 0,0
sprpriority = 5

[State 2061, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 2061, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 2061, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999



[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2057
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 6
anim = 2058
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1


[State 2053, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
Trigger3 = animelem = 6
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2061, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
Trigger2 = var(20) >= 175 && animelem = 4
trigger3 = var(20) >= 175 && animelem = 6
attr = S, HP
damage = 40, 15			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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


;---------------------------------------------------------------------------
;Tricicle Edge Down Ice
[Statedef 2062]
type    = S
Movetype = A
physics = S
anim = 2054
velset = 0,0
sprpriority = 5


[State 2062, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 2062, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 2062, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, Explod]
type = Explod
trigger1 = time = 6
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2057
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2058
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 2054, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
Trigger3 = animelem = 6
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2062, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
Trigger2 = var(20) >= 175 && animelem = 4
trigger3 = var(20) >= 175 && animelem = 6
attr = S, HP
damage = 40, 15			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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

;---------------------------------------------------------------------------
;Tricicle Edge Medium Attack
[Statedef 2063]
type    = S
Movetype = A
physics = S
anim = 2051
velset = 0,0
sprpriority = 5


[State 2063, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 2063, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 2063, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2057
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 4
anim = 2058
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2063, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
Trigger2 = var(20) >= 175 && animelem = 4
attr = S, HP
damage = 40, 15			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 2
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 2
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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


;---------------------------------------------------------------------------
; Tricicle Edge Flask - In the air (Heavy Version, Ground)
[Statedef 2065]
type    = A
movetype = A
physics = A
anim = 225
sprpriority = 5

[State 2065, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 2065, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 2065, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 83
y = -100


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT
time = 9999


[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 13
x = 2
y = -0.7

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 2
y = 2.4

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 1
y = 4.5


[State 501, 1]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2065, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = time = 0
attr = S, HP
damage = 1, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MADFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -3		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -15
physics = N         ;A,C,S,N
persistent = 1

;[State 0, VelAdd]
;type = VelAdd
;trigger1 = time > 10
;y = 0.2
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 2055
time = 999


[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 222 || parent, anim = 223
value = 2058
ctrl = 0

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 224
value = 2059
ctrl = 0

[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 2055
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -10
value = 2055
ctrl = 0


;---------------------------------------------------------------------------
; Tricicle Edge Flask - In the air (Heavy Version 2, Ground)
[Statedef 2066]
type    = A
movetype = A
physics = A
anim = 225
sprpriority = 5

[State 2066, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 2066, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 77
y = -110

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 13
x = 2
y = -0.7

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 2
y = 2.4

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 1
y = 4.5


[State 501, 1]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2065, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = time = 0
attr = S, HP
damage = 1, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MADFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -3		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -15
physics = N         ;A,C,S,N
persistent = 1

;[State 0, VelAdd]
;type = VelAdd
;trigger1 = time > 10
;y = 0.2
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 2055
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 222 || parent, anim = 223 || parent, anim = 224
value = 2070
ctrl = 0


[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 2055
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -10
value = 2055
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; Tricicle Edge Flask - In the air (Heavy Version 3, Ground)
[Statedef 2067]
type    = A
movetype = A
physics = A
anim = 225
sprpriority = 5

[State 2067, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 2067, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 71
y = -110

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 13
x = 2
y = -0.7

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 2
y = 2.4

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 1
y = 4.5


[State 501, 1]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2067, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = time = 0
attr = S, HP
damage = 1, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MADFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -3		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -15
physics = N         ;A,C,S,N
persistent = 1

;[State 0, VelAdd]
;type = VelAdd
;trigger1 = time > 10
;y = 0.2
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 2055
time = 999


[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 222 || parent, anim = 223
value = 2058
ctrl = 0

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 224
value = 2059
ctrl = 0

[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 2055
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -10
value = 2055
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
;Tricicle Edge Cross Ice
[Statedef 2070]
type    = S
Movetype = A
physics = S
anim = 2059
velset = 0,0
sprpriority = 5

[State 2070, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 2070, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 2070, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2060
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.55,0.55
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1


