;----------------------------------------------------------------------------
;Chakra Wave - Light
[Statedef 1000]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1000                       ;Change animation (Def: no change)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1000,0
volume = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 1000,20
volume = -2

[State 0, Helper]
type = Helper
trigger1 = animelem = 9
helpertype = normal ;player
name = "Chakra"
stateno = 1010
pos = 80,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.5


[State 1051, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1005
ctrl = 0


;----------------------------------------------------------------------------
;Chakra Wave - Medium
[Statedef 1001]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1001                       ;Change animation (Def: no change)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 1000,0
volume = 3


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 1000,20
volume = -2

[State 0, Helper]
type = Helper
trigger1 = animelem = 9
helpertype = normal ;player
name = "Chakra"
stateno = 1011
pos = 80,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.55

[State 1001, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1005
ctrl = 0

;----------------------------------------------------------------------------
;Chakra Wave - Strong
[Statedef 1002]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1002                       ;Change animation (Def: no change)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 1000,0
volume = 3


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 1000,20
volume = -2


[State 1002, Helper]
type = Helper
trigger1 = animelem = 9
helpertype = normal ;player
name = "Chakra"
stateno = 1012
ID = 1012
pos = 80,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.75
size.yscale = 0.75


[State 1002, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1005
ctrl = 0


;----------------------------------------------------------------------------
;Chakra Wave - Recover
[Statedef 1005]
type    = S
movetype= A
physics = S
velset = 0,0  ;1,-2
ctrl = 0
anim = 1005

[State 0, Helper]
type = Helper
helpertype = normal ;player
trigger1 = time = 0
name = "Frog"
ID = 1006
stateno = 1006
pos = 60,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1008
pos = 80,-75
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.6,0.6
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;Frog
[Statedef 1006]
type    = A
physics = S
velset = 0,0  ;1,-2
ctrl = 0
anim = 1006
sprpriority = 2


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2
statetype = A       ;S,A,C,L
physics = A         ;A,C,S,N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= -18
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N


[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 10
x = 1
y = -0.5


[State 1006, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = pos Y >= -10
value = 1007
ctrl = 0

;----------------------------------------------------------------------------
;Frog - Land
[Statedef 1007]
type    = S
physics = S
velset = 0,0  ;1,-2
ctrl = 0
anim = 1007
sprpriority = 2

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


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


;----------------------------------------------------------------------------
;Chakra Wave - Shot 1
[Statedef 1010]
type    = A
movetype= A
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1010
sprpriority = 2

[State 1010, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 2

[State 1010, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 100

[State 0, HitOverride]
type = HitOverride
trigger1 = time >= 0
attr = SCA,NP,SP,HP
stateno = 1016
time = 100

[State 0, VelSet]
type = VelSet
trigger1 = Time > 0
x = 2.5

[State 1010, 1]
type = HitDef
triggerall = enemynear, movetype != A
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 40, 5			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 11			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;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  = 20		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
airguard.velocity = -3.5,-3.8	;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,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2

[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 1010, 1]
type = HitDef
triggerall = enemynear, movetype = A
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 50, 5			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 11			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;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
air.type = high			;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 = -3
guard.cornerpush.veloff = -3
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[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 1010, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 25			;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 = -15, 0		;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 = 20		;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 = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-4		;X-velocity at which opponent is pushed,
air.hittime = 12
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
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 1010, 3]
type = changestate
trigger1 = time = 30
value = 1015
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveContact
value = 1016
ctrl = 0




;----------------------------------------------------------------------------
;Chakra Wave - Shot 2
[Statedef 1011]
type    = A
movetype= A
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1010
sprpriority = 2

[State 1010, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 2

[State 1010, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 100

[State 0, HitOverride]
type = HitOverride
trigger1 = time >= 0
attr = SCA,NP,SP,HP
stateno = 1016
time = 100

[State 0, VelSet]
type = VelSet
trigger1 = Time >0
x = 3.8


[State 1011, 1]
type = HitDef
triggerall = enemynear, movetype != A
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 55, 8			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 11			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;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  = 21		;Time opponent is in hit state
ground.velocity = -7		;Velocity at which opponent is pushed
airguard.velocity = -3.5,-3.8	;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 = -5,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2

[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 1011, 1]
type = HitDef
triggerall = enemynear, movetype = A
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 65, 8			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 11			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20		;Time that the opponent slides back
ground.hittime  = 28		;Time opponent is in hit state
ground.velocity = -7		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6.5,-4.5		;X-velocity at which opponent is pushed,
air.hittime = 28			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[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 1010, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 33			;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 = -15, 0		;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 = 20		;Time that the opponent slides back
ground.hittime  = 15		;Time opponent is in hit state
ground.velocity = -7		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6.5,-4.5		;X-velocity at which opponent is pushed,
air.hittime = 15			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
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 1011, 3]
type = changestate
trigger1 = time = 45
value = 1015
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = moveContact
value = 1016
ctrl = 0


;----------------------------------------------------------------------------
;Chakra Wave - Shot 3 (Big)
[Statedef 1012]
type    = A
movetype= A
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1013
sprpriority = 2

[State 1012, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 2

[State 1012, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 100

[State 0, HitOverride]
type = HitOverride
trigger1 = time >= 0
attr = SCA,NP,SP,HP
stateno = 1016
time = 100


[State 0, VelSet]
type = VelSet
trigger1 = Time > 0
x = 5

[State 1012, 1]
type = HitDef
triggerall = enemynear, movetype != A
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 60, 9			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 11			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 23		;Time opponent is in hit state
ground.velocity = -10		;Velocity at which opponent is pushed
airguard.velocity = -5.5,-3.8	;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 = -8.5,-4		;X-velocity at which opponent is pushed,
air.hittime = 23			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2

[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 1012, 1]
type = HitDef
triggerall = enemynear, movetype = A
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 70			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 11			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 25		;Time that the opponent slides back
ground.hittime  = 33		;Time opponent is in hit state
ground.velocity = -10		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -9,-5		;X-velocity at which opponent is pushed,
air.hittime = 33			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[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 1012, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 35			;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 = -15, 0		;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 = 25		;Time that the opponent slides back
ground.hittime  = 33		;Time opponent is in hit state
ground.velocity = -10		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -9,-5		;X-velocity at which opponent is pushed,
air.hittime = 18			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
palfx.time = 18
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 1012, Helper]
type = Helper
triggerall = numhelper(1013) < 1
trigger1 = movecontact > 0
helpertype = normal ;player
name = "Chakra"
ID = 1013
stateno = 1013
pos = 0,0;80,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.45
size.yscale = 0.5


[State 1012, 3]
type = changestate
trigger1 = time = 60
value = 1015
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveContact
value = 1016
ctrl = 0


;----------------------------------------------------------------------------
;Chakra Wave - Shot 3 (Small)
[Statedef 1013]
type    = A
movetype= A
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1014
sprpriority = 1

[State 1012, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 2

[State 1012, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 100

[State 0, HitOverride]
type = HitOverride
trigger1 = time >= 0
attr = SCA,NP,SP,HP
stateno = 1016
time = 100

[State 0, VelSet]
type = VelSet
trigger1 = Time > 0
x = 5

[State 1012, 1]
type = HitDef
triggerall = enemynear, movetype != A
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 20, 4			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 11			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 23		;Time opponent is in hit state
ground.velocity = -10		;Velocity at which opponent is pushed
airguard.velocity = -5.5,-3.8	;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 = -8.5,-4		;X-velocity at which opponent is pushed,
air.hittime = 23			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2

[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 1012, 1]
type = HitDef
triggerall = enemynear, movetype = A
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 30, 4			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 11			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20		;Time that the opponent slides back
ground.hittime  = 28		;Time opponent is in hit state
ground.velocity = -10		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -9,-4.8		;X-velocity at which opponent is pushed,
air.hittime = 23			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[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 1013, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 15			;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 = -15, 0		;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 = 25		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -10		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -9,-5		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
palfx.time = 18
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 1012, 3]
type = changestate
trigger1 = time = 60
value = 1015
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveContact
value = 1016
ctrl = 0

;----------------------------------------------------------------------------
;Chakra Wave - Dissipate
[Statedef 1015]
type    = S
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1011
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = Time > 0
x = 2


[State 1015, 3] ;Change state when KFM is close to ground
type = Destroyself
trigger1 = animtime = 0


;----------------------------------------------------------------------------
;Chakra Wave - Hit
[Statedef 1016]
type    = S
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1012
sprpriority = 3

[State 1015, 3] ;Change state when KFM is close to ground
type = Destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; Heavy Weight - Pursuit
[Statedef 1080]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 805
poweradd = -500

[State 1080, Helper]
type = Helper
triggerall = anim = 805
trigger1 = animelem = 1
helpertype = normal ;player
name = "Switch"
stateno = 712
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 1080, Helper]
type = Helper
trigger1 = time = 0
triggerall = anim = 805
helpertype = normal ;player
name = "Heavy_Weight"
stateno = 720
pos = 0,-300
postype = p2
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6