[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.7,0.7
sprpriority = 2
ownpal = 0
vel = 0,0
ontop = 1
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 0
vel = 0,0
ontop = 1
removeongethit = 0
trans = add1



[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2061
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.55,0.55
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1


[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
attr = S, HP
damage = 50, 9			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2052, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = animelem = 2 && var(20) >= 175
Trigger2 = animelem = 4 && var(20) >= 175
attr = S, HP
damage = 25			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 3
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 3
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1



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




;---------------------------------------------------------------------------
;Tricicle Edge Up Ice
[Statedef 2071]
type    = S
Movetype = A
physics = S
anim = 2055
velset = 0,0
sprpriority = 5

[State 2071, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 2071, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175



[State 2071, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1


[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2057
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 6
anim = 2058
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1


[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
Trigger3 = animelem = 6
attr = S, HP
damage = 40, 10			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2052, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = animelem = 2 && var(20) >= 175
Trigger2 = animelem = 4 && var(20) >= 175
Trigger3 = animelem = 6 && var(20) >= 175
attr = S, HP
damage = 20			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 3
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 3
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1



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

;---------------------------------------------------------------------------
;Tricicle Edge Straight Ice
[Statedef 2072]
type    = S
Movetype = A
physics = S
anim = 2053
velset = 0,0
sprpriority = 5


[State 2072, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2057
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 0
vel = 0,0
ontop = 1
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 6
anim = 2058
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 0
vel = 0,0
ontop = 1
removeongethit = 0
trans = add1


[State 2053, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
Trigger3 = animelem = 6
attr = S, HP
damage = 40, 10			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, -10		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2053, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = animelem = 2 && var(20) >= 175
Trigger2 = animelem = 4 && var(20) >= 175
Trigger3 = animelem = 6 && var(20) >= 175
attr = S, HP
damage = 20			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 3
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 3
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1



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


;---------------------------------------------------------------------------
;Tricicle Edge Down Ice
[Statedef 2073]
type    = S
Movetype = A
physics = S
anim = 2054
velset = 0,0
sprpriority = 5


[State 2073, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 2073, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 2073, Explod]
type = Explod
trigger1 = time = 6
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 2073, Explod]
type = Explod
trigger1 = time = 3
anim = 2057
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 0
vel = 0,0
ontop = 1
removeongethit = 0
trans = add1

[State 2073, Explod]
type = Explod
trigger1 = time = 0
anim = 2058
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 0
vel = 0,0
ontop = 1
removeongethit = 0
trans = add1


[State 2073, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
Trigger3 = animelem = 6
attr = S, HP
damage = 40,10 			;Damage that move inflicts, guard damage
animtype = Medium			;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 = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 6, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, 50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, -7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2052, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = animelem = 2 && var(20) >= 175
Trigger2 = animelem = 4 && var(20) >= 175
Trigger3 = animelem = 6 && var(20) >= 175
attr = S, HP
damage = 20			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 20		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8
p2facing = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 3
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 3
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1



[State 2073, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; Tricicle Blade - Flask
[Statedef 3050]
type    = S
physics = S
anim = 3010
sprpriority = 5

[State 3050, ChangeState]
type = ChangeState
triggerall = parent, prevstateno = 3000
trigger1 = parent, anim = 3001
value = 3051


[State 3050, ChangeState]
type = ChangeState
triggerall = parent, prevstateno = 3001
trigger1 = parent, anim = 3001
value = 3053


[State 3050, ChangeState]
type = ChangeState
triggerall = parent, prevstateno = 3002
trigger1 = parent, anim = 3001
value = 3065

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = H


;---------------------------------------------------------------------------
; Tricicle Blade - Flask 2
[Statedef 3049]
type    = S
physics = S
anim = 3011
sprpriority = 5


[State 3049, ChangeState]
type = ChangeState
triggerall = parent, prevstateno = 3001
trigger1 = parent, anim = 3001
value = 3052


[State 3049, ChangeState]
type = ChangeState
triggerall = parent, prevstateno = 3002
trigger1 = parent, anim = 3001
value = 3066