[State 1080, Helper]
type = Helper
triggerall = anim = 805
trigger1 = time = 0
helpertype = normal ;player
name = "Chain"
stateno = 721
pos = 0,-320
postype = p2
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6
;persistent = 1


[State 1080, Finish]
type = ChangeState
trigger1 = time = 45
value = 711
ctrl = 0


;---------------------------------------------------------------------------
; Heavy Weight - Opponent on the ground
[Statedef 1085]
type    = A
movetype= H
physics = N
velset = 0, 0
poweradd = 60

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5080


[State 1085, 4]
type = SelfState
trigger1 = time = 30
value = 5110



;----------------------------------------------------------------------------
;Air Chakra Wave - Light
[Statedef 1100]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = A                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1100                       ;Change animation (Def: no change)

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1000,0
volume = 3


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0;animelem = 9
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = S         ;A,C,S,N

[State 0, VelSet]
type = VelSet
trigger1 = time = 0;animelem = 9
x = 0
y = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 1000,20
volume = -2

[State 0, Helper]
type = Helper
trigger1 = animelem = 10
helpertype = normal ;player
name = "Chakra"
stateno = 1010
pos = 40,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.45
size.yscale = 0.5


[State 1100, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1105
ctrl = 0


;----------------------------------------------------------------------------
;Air Chakra Wave - Medium
[Statedef 1101]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = A                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1101                       ;Change animation (Def: no change)

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 1000,0
volume = 3


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0;animelem = 9
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = S         ;A,C,S,N


[State 0, VelSet]
type = VelSet
trigger1 = time = 0;animelem = 9
x = 0
y = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 1000,20
volume = -2

[State 0, Helper]
type = Helper
trigger1 = animelem = 10
helpertype = normal ;player
name = "Chakra"
stateno = 1011
pos = 40,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6


[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1105
ctrl = 0


;----------------------------------------------------------------------------
;Air Chakra Wave - Strong
[Statedef 1102]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = A                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1102                       ;Change animation (Def: no change)

[State 1102, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 1000,0
volume = 3


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 1000,20
volume = -2

[State 1102, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0;animelem = 9
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = S         ;A,C,S,N



[State 0, VelSet]
type = VelSet
trigger1 = time = 0;animelem = 9
x = 0
y = 0


[State 0, Helper]
type = Helper
trigger1 = animelem = 10
helpertype = normal ;player
name = "Chakra"
stateno = 1012
pos = 40,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.75
size.yscale = 0.75


[State 1102, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1105
ctrl = 0

;----------------------------------------------------------------------------
;Air Chakra Wave - Recover
[Statedef 1105]
type    = A
physics = A
ctrl = 0
Velset = -3, -2
anim = 1105

[State 0, Helper]
type = Helper
helpertype = normal ;player
trigger1 = time = 0
name = "Frog"
ID = 1006
stateno = 1006
pos = 30,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1008
pos = 40,-75
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.6,0.6
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0


[State 1105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

[State 1105, 3]
type = ChangeState
trigger1 = Pos y >= 0
value = 52
ctrl = 0

;----------------------------------------------------------------------------
;Reverie Sword Start - Light
[Statedef 1200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1200                       ;Change animation (Def: no change)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
volume = 4
value = 1200,0




[State 0, PosSet]
type = PosSet
trigger1 = Prevstateno = 100
y = 0




[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 8




[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1205
ctrl = 0

;----------------------------------------------------------------------------
;Reverie Sword Start - Medium
[Statedef 1201]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1200                       ;Change animation (Def: no change)


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
volume = 4
value = 1200,0

[State 0, PosSet]
type = PosSet
trigger1 = Prevstateno = 100
y = 0




[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 11




[State 1201, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1205
ctrl = 0

;----------------------------------------------------------------------------
;Reverie Sword Start - Heavy
[Statedef 1202]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1201                       ;Change animation (Def: no change)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
volume = 4
value = 1200,0

[State 0, PosSet]
type = PosSet
trigger1 = Prevstateno = 100
y = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 15

[State 1202, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1205
ctrl = 0


;----------------------------------------------------------------------------
;Reverie Sword Start - Jump
[Statedef 1205]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1203                       ;Change animation (Def: no change)

[State 1205, Sword Med]
type = ChangeAnim
trigger1 = prevstateno = 1201
trigger1 = time = 0
value = 1204

[State 1206, Sword Heavy]
type = ChangeAnim
trigger1 = prevstateno = 1202
trigger1 = time = 0
value = 1205

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) < 150 && moveguarded
v = 20    ;fv =
value = 2

[State 1205, VarAdd]
type = VarAdd
trigger1 = var(20) >= 150 && movehit
v = 20    ;fv =
value = -150


[State 1205, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = Time = 5
trigger3 = Time = 10
trigger4 = Time = 15
trigger5 = Time = 20
trigger6 = Time = 25
value = 1200,10


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N




[State 0, VelSet]
type = VelSet
Triggerall = prevstateno = 1200
trigger1 = time > 0 && time <= 8
x = 0
y = -4


[State 0, VelSet]
type = VelSet
Triggerall = prevstateno = 1200
trigger1 = time > 8
x = 0
y = -1

[State 0, VelSet]
type = VelSet
Triggerall = prevstateno = 1201
trigger1 = time > 0 && time <= 10
x = 4
y = -5


[State 0, VelSet]
type = VelSet
Triggerall = prevstateno = 1201
trigger1 = time > 10
x = 0
y = -4



[State 0, VelSet]
type = VelSet
Triggerall = prevstateno = 1202
trigger1 = time > 0 && time <= 15
x = 5.5
y = -7





[State 0, VelSet]
type = VelSet
Triggerall = prevstateno = 1202
trigger1 = time > 15
x = 0
y = -6

[State 0, PosAdd]
type = PosAdd
Triggerall = Prevstateno = 1200
trigger1 = animelem = 1
x = 8

[State 0, PosAdd]
type = PosAdd
Triggerall = Prevstateno = 1201 || Prevstateno = 1202
trigger1 = animelem = 1
x = 4

[State 1205, 1]
type = HitDef
triggerall = var(9) = 0
Triggerall = Prevstateno = 1200
trigger1 = animelem = 1
Trigger2 = animelem = 5
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 55, 8			;Damage that move inflicts, guard damage
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 4			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, -80		;X-offset for the "hit spark" rel. to p2,
hitsound = s1200, 5			;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  = 20		;Time opponent is in hit state
ground.velocity = -1, -6		;Velocity at which opponent is pushed
airguard.velocity = -1.8,-4	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,-5		;X-velocity at which opponent is pushed,
air.hittime = 20
Fall = 1
Air.Fall = 1
Fall.recover = 0			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -3
airguard.cornerpush.veloff = -5
envshake.time = 3
envshake.ampl = 2

[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 1205, 1]
type = HitDef
triggerall = var(9) = 1
Triggerall = Prevstateno = 1200
trigger1 = animelem = 1
Trigger2 = animelem = 5
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 65, 8			;Damage that move inflicts, guard damage
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 4			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, -80		;X-offset for the "hit spark" rel. to p2,
hitsound = s1200, 5			;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  = 20		;Time opponent is in hit state
ground.velocity = -1, -6		;Velocity at which opponent is pushed
airguard.velocity = -1.8,-4	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,-5		;X-velocity at which opponent is pushed,
air.hittime = 20
Fall = 1
Air.Fall = 1
Fall.recover = 0			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
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 1205, 1]
type = HitDef
Triggerall = Prevstateno = 1200
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 150 && animelem = 1
Trigger2 = var(20) >= 150 && animelem = 5
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 28, 3			;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 = 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 = -15, -80		;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  = 10		;Time opponent is in hit state
ground.velocity = -3		;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 = 10
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
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 1205, 1]
type = HitDef
triggerall = var(9) = 0
Triggerall = Prevstateno = 1201
trigger1 = animelem = 1
Trigger2 = animelem = 5
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 35, 6			;Damage that move inflicts, guard damage
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 3			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, -80		;X-offset for the "hit spark" rel. to p2,
hitsound = s1200, 5			;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  = 20		;Time opponent is in hit state
ground.velocity = -1.2, -7.5		;Velocity at which opponent is pushed
airguard.velocity = -2,-4.5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.2,-6		;X-velocity at which opponent is pushed,
air.hittime = 20
Fall = 1
Air.Fall = 1
Fall.recover = 0			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -3
airguard.cornerpush.veloff = -5
envshake.time = 3
envshake.ampl = 2

[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 1205, 1]
type = HitDef
triggerall = var(9) = 1
Triggerall = Prevstateno = 1201
trigger1 = animelem = 1
Trigger2 = animelem = 5
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 45, 6			;Damage that move inflicts, guard damage
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 3			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, -80		;X-offset for the "hit spark" rel. to p2,
hitsound = s1200, 5			;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  = 20		;Time opponent is in hit state
ground.velocity = -1.2, -7.5		;Velocity at which opponent is pushed
airguard.velocity = -2,-4.5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.2,-6		;X-velocity at which opponent is pushed,
air.hittime = 20
Fall = 1
Air.Fall = 1
Fall.recover = 0			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
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 1205, 1]
type = HitDef
Triggerall = Prevstateno = 1201
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 150 && animelem = 1
Trigger2 = var(20) >= 150 && animelem = 5
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 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 = 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 = -15, -80		;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  = 10		;Time opponent is in hit state
ground.velocity = -3		;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 = 10
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
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 1205, 1]
type = HitDef
triggerall = var(9) = 0
Triggerall = Prevstateno = 1202
trigger1 = animelem = 1
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 30, 5			;Damage that move inflicts, guard damage
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 3			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, -80		;X-offset for the "hit spark" rel. to p2,
hitsound = s1200, 5			;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  = 25		;Time opponent is in hit state
ground.velocity = -1.5, -12		;Velocity at which opponent is pushed
airguard.velocity = -2.5,-4.5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.5,-8		;X-velocity at which opponent is pushed,
air.hittime = 25
Fall = 1
Air.Fall = 1
Fall.recover = 0			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2

[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 1205, 1]
type = HitDef
triggerall = var(9) = 1
Triggerall = Prevstateno = 1202
trigger1 = animelem = 1
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 40, 5			;Damage that move inflicts, guard damage
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 3			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, -80		;X-offset for the "hit spark" rel. to p2,
hitsound = s1200, 5			;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  = 25		;Time opponent is in hit state
ground.velocity = -1.5, -12		;Velocity at which opponent is pushed
airguard.velocity = -2.5,-4.5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.5,-8		;X-velocity at which opponent is pushed,
air.hittime = 25
Fall = 1
Air.Fall = 1
Fall.recover = 0			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
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 1205, 1]
type = HitDef
Triggerall = Prevstateno = 1202
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 150 && animelem = 1
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 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 = 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 = -15, -80		;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  = 10		;Time opponent is in hit state
ground.velocity = -3		;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 = 10
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
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 1205, 1]
type = HitDef
triggerall = var(9) = 0
Triggerall = Prevstateno = 1202
Trigger1 = animelem = 3
Trigger2 = animelem = 9
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 30, 5			;Damage that move inflicts, guard damage
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 3			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, -80		;X-offset for the "hit spark" rel. to p2,
hitsound = s1200, 5			;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  = 25		;Time opponent is in hit state
ground.velocity = -1.5, -7		;Velocity at which opponent is pushed
airguard.velocity = -2.5,-4.5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.5,((vel y)-.1);,-8		;X-velocity at which opponent is pushed,
air.hittime = 25
Fall = 1
Air.Fall = 1
Fall.recover = 0			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2

[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 1205, 1]
type = HitDef
triggerall = var(9) = 1
Triggerall = Prevstateno = 1202
Trigger1 = animelem = 3
Trigger2 = animelem = 9
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 40, 5			;Damage that move inflicts, guard damage
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 3			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -15, -80		;X-offset for the "hit spark" rel. to p2,
hitsound = s1200, 5			;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  = 25		;Time opponent is in hit state
ground.velocity = -1.5, -7		;Velocity at which opponent is pushed
airguard.velocity = -2.5,-4.5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.5,((vel y)-.1);,-8		;X-velocity at which opponent is pushed,
air.hittime = 25
Fall = 1
Air.Fall = 1
Fall.recover = 0			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
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 1205, 1]
type = HitDef
Triggerall = Prevstateno = 1202
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 150 && animelem = 3
Trigger2 = var(20) >= 150 && animelem = 9
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 15, 3			;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 = 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 = -15, -80		;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  = 10		;Time opponent is in hit state
ground.velocity = -3		;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 = 10
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
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 1200, 3]
type = ChangeState
Triggerall = prevstateno = 1200
trigger1 = time = 9
value = 660
ctrl = 0

[State 1200, 3]
type = ChangeState
Triggerall = prevstateno = 1201
trigger1 = time = 14
value = 660
ctrl = 0

[State 1200, 3]
type = ChangeState
Triggerall = prevstateno = 1202
trigger1 = time = 19
value = 660
ctrl = 0


;----------------------------------------------------------------------------
;Glace Cannon_L
[Statedef 1300]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1300                       ;Change animation (Def: no change)
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value =1300,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 39
value =1300,1


[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 1300
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "Cannon"
ID = 1355
stateno = 1355
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Bug_Timer_1"
ID = 1360
stateno = 1360
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
scale = const(size.xscale),const(size.yscale)


[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Ice_Bug"
ID = 1300
stateno = 1310
pos = 130,-55
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6


[State 0, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 63
anim = 1303
ID = 1300
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 3
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1



[State 0, Explod]
type = Explod
trigger1 = time = 14
anim = 1302
ID = 1300
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 2
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1




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

;----------------------------------------------------------------------------
;Glace Cannon_M
[Statedef 1301]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1300                       ;Change animation (Def: no change)
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value =1300,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 39
value =1300,1


[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 1300
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6

[State 0, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "Cannon"
ID = 1355
stateno = 1355
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Ice_Bug"
ID = 1300
stateno = 1310
pos = 130,-55
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6


[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Bug_Timer_2"
ID = 1361
stateno = 1361
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
size.xscale = 0.5
size.yscale = 0.5

[State 0, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 63
anim = 1303
ID = 1301
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 3
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1



[State 0, Explod]
type = Explod
trigger1 = time = 14
anim = 1302
ID = 1301
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 2
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1




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

;----------------------------------------------------------------------------
;Glace Cannon_H
[Statedef 1302]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1300                       ;Change animation (Def: no change)
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value =1300,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 39
value =1300,1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 1300
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "Cannon"
ID = 1355
stateno = 1355
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65


[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Ice_Bug"
ID = 1300
stateno = 1310
pos = 130,-55
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6


[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Bug_Timer_3"
ID = 1362
stateno = 1362
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
size.xscale = 0.5
size.yscale = 0.5

[State 0, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 63
anim = 1303
ID = 1302
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 3
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1



[State 0, Explod]
type = Explod
trigger1 = time = 14
anim = 1302
ID = 1302
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 2
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1




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


;----------------------------------------------------------------------------
;Enchantment
[Statedef 1350]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1301                       ;Change animation (Def: no change)
sprpriority = 0


[State 0, Bye]
type = Destroyself
trigger1 = parent, movetype = H


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 60
value = 1351
ctrl = 0

;----------------------------------------------------------------------------
;Enchantment - Remove
[Statedef 1351]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1305                       ;Change animation (Def: no change)
sprpriority = 0


[State 0, Bye]
type = Destroyself
trigger1 = animtime = 0 || parent, movetype = H


;----------------------------------------------------------------------------
;Cannon
[Statedef 1355]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1315
sprpriority = 1                      ;Change animation (Def: no change)

[State 1355, VarAdd]
type = VarAdd
trigger1 = var(20) < 145 && moveguarded
v = 20    ;fv =
value = 2

[State 1355, VarAdd]
type = VarAdd
trigger1 = var(20) >= 145 && movehit
v = 20    ;fv =
value = -145


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

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = parent, stateno = [1300,1302]
Trigger1 = Time = 0
value = 1306

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = parent, stateno = [1500,1502]
Trigger1 = Time = 0
value = 1307

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = parent, stateno = [1800,1802]
Trigger1 = Time = 0
value = 1308


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999


[State 1355, PlaySnd]
type = PlaySnd
triggerall = parent, stateno != [1400,1402]
trigger1 = animelem = 9
value = 1300,9


[State 1355, PlaySnd]
type = PlaySnd
triggerall = parent, stateno = [1400,1402]
trigger1 = animelem = 6
value = 1300,9


[State 1355, 1]
type = HitDef
triggerall = enemynear, movetype != A
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 45, 10			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 3			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -35, -70		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -12		;Velocity at which opponent is pushed
airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -8,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2

[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 1355, 1]
type = HitDef
triggerall = enemynear, movetype = A
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 55			;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
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 3			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -35, -70		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 30		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -10		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-3		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[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 1355, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 145
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 23			;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 = 0, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -70		;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 = 20		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -7		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
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 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 || Parent, movetype = H



;---------------------------------------------
;Bug Timer 1
[Statedef 1360]
type    = A
movetype= A
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1690

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 30


;---------------------------------------------
;Bug Timer 2
[Statedef 1361]
type    = A
movetype= A
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1690
;sprpriority = 3

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0




[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 30




;---------------------------------------------
;Bug Timer 3
[Statedef 1362]
type    = A
movetype= A
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1690

[State 1362, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0


[State 1362, DestroySelf]
type = DestroySelf
trigger1 = time = 30

;----------------------------------------------------------------------------
;Ice Bug - Appear
[Statedef 1310]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1310
sprpriority = 1                      ;Change animation (Def: no change)

[State 1310, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 99


[State 1310, HitOverride]
type = HitOverride
trigger1 = time >= 0
attr = SCA,NP,SP,HP
stateno = 1316
time = 6