[State 3049, DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = H


;---------------------------------------------------------------------------
; Tricicle Blade - Flask 3
[Statedef 3048]
type    = S
physics = S
anim = 3012
sprpriority = 5


[State 3048, ChangeState]
type = ChangeState
triggerall = parent, prevstateno = 3002
trigger1 = parent, anim = 3001
value = 3067

[State 3048, DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = H


;---------------------------------------------------------------------------
; Tricicle Flask - Rolling
[Statedef 3051]
type    = S
movetype = A
physics = N
anim = 3015
sprpriority = 5

[State 3051, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 20
y = 0


[State 3051, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 50
x = 3
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 50 && time <= 80
x = 1.8
y = 0



[State 0, VelSet]
type = VelSet
trigger1 = time > 80 && time <= 120
x = 1
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 120 && time <= 150
x = 0.1
y = 0

[State 501, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 3061
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = Parent, stateno = 3022 && parent, anim = 422
value = 3060
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact || animtime = 0
value = 3061
ctrl = 0

;---------------------------------------------------------------------------
; Tricicle Flask - Rolling 1
[Statedef 3052]
type    = S
movetype = A
physics = N
anim = 3015
sprpriority = 5

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


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 50
x = 1
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 50 && time <= 80
x = 1.8
y = 0



[State 0, VelSet]
type = VelSet
trigger1 = time > 80 && time <= 120
x = 1
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 120 && time <= 150
x = 0.1
y = 0

[State 501, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 3061
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = Parent, stateno = 3022 && parent, anim = 422
value = 3062
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact || animtime = 0
value = 3061
ctrl = 0

;---------------------------------------------------------------------------
; Tricicle Flask - Med Rolling 2
[Statedef 3053]
type    = S
movetype = A
physics = N
anim = 3015
sprpriority = 5


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 17
y = 0


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 50
x = 3
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 50 && time <= 80
x = 1.8
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 80 && time <= 120
x = 1
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 120 && time <= 150
x = 0.1
y = 0

[State 501, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 3061
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = Parent, stateno = 3022 && parent, anim = 422
value = 3062
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact || animtime = 0
value = 3061
ctrl = 0

;---------------------------------------------------------------------------
;Tricicle Blade Attack
[Statedef 3060]
type    = S
Movetype = A
physics = S
anim = 3020
velset = 0,0
sprpriority = 5

[State 3060, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 3060, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 3060, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2060
pos = 0, 00
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ontop = 1
ownpal = 0
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2057
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ontop = 1
ownpal = 0
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 6
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ontop = 1
ownpal = 0
vel = 0,0
removeongethit = 0
trans = add1


[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
Trigger3 = animelem = 6
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 3060, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
Trigger2 = var(20) >= 175 && animelem = 4
Trigger3 = var(20) >= 175 && animelem = 6
attr = S, HP
damage = 40			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -60, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 10		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 10			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,0
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1




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

;---------------------------------------------------------------------------
;Tricicle Blade Crash
[Statedef 3061]
type    = S
Movetype = A
physics = S
anim = 3021
velset = 0,0
sprpriority = 5


[State 3061, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 3061, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 3061, Explod]
type = Explod
trigger1 = time = 0
anim = 2060
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.75,0.75
sprpriority = 2
ontop = 1
ownpal = 0
vel = 0,0
removeongethit = 0
trans = add1


[State 3061, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, HP
damage = 30, 8			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 50, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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

;---------------------------------------------------------------------------
;Tricicle Blade Medium Attack
[Statedef 3062]
type    = S
Movetype = A
physics = S
anim = 3023
velset = 0,0
sprpriority = 5

[State 3062, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 3062, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 3062, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2057
pos = 0, 00
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ontop = 1
ownpal = 0
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2060
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 3062, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
Trigger2 = var(20) >= 175 && animelem = 4
attr = S, HP
damage = 40			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -60, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 10		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 10			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 2
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 2
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,0
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15

;---------------------------------------------------------------------------
; Tricicle Flask - H Rolling 1
[Statedef 3065]
type    = S
movetype = A
physics = N
anim = 3015
sprpriority = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 45
y = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 50
x = 4
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 50 && time <= 80
x = 1.8
y = 0


[State 0, VelSet]
type = VelSet
trigger1 = time > 80 && time <= 120
x = 1
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 120 && time <= 150
x = 0.1
y = 0

[State 501, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 3061
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = Parent, stateno = 3022 && parent, anim = 422
value = 3070
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact || animtime = 0
value = 3061
ctrl = 0

;---------------------------------------------------------------------------
; Tricicle Flask - H Rolling 2
[Statedef 3066]
type    = S
movetype = A
physics = N
anim = 3015
sprpriority = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 30
y = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 50
x = 4
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 50 && time <= 80
x = 1.8
y = 0


[State 0, VelSet]
type = VelSet
trigger1 = time > 80 && time <= 120
x = 1
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 120 && time <= 150
x = 0.1
y = 0

[State 501, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 3061
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = Parent, stateno = 3022 && parent, anim = 422
value = 3071
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact || animtime = 0
value = 3061
ctrl = 0

;---------------------------------------------------------------------------
; Tricicle Flask - H Rolling 3
[Statedef 3067]
type    = S
movetype = A
physics = N
anim = 3015
sprpriority = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 15
y = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 50
x = 4
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 50 && time <= 80
x = 1.8
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 80 && time <= 120
x = 1
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 120 && time <= 150
x = 0.1
y = 0

[State 501, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 3061
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = Parent, stateno = 3022 && parent, anim = 422
value = 3072
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact || animtime = 0
value = 3061
ctrl = 0


;---------------------------------------------------------------------------
;Tricicle Blade Attack - Front
[Statedef 3070]
type    = S
Movetype = A
physics = S
anim = 3025
velset = 0,0
sprpriority = 5

[State 3070, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 3070, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 3070, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2060
pos = 20, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.6,0.6
ontop = 1
sprpriority = 2
ownpal = 0
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2060
pos = 10, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 1
ontop = 1
ownpal = 0
vel = 0,0
removeongethit = 0
trans = add1

[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 3070, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
Trigger2 = var(20) >= 175 && animelem = 4
attr = S, HP
damage = 40			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -60, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 10		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 10			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 3
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 3
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,0
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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

;---------------------------------------------------------------------------
;Tricicle Blade Attack - Middle
[Statedef 3071]
type    = S
Movetype = A
physics = S
anim = 3026
velset = 0,0
sprpriority = 5

[State 3071, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 3071, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175



[State 3071, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2060
pos = 10, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.6,0.6
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 5
anim = 2060
pos = 10, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1.15,1
sprpriority = 3
ownpal = 0
vel = 0,0
ontop = 1
removeongethit = 1
trans = add1

[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = S, HP
damage = 100, 25			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 3071, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
Trigger2 = var(20) >= 175 && animelem = 4
attr = S, HP
damage = 50			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -60, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 10		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 10			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 3
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 3
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,0
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1



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


;---------------------------------------------------------------------------
;Tricicle Blade Attack - Back
[Statedef 3072]
type    = S
Movetype = A
physics = S
anim = 3027
velset = 0,0
sprpriority = 5

[State 3072, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 3072, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175



[State 3072, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

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

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2060
pos =3, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.6,0.6
sprpriority = 2
ontop = 1
ownpal = 0
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2060
pos = -17, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 1
ontop = 1
ownpal = 0
vel = 0,0
removeongethit = 0
trans = add1

[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = 5		;Velocity at which opponent is pushed
airguard.velocity = 6,-2	;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 = 6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
Fall = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 3072, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && animelem = 2
Trigger2 = var(20) >= 175 && animelem = 4
attr = S, HP
damage = 40			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -60, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;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  = 10		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 10			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.hit = 1
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 3
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 3
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,0
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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

;---------------------------------------------------------------------------
; Tricicle Hatchete - Flask 3
[Statedef 4047]
type    = S
physics = S
anim = 4008
sprpriority = 5