[State 1310, VelSet]
type = VelSet
trigger1 = Time > 0
x = 6
y = 0


[State 1310, ChangeState]
type = Changestate
trigger1 = animtime = 0
Value = 1311


;[State 0, ChangeState]
;type = Changestate
;trigger1 = Movecontact || moveguarded
;Value = 1316

;----------------------------------------------------------------------------
;Ice Bug - Fall
[Statedef 1311]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1311
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 99


[State 0, HitOverride]
type = HitOverride
trigger1 = time >= 0
attr = SCA,NP,SP,HP
stateno = 1316
time = 10


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time > 6
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N

[State 0, VelSet]
type = VelSet
trigger1 = Time > 3
y = 6


[State 0, ChangeState]
type = Changestate
trigger1 = Pos Y >= -10
Value = 1312

;[State 0, ChangeState]
;type = Changestate
;trigger1 = Movecontact || moveguarded
;Value = 1316

;----------------------------------------------------------------------------
;Ice Bug - Land
[Statedef 1312]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1312
sprpriority = 1                      ;Change animation (Def: no change)

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 10


[State 0, HitOverride]
type = HitOverride
trigger1 = time >= 0
attr = SCA,NP,SP,HP
stateno = 1316
time = 5


[State 0, ChangeState]
type = Changestate
Triggerall = numhelper(1360) = 1;parent, stateno = 1300 || parent, prevstateno = 1300
trigger1 = animtime = 0
Value = 1313

[State 0, ChangeState]
type = Changestate
Triggerall = numhelper(1361) = 1;parent, stateno = 1301 || parent, prevstateno = 1301
trigger1 = animtime = 0
Value = 1314

[State 0, ChangeState]
type = Changestate
Triggerall = numhelper(1362) = 1;parent, stateno = 1302 || parent, prevstateno = 1302
trigger1 = animtime = 0
Value = 1315


;[State 0, ChangeState]
;type = Changestate
;trigger1 = Movecontact || moveguarded
;Value = 1316

;----------------------------------------------------------------------------
;Ice Bug - Slow Run
[Statedef 1313]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1313
sprpriority = 1                      ;Change animation (Def: no change)

[State 1313, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 100


[State 1313, HitOverride]
type = HitOverride
trigger1 = time >= 0
attr = SCA,NP,SP,HP
stateno = 1316
time = 100

[State 1313, VelSet]
type = VelSet
trigger1 = Time > 0
x = 4


[State 1313, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 45, 9			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
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 = 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 = -8, -5		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;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 = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2
Air.Fall = 1
Fall = 1
fall.recover = 0
p2stateno = 1320
palfx.time = 80
palfx.mul = 120,500,300
palfx.add = 0,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[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 0, ChangeState]
type = Changestate
trigger1 = Movecontact || moveguarded
Value = 1316


[State 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -10


;----------------------------------------------------------------------------
;Ice Bug - Average Run
[Statedef 1314]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1313
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 100




[State 0, HitOverride]
type = HitOverride
trigger1 = time >= 0
attr = SCA,NP,SP,HP
stateno = 1316
time = 100


[State 0, VelSet]
type = VelSet
trigger1 = Time > 0
x = 6.5


[State 1310, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 55, 11			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
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 = 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 = -8, -5		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;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 = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 30
p2stateno = 1320
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2
Air.Fall = 1
Fall = 1
fall.recover = 0
palfx.time = 80
palfx.mul = 120,500,300
palfx.add = 0,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[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 0, ChangeState]
type = Changestate
trigger1 = Movecontact || moveguarded
Value = 1316

[State 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -10

;----------------------------------------------------------------------------
;Ice Bug - Fast Run
[Statedef 1315]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1313
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 100

[State 0, HitOverride]
type = HitOverride
trigger1 = time >= 0
attr = SCA,NP,SP,HP
stateno = 1316
time = 100

[State 0, VelSet]
type = VelSet
trigger1 = Time > 0
x = 10

[State 1310, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 65, 15			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 20			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
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 = 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 = -8, -5		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;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 = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2
p2stateno = 1320
Air.Fall = 1
Fall = 1
fall.recover = 0
palfx.time = 80
palfx.mul = 120,500,300
palfx.add = 0,50,240
palfx.sinadd = 0,0,110,10
palfx.invertall = 0
palfx.color = 0

[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 0, ChangeState]
type = Changestate
trigger1 = Movecontact || moveguarded
Value = 1316


[State 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -10

;----------------------------------------------------------------------------
;Ice Bug - Hit
[Statedef 1316]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
physics = S                      ;Physics: S-stand, C-crouch, A-air
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1314
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time > 2
statetype = A       ;S,A,C,L
physics = A         ;A,C,S,N


[State 0, VelSet]
type = VelSet
trigger1 = Time > 0 && time <= 20
x = -1
y = -2

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 30

;---------------------------------------------------------------------------
; Glace Cannon - Opponent Hit
[Statedef 1320]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

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


[State 517, 1]
type = Changeanim
Trigger1 = 1
value = 5011


[State 0, VelSet]
type = VelSet
trigger1 = time > 15 && time <= 20
x = ifelse((p2dist x < -4),2,-2)
y = -5


[State 1320, VelAdd]
type = VelAdd
trigger1 = time > 15
y = 0.4

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

[State 1320, State End]
type = SelfState
trigger1 = time > 30 && pos y >= 0
value = 5100
ctrl = 0


;----------------------------------------------------------------------------
;Electron Cannon_L
[Statedef 1400]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1309                       ;Change animation (Def: no change)
sprpriority = 3

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value =1400,0

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 24
value =1300,1


[State 1400, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 1400
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 1400, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "Cannon"
ID = 1400
stateno = 1355
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 1400, Helper]
type = Helper
trigger1 = time = 27
helpertype = normal ;player
name = "Electro_Bug"
ID = 1400
stateno = 1410;1310
pos = 120,-55
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 1400, Helper]
type = Helper
trigger1 = time = 27
helpertype = normal ;player
name = "Bug_Timer_1"
ID = 1360
stateno = 1360
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1400, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 48
anim = 1303
ID = 1400
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 3
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1


[State 1400, Explod]
type = Explod
trigger1 = time = 14
anim = 1302
ID = 1400
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 2
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1


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

;----------------------------------------------------------------------------
;Electron Cannon_M
[Statedef 1401]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1309                       ;Change animation (Def: no change)
sprpriority = 3

[State 1401, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value =1400,0

[State 1401, PlaySnd]
type = PlaySnd
trigger1 = animelem = 24
value =1300,1

[State 1401, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 1401
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 1401, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "Cannon"
ID = 1401
stateno = 1355
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 1401, Helper]
type = Helper
trigger1 = time = 27
helpertype = normal ;player
name = "Electron_Bug"
ID = 1401
stateno = 1410;1310
pos = 120,-55
postype = p1    ;p2,front,back,left,right
facing = 1

ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 1401, Helper]
type = Helper
trigger1 = time = 27
helpertype = normal ;player
name = "Bug_Timer_2"
ID = 1361
stateno = 1361
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1401, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 48
anim = 1303
ID = 1401
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 3
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1

[State 1401, Explod]
type = Explod
trigger1 = time = 14
anim = 1302
ID = 1401
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 2
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1

[State 1401, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;Electron Cannon_H
[Statedef 1402]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1309                       ;Change animation (Def: no change)
sprpriority = 3

[State 1402, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value =1400,0

[State 1402, PlaySnd]
type = PlaySnd
trigger1 = animelem = 24
value =1300,1

[State 1402, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 1402
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 1402, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "Cannon"
ID = 1402
stateno = 1355
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 1402, Helper]
type = Helper
trigger1 = time = 27
helpertype = normal ;player
name = "Electro_Bug"
ID = 1402
stateno = 1410;1310
pos = 120,-55
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 1402, Helper]
type = Helper
trigger1 = time = 27
helpertype = normal ;player
name = "Bug_Timer_3"
ID = 1362
stateno = 1362
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1402, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 48
anim = 1303
ID = 1402
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 3
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1



[State 1402, Explod]
type = Explod
trigger1 = time = 14
anim = 1302
ID = 1402
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 2
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1

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

;----------------------------------------------------------------------------
;Electro Bug - Appear
[Statedef 1410]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1410
sprpriority = 1                      ;Change animation (Def: no change)

[State 1410, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 99

[State 1410, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,NP,SP,HP
stateno = 1414
time = 6

[State 1410, VelSet]
type = VelSet
trigger1 = Time > 0
x = 7
y = 0

[State 1410, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 55, 5			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFPD			;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
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s1400, 5			;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 = -8, -5		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;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 = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2
p2stateno = 1415
Air.Fall = 1
Fall = 1
fall.recover = 0

[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 1410, ChangeState]
type = Changestate
trigger1 = animtime = 0
Value = 1411

[State 1410, ChangeState]
type = Changestate
trigger1 = Movecontact || moveguarded
Value = 1414


;----------------------------------------------------------------------------
;Electro Bug - Zoom
[Statedef 1411]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1411
sprpriority = 1                      ;Change animation (Def: no change)