[State 0, ChangeState]
type = ChangeState
triggerall = parent, prevstateno = 4002
trigger1 = parent, anim = 4002
value = 4067


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = H


;---------------------------------------------------------------------------
; Tricicle Hatchete - Flask 2
[Statedef 4048]
type    = S
physics = S
anim = 4009
sprpriority = 5

[State 0, ChangeState]
type = ChangeState
triggerall = parent, prevstateno = 4001
trigger1 = parent, anim = 4002
value = 4052

[State 4049, ChangeState]
type = ChangeState
triggerall = parent, prevstateno = 4002
trigger1 = parent, anim = 4002
value = 4066


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = H

;---------------------------------------------------------------------------
; Tricicle Hatchete - Flask
[Statedef 4049]
type    = S
physics = S
anim = 4010
sprpriority = 5

[State 4049, ChangeState]
type = ChangeState
triggerall = parent, prevstateno = 4000
trigger1 = parent, anim = 4002
value = 4050


[State 4049, ChangeState]
type = ChangeState
triggerall = parent, prevstateno = 4001
trigger1 = parent, anim = 4002
value = 4051

[State 4049, ChangeState]
type = ChangeState
triggerall = parent, prevstateno = 4002
trigger1 = parent, anim = 4002
value = 4065

[State 4049, DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = H

;---------------------------------------------------------------------------
; Tri Flask - In the air (Air)
[Statedef 4050]
type    = A
movetype = A
physics = A
anim = 4011
sprpriority = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 77
y = -110


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, VelSet]
type = VelSet
;Triggerall = Parent, stateno = 221
trigger1 = time > 0 && time <= 13
x = 2
y = parent, vel y

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 1.6

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 1

[State 508, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0			;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -15
physics = N         ;A,C,S,N
persistent = 1

;[State 0, VelAdd]
;type = VelAdd
;trigger1 = time > 10
;y = 0.2
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 2055
time = 999


[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 623
value = 4060
ctrl = 0


[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 2055
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -15
value = 2055
ctrl = 0

;---------------------------------------------------------------------------
; Tri Flask - In the air - Medium (Air)
[Statedef 4051]
type    = A
movetype = A
physics = A
anim = 4011
sprpriority = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 77
y = -110

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, VelSet]
type = VelSet
;Triggerall = Parent, stateno = 221
trigger1 = time > 0 && time <= 13
x = 1
y = parent, vel y

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 1.2

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 1

[State 508, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0			;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -15
physics = N         ;A,C,S,N
persistent = 1

;[State 0, VelAdd]
;type = VelAdd
;trigger1 = time > 10
;y = 0.2
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 2055
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 623
value = 4060
ctrl = 0


[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 2055
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -15
value = 2055
ctrl = 0

;---------------------------------------------------------------------------
; Tri Flask - In the air (Air)
[Statedef 4052]
type    = A
movetype = A
physics = A
anim = 4011
sprpriority = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 77
y = -130


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, VelSet]
type = VelSet
;Triggerall = Parent, stateno = 221
trigger1 = time > 0 && time <= 13
x = 2.5
y = parent, vel y

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 2

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 1.5

[State 508, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0			;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 20
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -15
physics = N         ;A,C,S,N
persistent = 1

;[State 0, VelAdd]
;type = VelAdd
;trigger1 = time > 10
;y = 0.2
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 2055
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 623
value = 4061
ctrl = 0


[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 2055
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -15
value = 2055
ctrl = 0

;---------------------------------------------------------------------------
;Tricicle Hatchet - Attack
[Statedef 4060]
type    = S
Movetype = A
physics = S
anim = 4015
velset = 0,0
sprpriority = 5

[State 4060, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 4060, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 4060, Explod]
type = Explod
trigger1 = time = 0
anim = 4016
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 6
anim = 2061
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
Trigger3 = animelem = 6
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA		;Flags on how move is to be guarded against
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, 50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
Down.hit = 1
fall.recover = 0
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 1
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 1
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1



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


;---------------------------------------------------------------------------
;Tricicle Hatchet - Medium Attack
[Statedef 4061]
type    = S
Movetype = A
physics = S
anim = 4017
velset = 0,0
sprpriority = 5

[State 4061, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2056
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2061
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
Trigger3 = animelem = 6
attr = S, HP
damage = 80, 15			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, 50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
down.hit = 1
fall.recover = 0
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 2
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 2
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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


;-----------------------------------------
;Tricicle Hatchet - In the Air
[Statedef 4050]
type    = A
movetype = A
physics = A
anim = 4011
sprpriority = 5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
;Triggerall = Parent, stateno = 221
trigger1 = time > 0 && time <= 13
x = 2
y = parent, vel y

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 1.6

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 1

[State 508, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0			;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 80
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

;[State 0, VelAdd]
;type = VelAdd
;trigger1 = time > 10
;y = 0.2
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 2055
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 623
value = 4060
ctrl = 0


[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 506
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -15
value = 2055
ctrl = 0

;---------------------------------------------
;Tricicle Hatchet - Heavy Version
[Statedef 4065]
type    = A
movetype = A
physics = A
anim = 4011
sprpriority = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 70
y = -110

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, VelSet]
type = VelSet
;Triggerall = Parent, stateno = 221
trigger1 = time > 0 && time <= 13
x = 4
y = parent, vel y

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 2.6

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 1.5

[State 508, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0			;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 80
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

;[State 0, VelAdd]
;type = VelAdd
;trigger1 = time > 10
;y = 0.2
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 2055
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 623
value = 4070
ctrl = 0


[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 2055
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -15
value = 2055
ctrl = 0

;---------------------------------------------
;Tricicle Hatchet - Heavy Version 2
[Statedef 4066]
type    = A
movetype = A
physics = A
anim = 4011
sprpriority = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 80
y = -110

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
;Triggerall = Parent, stateno = 221
trigger1 = time > 0 && time <= 13
x = 4
y = parent, vel y

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 2.6

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 1.5

[State 508, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0			;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 80
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -15
physics = N         ;A,C,S,N
persistent = 1

;[State 0, VelAdd]
;type = VelAdd
;trigger1 = time > 10
;y = 0.2
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 2055
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 623
value = 4071
ctrl = 0


[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 2055
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -15
value = 2055
ctrl = 0

;---------------------------------------------
;Tricicle Hatchet - Heavy Version 3
[Statedef 4067]
type    = A
movetype = A
physics = A
anim = 4011
sprpriority = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 90
y = -110

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 0, VelSet]
type = VelSet
;Triggerall = Parent, stateno = 221
trigger1 = time > 0 && time <= 13
x = 4
y = parent, vel y

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 13 && time <= 30
x = 2.6

[State 0, VelSet]
type = VelSet
;;Triggerall = Parent, stateno = 221
trigger1 = time > 30
x = 1.5

[State 508, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 2, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 15			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -5, 0			;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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  = 16		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Air.Fall = 1
palfx.time = 80
palfx.mul = 120,500,300
palfx.add = 150,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -15
physics = N         ;A,C,S,N
persistent = 1

;[State 0, VelAdd]
;type = VelAdd
;trigger1 = time > 10
;y = 0.2
;ignorehitpause =
;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HP,NP,SP,HP
stateno = 2055
time = 999

[State 0, ChangeState]
type = ChangeState
Trigger1 = parent, anim = 623
value = 4072
ctrl = 0


[State 0, ChangeState]
type = ChangeState
Trigger1 = movecontact
value = 2055
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= -15
value = 2055
ctrl = 0

;---------------------------------------------------------------------------
;Tricicle Hatchet - Heavy Attack Front
[Statedef 4070]
type    = S
Movetype = A
physics = S
anim = 4020
velset = 0,0
sprpriority = 5

[State 4070, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2056
pos = 10, 5
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.65,0.65
sprpriority = 7
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2056
pos = 10, -10
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.9,0.9
sprpriority = 3
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
attr = S, HP
damage = 90, 18			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA		;Flags on how move is to be guarded against
hitflag = MADFP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, 50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
fall.recover = 0
down.hit = 1
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 3
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 3
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1