[State 1411, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 99

[State 1411, Velset]
type = Velset
Triggerall = numhelper(1360) = 1
trigger1 = Time > 0 && time <= 4
x = 4

[State 1411, Velset]
type = Velset
Triggerall = numhelper(1360) = 1
trigger1 = Time > 4 && time <= 8
x = 2

[State 1411, Velset]
type = Velset
Triggerall = numhelper(1361) = 1
trigger1 = Time > 0 && time <= 5
x = 6


[State 1411, Velset]
type = Velset
Triggerall = numhelper(1361) = 1
trigger1 = Time > 5 && time <= 10
x = 4


[State 1411, Velset]
type = Velset
Triggerall = numhelper(1361) = 1
trigger1 = Time > 10 && time <= 15
x = 2

[State 1411, Velset]
type = Velset
Triggerall = numhelper(1361) = 1
trigger1 = Time > 0
x = 5


[State 1411, Velset]
type = Velset
Triggerall = numhelper(1362) = 1
trigger1 = Time > 0 && time <= 6
x = 8

[State 1411, Velset]
type = Velset
Triggerall = numhelper(1362) = 1
trigger1 = Time > 6 && time <= 10
x = 5

[State 1411, Velset]
type = Velset
Triggerall = numhelper(1362) = 1
trigger1 = Time > 10 && time <= 14
x = 3

[State 1411, Velset]
type = Velset
Triggerall = numhelper(1362) = 1
trigger1 = Time > 14 && time <= 20
x = 1.5




[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,NP,SP,HP
stateno = 1414
time = 20


[State 1410, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 45, 8			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFPD			;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
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s1400, 5			;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 = -8, -5		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;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 = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2
p2stateno = 1415
Air.Fall = 1
Fall = 1
fall.recover = 0

[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 0, ChangeState]
type = Changestate
Triggerall = numhelper(1360) = 1
trigger1 = time = 10
Value = 1412



[State 0, ChangeState]
type = Changestate
Triggerall = numhelper(1361) = 1
trigger1 = time = 15
Value = 1412



[State 0, ChangeState]
type = Changestate
Triggerall = numhelper(1362) = 1
trigger1 = time = 20
Value = 1412


[State 0, ChangeState]
type = Changestate
trigger1 = Movecontact || moveguarded
Value = 1414


;----------------------------------------------------------------------------
;Electro Bug - Stop
[Statedef 1412]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1412
sprpriority = 1                      ;Change animation (Def: no change)



[State 1412, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 99


[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,NP,SP,HP
stateno = 1414
time = 10

[State 1410, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 55, 5			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;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
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s1400, 5			;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 = -8, -5		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;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 = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 30
p2stateno = 1415
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2
Air.Fall = 1
Fall = 1
fall.recover = 0

[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 0, ChangeState]
type = Changestate
trigger1 = animtime = 0
Value = 1413

[State 0, ChangeState]
type = Changestate
trigger1 = Movecontact || moveguarded
Value = 1414

;----------------------------------------------------------------------------
;Electro Bug - Fly
[Statedef 1413]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1413
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 100

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,NP,SP,HP
stateno = 1414
time = 100

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 0.5
y = -3

[State 1410, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 55, 5			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFPD			;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
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s1400, 5			;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 = -8, -5		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;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 = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 30
p2stateno = 1415
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2
Air.Fall = 1
Fall = 1
fall.recover = 0

[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 0, ChangeState]
type = Changestate
trigger1 = Movecontact || moveguarded
Value = 1414

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y <= -300




;----------------------------------------------------------------------------
;Electro Bug - Hit
[Statedef 1414]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
physics = S                      ;Physics: S-stand, C-crouch, A-air
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1414
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time > 2
statetype = A       ;S,A,C,L
physics = A         ;A,C,S,N

[State 0, VelSet]
type = VelSet
trigger1 = Time > 0 && time <= 20
x = -1
y = -2

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 30

;---------------------------------------------------------------------------
; Electron Cannon - Opponent Hit
[Statedef 1415]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 80
add = 125,75,0
mul = 200,200,200
sinadd = -80,-80,-80,15
invertall = 1
color = 0


[State 517, 1]
type = Changeanim
Trigger1 = 1
value = 5012

[State 517, 1]
type = Changeanim
Trigger1 = time > 7
value = 5030


[State 0, VelSet]
type = VelSet
trigger1 = time > 7 && time <= 12
x = ifelse((p2dist x < -4),1,-1)
y = -6


[State 0, VelAdd]
type = VelAdd
trigger1 = time > 10
y = 0.5


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

;---------------------------------------------------------------------------
;Electrocution FX
[Statedef 1416]
type    = S
Movetype = A
physics = N
anim = 1990;9940
;sprpriority = 7



[State 1416, Explod]
type = Explod
trigger1 = time = 0
anim = 9940
ID = 9940
pos = 0,-55+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 99
vel = 0,0
removetime = 99
scale = const(size.xscale),const(size.yscale)
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1
ignorehitpause = 1

[State 1416, Explod]
type = Explod
trigger1 = time = 0
anim = 9950
ID = 9940
pos = -10,-55+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 99
vel = 0,0
removetime = 99
scale = const(size.xscale),const(size.yscale)
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1
ignorehitpause = 1


[State 1416, ModifyExplod]
type = ModifyExplod
trigger1 = time > 10 && enemynear, pos y >= 0
anim = 9940
ID = 9940
pos = -5+(random>500),-20+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 99
vel = 0,0
removetime = 99
scale = const(size.xscale),const(size.yscale)
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1
ignorehitpause = 1


[State 1416, RemoveExplod]
type = RemoveExplod
trigger1 = enemynear, movetype != H || enemynear, stateno = 5110 && animtime >= 3 || enemynear, stateno = 0 || enemynear, stateno = 5150
id = 9940

[State 1416, DestroySelf]
type = DestroySelf
trigger1 = enemynear, movetype != H || enemynear, stateno = 5110 && animtime >= 3 || enemynear, stateno = 0 || enemynear, stateno = 5150


;----------------------------------------------------------------------------
;Flamma Cannon_L
[Statedef 1500]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1300                       ;Change animation (Def: no change)
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value =1500,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 39
value =1300,1


[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 1500
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "Cannon"
ID = 1500
stateno = 1355
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Fire_Bug"
ID = 1500
stateno = 1510;1310
pos = 120,-55
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6

[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Bug_Timer_1"
ID = 1360
stateno = 1360
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
size.xscale = 0.5
size.yscale = 0.5

[State 0, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 63
anim = 1303
ID = 1500
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 3
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1



[State 0, Explod]
type = Explod
trigger1 = time = 14
anim = 1302
ID = 1500
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 2
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1


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

;----------------------------------------------------------------------------
;Flamma Cannon_M
[Statedef 1501]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1300                       ;Change animation (Def: no change)
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value =1500,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 39
value =1300,1


[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 1501
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "Cannon"
ID = 1501
stateno = 1355
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Fire_Bug"
ID = 1501
stateno = 1510;1310
pos = 120,-55
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6

[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Bug_Timer_2"
ID = 1361
stateno = 1361
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
size.xscale = 0.5
size.yscale = 0.5

[State 0, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 63
anim = 1303
ID = 1501
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 3
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1



[State 0, Explod]
type = Explod
trigger1 = time = 14
anim = 1302
ID = 1501
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 2
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1




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

;----------------------------------------------------------------------------
;Flamma Cannon_H
[Statedef 1502]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1300                       ;Change animation (Def: no change)
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value =1500,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 39
value =1300,1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 1502
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "Cannon"
ID = 1502
stateno = 1355
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Fire_Bug"
ID = 1502
stateno = 1510;1310
pos = 120,-55
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6

[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Bug_Timer_3"
ID = 1362
stateno = 1362
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
size.xscale = 0.5
size.yscale = 0.5

[State 0, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 63
anim = 1303
ID = 1502
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 3
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 14
anim = 1302
ID = 1502
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 2
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1




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

;----------------------------------------------------------------------------
;Fire Bug - Appear
[Statedef 1510]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1500
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 99

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,NP,SP,HP
stateno = 1514
time = 6


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

[State 1410, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 40, 7			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;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
sparkno = -1;s9107				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s1500, 5			;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 = -8, -5		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;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 = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.Recover = 0
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2
p2stateno = 1515
Air.Fall = 1
Fall = 1
fall.recover = 0
palfx.time = 65
palfx.mul = 150,150,0
palfx.sinadd = 250,150,150,25
palfx.add = 250,50,0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9107
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, ChangeState]
type = Changestate
Triggerall = numhelper(1360) = 1
trigger1 = time = 6
Value = 1511

[State 0, ChangeState]
type = Changestate
Triggerall = numhelper(1361) = 1
trigger1 = time = 6
Value = 1512

[State 0, ChangeState]
type = Changestate
Triggerall = numhelper(1362) = 1
trigger1 = time = 6
Value = 1513

[State 0, ChangeState]
type = Changestate
trigger1 = movehit || Movecontact || moveguarded
Value = 1514





;----------------------------------------------------------------------------
;Fire Bug - Flight! #1
[Statedef 1511]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1501
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 999



[State 0, VelSet]
type = VelSet
trigger1 = Time > 0
x = 3


[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,NP,SP,HP
stateno = 1514
time = 999


[State 1510, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 50, 8			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFPD			;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
sparkno = -1;s9107				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s1500, 5			;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 = -8, -5		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;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 = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.Recover = 0
p2stateno = 1515
Down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2
Air.Fall = 1
Fall = 1
fall.recover = 0
palfx.time = 65
palfx.mul = 150,150,0
palfx.sinadd = 250,150,150,25
palfx.add = 250,50,0

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9107
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, ChangeState]
type = Changestate
trigger1 = movehit || Movecontact || moveguarded
Value = 1514

[State 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -10

;----------------------------------------------------------------------------
;Fire Bug - Flight! #2
[Statedef 1512]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1501
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 999

[State 0, VelSet]
type = VelSet
trigger1 = Time > 0
x = 5

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,NP,SP,HP
stateno = 1514
time = 999


[State 1510, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 60, 12			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;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
sparkno = -1;s9107				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s1500, 5			;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 = -8, -5		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;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 = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 30
p2stateno = 1515
Fall = 1
Air.Fall = 1
Fall.Recover = 0
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2
Air.Fall = 1
Fall = 1
fall.recover = 0
palfx.time = 65
palfx.mul = 150,150,0
palfx.sinadd = 250,150,150,25
palfx.add = 250,50,0


[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9107
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, ChangeState]
type = Changestate
trigger1 = movehit ||  Movecontact || moveguarded
Value = 1514

[State 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -10

;----------------------------------------------------------------------------
;Fire Bug - Flight! #3
[Statedef 1513]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1501
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 999

[State 0, VelSet]
type = VelSet
trigger1 = Time > 0
x = 5.5


[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,NP,SP,HP
stateno = 1514
time = 999

[State 1510, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 70, 16			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;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
sparkno = -1;s9107				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s1500, 5			;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 = -8, -5		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;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 = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 30
p2stateno = 1515
Fall = 1
Air.Fall = 1
Fall.Recover = 0
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 2
Air.Fall = 1
Fall = 1
fall.recover = 0
palfx.time = 65
palfx.mul = 150,150,0
palfx.sinadd = 250,150,150,25
palfx.add = 250,50,0


[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9107
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, ChangeState]
type = Changestate
trigger1 = movehit || Movecontact || moveguarded
Value = 1514



[State 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -10

;----------------------------------------------------------------------------
;Fire Bug - Collide
[Statedef 1514]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
physics = S                      ;Physics: S-stand, C-crouch, A-air
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1502
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time > 2
statetype = A       ;S,A,C,L
physics = A         ;A,C,S,N


[State 0, VelSet]
type = VelSet
trigger1 = Time > 0 && time <= 20
x = -1
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 30

;---------------------------------------------------------------------------
; Flamma Cannon - Opponent Hit
[Statedef 1515]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 65
add = 250,50,0
mul = 150,150,0
sinadd = 250,150,150,25
;invertall = 1
color = 0

[State 517, 1]
type = Changeanim
Trigger1 = 1
value = 5012

[State 517, 1]
type = Changeanim
Trigger1 = time > 9
value = 5030


[State 0, VelSet]
type = VelSet
trigger1 = time > 9 && time <= 15
x = -6
y = -10


[State 0, VelSet]
type = VelSet
trigger1 = time > 15 && time <= 30
x = -6
y = 4


[State 0, VelAdd]
type = VelAdd
trigger1 = time > 9
y = 0.4


[State 517, State End]
type = SelfState
trigger1 = time > 20 && pos y >= -5
value = 5100
ctrl = 0


;---------------------------------------------------------------------------
;Burn FX
[Statedef 1516]
type    = S
Movetype = A
physics = N
anim = 1990
sprpriority = 7

[State 1516, Explod]
type = Explod
trigger1 = time%12 = 0
anim = 9930
ID = 9930
pos = 0,-60+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 99
vel = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1
ignorehitpause = 1


[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time%12 = 0
trigger1 = enemynear, pos y >= 0
anim = 9930
ID = 9930
pos = 0,-40+(random>500)
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 99
vel = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 7
ontop = 1
ownpal = 1
trans = add1
ignorehitpause = 1


[State 1516, RemoveExplod]
type = RemoveExplod
trigger1 = enemynear, movetype != H || enemynear, stateno = 5110 && animtime >= 3 || enemynear, stateno = 0 || enemynear, stateno = 5150
id = 9930


[State 1516, DestroySelf]
type = DestroySelf
trigger1 = enemynear, movetype != H || enemynear, stateno = 5110 && animtime >= 3 || enemynear, stateno = 0 || enemynear, stateno = 5150

;----------------------------------------------------------------------------
;Jamming Ghost L
[Statedef 1600]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1600                       ;Change animation (Def: no change)

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal ;player
ID = 1605
name = "Ghost"
stateno = 1605
pos = 40,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 1600, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1600,0


[State 1600, 3]
type = ChangeState
trigger1 = time = 55
value = 1604
ctrl = 0

;----------------------------------------------------------------------------
;Jamming Ghost M
[Statedef 1601]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1600                       ;Change animation (Def: no change)

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal ;player
name = "Ghost"
ID = 1605
stateno = 1605
pos = 40,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1600,0

[State 1601, 3]
type = ChangeState
trigger1 = time = 55
value = 1604
ctrl = 0

;----------------------------------------------------------------------------
;Jamming Ghost H
[Statedef 1602]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1600                       ;Change animation (Def: no change)

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal ;player
name = "Ghost"
ID = 1605
stateno = 1605
pos = 40,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 1602, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1600,0

[State 1602, 3]
type = ChangeState
trigger1 = time = 55
value = 1604
ctrl = 0

;----------------------------------------------------------------------------
;Jamming Ghost - Finished
[Statedef 1604]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1601                       ;Change animation (Def: no change)


[State 1600, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Dragon's Roar - Start
[Statedef 1700]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1700                       ;Change animation (Def: no change)

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 1
x = 3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 4
value = SCA,NA,SA,NP,SP
time = 10




[State 1700, 1]
type = ChangeState
trigger1 = animtime = 0
value = 1704
ctrl = 0

;-----------------------------------------------------------------------------
;Dragon's Roar - Start
[Statedef 1701]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1701                       ;Change animation (Def: no change)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 13
value = SCA,NA,NP
time = 16




[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 1
x = 3




[State 1700, 1]
type = ChangeState
trigger1 = animtime = 0
value = 1706
ctrl = 0


;-----------------------------------------------------------------------------
;Dragon's Roar - Start (Heavy)
[Statedef 1702]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1701                       ;Change animation (Def: no change)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NP,SP
time = 20



[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 1
x = 3.7




[State 1702, 1]
type = ChangeState
trigger1 = animtime = 0
value = 1707
ctrl = 0


;----------------------------------------------------------------------
;Dragon's Roar - Charging
[Statedef 1704]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1704                       ;Change animation (Def: no change)

[State 1415 VarAdd]
type = VarAdd
trigger1 = var(20) < 140 && moveguarded
v = 20    ;fv =
value = 2



[State 1415, VarAdd]
type = VarAdd
trigger1 = var(20) >= 140 && movehit
v = 20    ;fv =
value = -140


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1700,0
volume = 5


[State 0, PosAdd]
type = PosAdd
trigger1 = time > 0
x = 4

[State 1705, 1]
type = HitDef
triggerall = var(9) = 0
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 15, 3			;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
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 7			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -25, -55		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;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  = 15		;Time opponent is in hit state
ground.velocity = -3		;Velocity at which opponent is pushed
airguard.velocity = -3,-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 = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 15
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -3
airguard.cornerpush.veloff = -5
envshake.time = 3
envshake.ampl = 2

[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 1705, 1]
type = HitDef
triggerall = var(9) = 1
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 25, 			;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
;guard.pause = 13
hitflag = MAF			;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
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -25, -55		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;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  = 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
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
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 1705, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 140
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 8, 3			;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 = 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 = -25, -55		;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  = 12		;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 = 15
air.cornerpush.veloff = -3
ground.cornerpush.veloff = -3
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 1704, 1]
type = ChangeState
trigger1 = time = 3
value = 1705
ctrl = 0

;----------------------------------------------------------------------
;Dragon's Roar - Charging 2
[Statedef 1706]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1704                       ;Change animation (Def: no change)

[State 1706 VarAdd]
type = VarAdd
trigger1 = var(20) < 140 && moveguarded
v = 20    ;fv =
value = 2



[State 1706, VarAdd]
type = VarAdd
trigger1 = var(20) >= 140 && movehit
v = 20    ;fv =
value = -140

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1700,0
volume = 5

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

[State 1706, 1]
type = HitDef
triggerall = var(9) = 0
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 15, 3			;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
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 7			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -25, -55		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;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  = 15		;Time opponent is in hit state
ground.velocity = -3		;Velocity at which opponent is pushed
airguard.velocity = -3,-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 = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 15
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -3
airguard.cornerpush.veloff = -5
envshake.time = 3
envshake.ampl = 2