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



;---------------------------------------------------------------------------
;Tricicle Hatchet - Heavy Attack Middle
[Statedef 4071]
type    = S
Movetype = A
physics = S
anim = 4021
velset = 0,0
sprpriority = 5

[State 4071, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 4016
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.75,0.75
sprpriority = 7
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 4016
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1.15,1.15
sprpriority = 3
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1


[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = S, HP
damage = 90, 18			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA		;Flags on how move is to be guarded against
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, 50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
down.hit = 1
fall.recover = 0
yaccel = .5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 3
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 3
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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


;---------------------------------------------------------------------------
;Tricicle Hatchet - Heavy Attack Bottom
[Statedef 4072]
type    = S
Movetype = A
physics = S
anim = 4022
velset = 0,0
sprpriority = 5

[State 4072, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2061
pos = 10, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.65,0.65
sprpriority = 7
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 2061
pos = -10, 0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.9,0.9
sprpriority = 3
ownpal = 0
ontop = 1
vel = 0,0
removeongethit = 0
trans = add1

[State 2052, 1]
type = HitDef
trigger1 = animelem = 2
Trigger2 = animelem = 4
attr = S, HP
damage = 90, 18			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA		;Flags on how move is to be guarded against
hitflag = MAFDP			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = -60, 50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 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 = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;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 = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
fall.recover = 0
down.hit = 1
yaccel = .5
sprpriority = 5
p2stateno = 595

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9104
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 501, Explod]
type = Explod
Triggerall = numexplod(2998) < 3
trigger1 = time = 0
anim = 2998
ID = 2998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,-3
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


[State 501, Explod]
type = Explod
Triggerall = numexplod(2999) < 3
trigger1 = time = 0
anim = 2999
ID = 2999
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -6,2
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 0
ownpal = 1


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



;---------------------------------------------------------------------------
;Frozen FX - Medium
[Statedef 590]
type    = S
Movetype = A
physics = N
anim = 9910
sprpriority = 7

[State 590, Trans]
type = Trans
trigger1 = 1
trans = add1

[State 590, PosSet]
type = PosSet
trigger1 = 1
x = enemynear, pos x+0
y = enemynear, pos y-75+(random>500)


[State 590, Explod]
type = Explod
trigger1 = time = 25
anim = 9910
ID = 9911
pos = -5,-75+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -9,-3
removetime = -2
scale = 0.29,0.39
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1


[State 590, Explod]
type = Explod
trigger1 = time = 25
anim = 9910
ID = 9911
pos = -5,-75+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -9,3
removetime = -2
scale = 0.24,0.34
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1

[State 590, DestroySelf]
type = DestroySelf
trigger1 = p2movetype != H || time = 25


;---------------------------------------------------------------------------
;Frozen FX - Heavy
[Statedef 591]
type    = S
Movetype = A
physics = N
anim = 9910
sprpriority = 7

[State 591, Trans]
type = Trans
trigger1 = 1
trans = add1

[State 591, PosSet]
type = PosSet
trigger1 = 1
x = enemynear, pos x+0
y = enemynear, pos y-75+(random>500)


[State 591, Explod]
type = Explod
triggerall = numexplod(9911) <= 2
trigger1 = time >20 && enemynear, pos y >= 0
anim = 9910
ID = 9911
pos = -5,-75+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -8,-3
removetime = -2
scale = 0.29,0.39
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1



[State 590, Explod]
type = Explod
triggerall = numexplod(9911) <= 2
trigger1 = time > 20 && enemynear, pos y >= 0
anim = 9910
ID = 9911
pos = -5,-75+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -8,0
removetime = -2
scale = 0.24,0.34
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1


[State 590, DestroySelf]
type = DestroySelf
trigger1 = enemynear, movetype != H || time > 15 && enemynear, pos y >= 0

;---------------------------------------------------------------------------
;Frozen FX - Ground Counter
[Statedef 592]
type    = S
Movetype = A
physics = N
anim = 9911
sprpriority = 7

[State 592, Trans]
type = Trans
trigger1 = 1
trans = add1

[State 592, PosSet]
type = PosSet
trigger1 = 1
x = enemynear, pos x+0
y = enemynear, pos y-75+(random>500)


[State 592, Explod]
type = Explod
trigger1 = time = 55
anim = 9910
ID = 9911
pos = -5,-75+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -9,-3
removetime = -2
scale = 0.29,0.39
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1


[State 592, Explod]
type = Explod
trigger1 = time = 55
anim = 9910
ID = 9911
pos = -5,-75+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -9,3
removetime = -2
scale = 0.24,0.34
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1

[State 592, DestroySelf]
type = DestroySelf
trigger1 = p2movetype != H || time = 55

;---------------------------------------------------------------------------
;Frozen FX - Air Counter
[Statedef 593]
type    = S
Movetype = A
physics = N
anim = 9911
sprpriority = 7

[State 593, Trans]
type = Trans
trigger1 = 1
trans = add1

[State 593, PosSet]
type = PosSet
trigger1 = 1
x = enemynear, pos x+0
y = enemynear, pos y-75+(random>500)


[State 593, Explod]
type = Explod
triggerall = numexplod(9911) <= 2
trigger1 = time > 30 && enemynear, pos y >= 0
anim = 9910
ID = 9911
pos = -5,-75+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -8,-3
removetime = -2
scale = 0.29,0.39
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1



[State 593, Explod]
type = Explod
triggerall = numexplod(9911) <= 2
trigger1 = time > 30 && enemynear, pos y >= 0
anim = 9910
ID = 9911
pos = -5,-75+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -8,0
removetime = -2
scale = 0.24,0.34
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1


[State 593, DestroySelf]
type = DestroySelf
trigger1 = enemynear, movetype != H || time > 15 && enemynear, pos y >= 0

;---------------------------------------------------------------------------
;Frozen FX - MB
[Statedef 594]
type    = S
Movetype = A
physics = N
anim = 9912
sprpriority = 7

[State 594, Trans]
type = Trans
trigger1 = 1
trans = add1

[State 594, PosSet]
type = PosSet
trigger1 = 1
x = enemynear, pos x+0
y = enemynear, pos y-75+(random>500)


[State 594, Explod]
type = Explod
triggerall = numexplod(9911) <= 2
trigger1 = time >20 && enemynear, pos y >= 0
anim = 9910
ID = 9911
pos = -5,-75+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -8,-3
removetime = -2
scale = 0.29,0.39
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1



[State 594, Explod]
type = Explod
triggerall = numexplod(9911) <= 2
trigger1 = time > 20 && enemynear, pos y >= 0
anim = 9910
ID = 9911
pos = -5,-75+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = -8,0
removetime = -2
scale = 0.24,0.34
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1


[State 594, DestroySelf]
type = DestroySelf
trigger1 = enemynear, movetype != H || time > 15 && enemynear, pos y >= 0


;---------------------------------------------------------------------------
; Tricicle MB - Opponent Hit
[Statedef 595]
type    = A
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 1

[State 595, NotHitBy]
type = NotHitBy
trigger1 = Time = 12
value = SCA
time = 60


[State 595, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 60
add = 150,50,240
mul = 120,500,300
sinadd = 110,110,110,18
invertall = 1
color = 0

[State 595, 1]
type = Changeanim2
Trigger1 = time = 0
value = 229

[State 595, StateTypeSet]
type = StateTypeSet
trigger1 = time = 20
statetype = A       ;S,A,C,L
movetype = H
physics = N         ;A,C,S,N


[State 595, VelSet]
type = VelSet
trigger1 = time > 20 && time <= 30
x = ifelse((p2dist x < -4),3,-3)
y = -5.5

[State 595, 1] ;Gravity
type = VelAdd
Trigger1 = time > 20
y = .8


[State 595, Selfstate]
type = Selfstate
trigger1 = time > 40 && pos y >= 0
value = 5100
ctrl = 0