[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 1706, 1]
type = HitDef
triggerall = var(9) = 1
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 25		;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
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 6			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -25, -55		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;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  = 18		;Time opponent is in hit state
ground.velocity = -3		;Velocity at which opponent is pushed
airguard.velocity = -3,-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 = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 18
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -3
airguard.cornerpush.veloff = -5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
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 1706, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 140
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 8, 3			;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 = 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 = -25, -55		;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  = 12		;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 = 15
air.cornerpush.veloff = -3
ground.cornerpush.veloff = -3
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 1706, 1]
type = ChangeState
trigger1 = animtime = 0
value = 1705
ctrl = 0

;----------------------------------------------------------------------
;Dragon's Roar - Charging 3
[Statedef 1707]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1704                       ;Change animation (Def: no change)


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1700,0
volume = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time > 0
x = 10


[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 3
add = 200,80,200
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0


[State 1707, 1]
type = ChangeState
trigger1 = animtime = 0
value = 1705
ctrl = 0

;-----------------------------------------------------------------------------
;Dragon's Roar - Attack
[Statedef 1705]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1705                       ;Change animation (Def: no change)

[State 1706 VarAdd]
type = VarAdd
trigger1 = var(20) < 145 && moveguarded
v = 20    ;fv =
value = 2

[State 1706, VarAdd]
type = VarAdd
trigger1 = var(20) >= 145 && movehit
v = 20    ;fv =
value = -145

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1700,1
volume = 6


[State 0, PosAdd]
type = PosAdd
Triggerall = prevstateno = 1704 || prevstateno = 1707
trigger1 = animelem = 1
x = 2

[State 0, PosAdd]
type = PosAdd
Triggerall = prevstateno = 1706
trigger1 = time > 0 && time <= 10
x = 10

[State 0, PosAdd]
type = PosAdd
Triggerall = prevstateno = 1706
trigger1 = time > 10
x = 0


[State 1705, 1]
type = HitDef
triggerall = var(9) = 0
Triggerall = prevstateno = 1704
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 55, 10			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 9			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100            ;Y-offset for the spark rel. to p1
sparkxy = -45, -60		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 25		;Time that the opponent slides back
ground.hittime  = 25		;Time opponent is in hit state
ground.velocity = -15		;Velocity at which opponent is pushed
airguard.velocity = -6,-4	;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 = -8,-6		;X-velocity at which opponent is pushed,
air.hittime = 25
Air.Fall = 1
Fall.recover = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -15
guard.cornerpush.veloff = -15
air.cornerpush.veloff = -15
airguard.cornerpush.veloff = -15
envshake.time = 3
envshake.ampl = 2

[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 1705, 1]
type = HitDef
triggerall = var(9) = 1
Triggerall = prevstateno = 1704
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 65, 10			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 12			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100            ;Y-offset for the spark rel. to p1
sparkxy = -45, -60		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 28		;Time that the opponent slides back
ground.hittime  = 28		;Time opponent is in hit state
ground.velocity = -16		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -9,-6		;X-velocity at which opponent is pushed,
air.hittime = 28
Air.Fall = 1
Fall.recover = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
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 1705, 1]
type = HitDef
Triggerall = prevstateno = 1704
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 145
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 27, 10			;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;s9105				;Spark anim no (Def: set above)
sparkxy = -45, -60		;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 = 25		;Time that the opponent slides back
ground.hittime  = 15		;Time opponent is in hit state
ground.velocity = -15		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-3		;X-velocity at which opponent is pushed,
air.hittime = 15
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
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 1705, 1]
type = HitDef
triggerall = var(9) = 0
Triggerall = prevstateno = 1706
trigger1 = Animelem = 2
trigger2 = Animelem = 3
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 30, 5			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 10			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100            ;Y-offset for the spark rel. to p1
sparkxy = -45, -60		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12		;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 = -4,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 25
Air.Fall = 1
Fall.recover = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -15
guard.cornerpush.veloff = -15
air.cornerpush.veloff = -15
airguard.cornerpush.veloff = -15
envshake.time = 15
envshake.ampl = -10

[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 1705, 1]
type = HitDef
triggerall = var(9) = 1
Triggerall = prevstateno = 1706
trigger1 = Animelem = 2
trigger2 = Animelem = 3
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 40, 5			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 14			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100            ;Y-offset for the spark rel. to p1
sparkxy = -45, -60		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;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 = -7		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-6		;X-velocity at which opponent is pushed,
air.hittime = 25
Air.Fall = 1
Fall.recover = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
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 1705, 1]
type = HitDef
Triggerall = prevstateno = 1706
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 145 && Animelem = 2
trigger2 = var(20) >= 145 && Animelem = 3
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 15, 10			;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;s9105				;Spark anim no (Def: set above)
sparkxy = -45, -60		;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 = 25		;Time that the opponent slides back
ground.hittime  = 15		;Time opponent is in hit state
ground.velocity = -15		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-3		;X-velocity at which opponent is pushed,
air.hittime = 15
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
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 1705, 1]
type = HitDef
triggerall = var(9) = 0
Triggerall = prevstateno = 1706
trigger1 = Animelem = 4
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 30, 5			;Damage that move inflicts, guard damage
animtype = back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 10			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100            ;Y-offset for the spark rel. to p1
sparkxy = -45, -60		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 25		;Time that the opponent slides back
ground.hittime  = 25		;Time opponent is in hit state
ground.velocity = -8, -6		;Velocity at which opponent is pushed
airguard.velocity = -6,-4	;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 = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 25
Fall = 1
Air.Fall = 1
Fall.recover = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -25
guard.cornerpush.veloff = -25
air.cornerpush.veloff = -25
airguard.cornerpush.veloff = -25
envshake.time = 23
envshake.ampl = -10

[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 1705, 1]
type = HitDef
triggerall = var(9) = 1
Triggerall = prevstateno = 1706
trigger1 = Animelem = 4
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 40, 5			;Damage that move inflicts, guard damage
animtype = back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 15			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100            ;Y-offset for the spark rel. to p1
sparkxy = -45, -60		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 30		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -8, -6		;Velocity at which opponent is pushed
airguard.velocity = -6,-4	;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 = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 25
Fall = 1
Air.Fall = 1
Fall.recover = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = -25
air.cornerpush.veloff = -25
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
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 1705, 1]
type = HitDef
Triggerall = prevstateno = 1706
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 145 && Animelem = 4
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 15, 10			;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;s9105				;Spark anim no (Def: set above)
sparkxy = -45, -60		;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 = 25		;Time that the opponent slides back
ground.hittime  = 15		;Time opponent is in hit state
ground.velocity = -15		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-3		;X-velocity at which opponent is pushed,
air.hittime = 15
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
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 1705, 1]
type = HitDef
triggerall = var(9) = 0
Triggerall = prevstateno = 1707
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 75, 15			;Damage that move inflicts, guard damage
animtype = Diagup			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 11			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100            ;Y-offset for the spark rel. to p1
sparkxy = -45, -60		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 18		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -6, -10		;Velocity at which opponent is pushed
airguard.velocity = -5,-5	;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,-10		;X-velocity at which opponent is pushed,
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.recover = 0			;Time before opponent regains control in air
ground.cornerpush.veloff = -28
guard.cornerpush.veloff = -28
air.cornerpush.veloff = -28
airguard.cornerpush.veloff = -28
envshake.time = 20
envshake.ampl = -10

[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 1705, 1]
type = HitDef
triggerall = var(9) = 1
Triggerall = prevstateno = 1707
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 85			;Damage that move inflicts, guard damage
animtype = Diagup			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 16			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100            ;Y-offset for the spark rel. to p1
sparkxy = -45, -60		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 18		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -6, -10		;Velocity at which opponent is pushed
airguard.velocity = -5,-5	;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,-10		;X-velocity at which opponent is pushed,
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.recover = 0			;Time before opponent regains control in air
ground.cornerpush.veloff = -28
air.cornerpush.veloff = -28
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
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 1705, 1]
type = HitDef
Triggerall = prevstateno = 1707
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 145 && time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 37			;Damage that move inflicts, guard damage
animtype = Back			;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 = -45, -60		;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 = 25		;Time that the opponent slides back
ground.hittime  = 15		;Time opponent is in hit state
ground.velocity = -15		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-3		;X-velocity at which opponent is pushed,
air.hittime = 15
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
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 0, PalFXWiz]
type = PalFX
Triggerall = prevstateno = 1704
trigger1 = animelem = 2
time = 10
add = 200,80,200
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0


[State 0, PalFXWiz]
type = PalFX
Triggerall = prevstateno = 1706
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger1 = animelem = 4
time = 3
add = 200,80,200
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0



[State 0, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "Force"
ID = 1715
stateno = 1715
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.55
size.yscale = 0.55

[State 0, Helper]
type = Helper
Triggerall = prevstateno = 1707
trigger1 = animelem = 2
helpertype = normal ;player
name = "Force_2"
ID = 1720
stateno = 1720
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55


[State 0, PalFXWiz]
type = PalFX
Triggerall = prevstateno = 1707
trigger1 = animelem = 2
time = 25
add = 200,80,200
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0



[State 703, Ki Quake2]
type = EnvShake
Triggerall = prevstateno = 1704
trigger1 = animelem =2
time = 20
freq = 50
ampl = -10
phase = 100

[State 703, Ki Quake2]
type = EnvShake
Triggerall = prevstateno = 1706
trigger1 = animelem = 2
time = 23
freq = 50
ampl = -10
phase = 110


[State 703, Ki Quake2]
type = EnvShake
Triggerall = prevstateno = 1707
trigger1 = animelem =2
time = 20
freq = 50
ampl = -10
phase = 120


[State 1705, 1]
type = ChangeState
Triggerall = prevstateno = 1704
trigger1 = animtime = 0
value = 1710
ctrl = 0

[State 1705, 1]
type = ChangeState
Triggerall = prevstateno = 1706 || prevstateno = 1707
trigger1 = time = 30
value = 1710
ctrl = 0


;-----------------------------------------------------------------------------
;Dragon's Roar - Finish
[Statedef 1710]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1710                       ;Change animation (Def: no change)

[State 1700, 1]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------
;Dragon's Roar - Force
[Statedef 1715]
type    = S
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1715


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 1715
time = 9999
forceair = 0

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


[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, anim = 1710 || parent, movetype = H

;---------------------------------------------
;Dragon's Roar - Force 2
[Statedef 1720]
type    = S
movetype = A
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1720
sprpriority = 3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT
;value2 = S,NA
time = 9999

[State 1720 VarAdd]
type = VarAdd
trigger1 = var(20) < 140 && moveguarded
v = 20    ;fv =
value = 2

[State 1720, VarAdd]
type = VarAdd
trigger1 = var(20) >= 140 && movehit
v = 20    ;fv =
value = -140


[State 1720, 1]
type = HitDef
triggerall = enemynear, movetype != A
trigger1 = time%6 = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = ifelse((hitcount >= 1),5,35), 2			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 7, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 4			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100            ;Y-offset for the spark rel. to p1
sparkxy = -45, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 30		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -6, -10		;Velocity at which opponent is pushed
airguard.velocity = -5,-5	;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,-10		;X-velocity at which opponent is pushed,
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.recover = 0
yaccel = .6			;Time before opponent regains control in air
ground.cornerpush.veloff = -28
guard.cornerpush.veloff = -28
sprpriority = 3
envshake.time = 20
envshake.ampl =-10

[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 1720, 1]
type = HitDef
triggerall = enemynear, movetype = A
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 45			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 7, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 8			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100            ;Y-offset for the spark rel. to p1
sparkxy = -45, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 30		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -6, -10		;Velocity at which opponent is pushed
airguard.velocity = -5,-5	;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,-10		;X-velocity at which opponent is pushed,
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.recover = 0			;Time before opponent regains control in air
ground.cornerpush.veloff = -28
guard.cornerpush.veloff = -28
yaccel = .5
sprpriority = 3
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
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 1720, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 140 && time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 2, 1			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAFP			;Flags of conditions that move can hit
priority = 7, 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)
guard.sparkno = -1;s9100            ;Y-offset for the spark rel. to p1
sparkxy = -45, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 30		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-5		;X-velocity at which opponent is pushed,
air.hittime = 30
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
sprpriority = 3
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 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,NP,SP,HP
stateno = 1720
time = 9999
forceair = 0



[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 80,-75



[State 0, Changestate]
type = Changestate
trigger1 = parent, anim = 1710
Value = 1721
ctrl = 0



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




;---------------------------------------------
;Dragon's Roar - Force 2 (finished)
[Statedef 1721]
type    = S
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1721
sprpriority = 3


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

;----------------------------------------------------------------------------
;Might Cannon_L
[Statedef 1800]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1300                       ;Change animation (Def: no change)
sprpriority = 3

[State 1800, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 1800,5

[State 1800, PlaySnd]
type = PlaySnd
trigger1 = animelem = 39
value = 1800,0
volume = 5

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 1300
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "Cannon"
ID = 1355
stateno = 1355
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65


[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Might_Ball"
ID = 1800
stateno = 1810
pos = 130,-55
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5


[State 0, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 63
anim = 1303
ID = 1300
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 3
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1



[State 0, Explod]
type = Explod
trigger1 = time = 14
anim = 1302
ID = 1300
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 2
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1




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

;----------------------------------------------------------------------------
;Might Cannon_M
[Statedef 1801]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1300                       ;Change animation (Def: no change)
sprpriority = 3


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 1800,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 39
value = 1800,0
volume = 5

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 1300
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "Cannon"
ID = 1355
stateno = 1355
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Might_Ball"
ID = 1801
stateno = 1811
pos = 130,-55
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5




[State 0, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 63
anim = 1303
ID = 1301
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 3
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1



[State 0, Explod]
type = Explod
trigger1 = time = 14
anim = 1302
ID = 1301
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 2
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1




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

;----------------------------------------------------------------------------
;Might Cannon_H
[Statedef 1802]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1300                       ;Change animation (Def: no change)
sprpriority = 3


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 1800,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 39
value = 1800,0
volume = 5

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 1300
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "Cannon"
ID = 1355
stateno = 1355
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.65


[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Might_Ball"
ID = 1802
stateno = 1812
pos = 130,-55
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)


[State 0, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 63
anim = 1303
ID = 1302
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 3
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1



[State 0, Explod]
type = Explod
trigger1 = time = 14
anim = 1302
ID = 1302
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
removetime = 2
scale = 0.6,0.65
sprpriority = 2
ontop = 0
removeongethit = 1




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


;----------------------------------------------------------------------------
;Might Ball - LP
[Statedef 1810]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = A                      ;Physics: S-stand, C-crouch, A-air
juggle  = 17                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1800
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT
time = 999

;[State 0, HitOverride]
;type = HitOverride
;trigger1 = 1
;attr = SCA,NP,SP,HP
;stateno = 1810
;time = 999



[State 0, VelSet]
type = VelSet
trigger1 = Time > 0 && time <= 20
x = 2
y = -1


[State 1510, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 110			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guard.pause = 13
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 8			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
sparkxy = 5, 0			;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;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 = -10, -7		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -10, -7		;Velocity at which opponent is pushed
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 3
envshake.ampl = 2

[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 1510, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 55			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guard.pause = 13
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 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 = 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  = 15		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5, -4		;Velocity at which opponent is pushed
air.hittime = 15
Down.hit = 1			;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 0, ChangeState]
type = ChangeState
trigger1 = pos y >= -10
value = 1815
ctrl = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -10

;----------------------------------------------------------------------------
;Might Ball - M Version
[Statedef 1811]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
juggle  = 17                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1800
sprpriority = 1                      ;Change animation (Def: no change)


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA, AT
time = 999


;[State 0, HitOverride]
;type = HitOverride
;trigger1 = 1
;attr = SCA,NA,SA,HA,NP,SP,HP
;stateno = 1811
;time = 999



[State 0, VelSet]
type = VelSet
trigger1 = Time > 0
x = 5


[State 1510, 1]
type = HitDef
trigger1 = time = 0 ;&& enemynear, movetype != H
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 110			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guard.pause = 13
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 8			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
sparkxy = 5, 0			;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;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 = -9, -8		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -9, -8		;Velocity at which opponent is pushed
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 3
envshake.ampl = 2

[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 1510, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 55			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guard.pause = 13
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 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 = 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  = 15		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5, -4		;Velocity at which opponent is pushed
air.hittime = 15
Down.hit = 1			;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 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -10


;----------------------------------------------------------------------------
;Might Ball - Heavy Version
[Statedef 1812]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = A                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1800
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA, AT
time = 999

;[State 0, HitOverride]
;type = HitOverride
;trigger1 = 1
;attr = SCA,NA,SA,HA,NP,SP,HP
;stateno = 1812
;time = 999



[State 0, VelSet]
type = VelSet
trigger1 = Time > 0 && time <= 20
x = 5
y = -3


[State 1510, 1]
type = HitDef
trigger1 = time = 0 ;&& enemynear, movetype != H
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 110			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guard.pause = 13
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 8			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
sparkxy = 5, 0			;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;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 = -15, -5		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -15, -5		;Velocity at which opponent is pushed
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 3
envshake.ampl = 2

[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 1510, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 55			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guard.pause = 13
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 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 = 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  = 15		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5, -4		;Velocity at which opponent is pushed
air.hittime = 15
Down.hit = 1			;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 0, ChangeState]
type = ChangeState
trigger1 = pos y >= -10
value = 1815
ctrl = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -10



;----------------------------------------------------------------------------
;Might Ball - Drop to Ground
[Statedef 1815]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1801
sprpriority = 1                      ;Change animation (Def: no change)

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = -32

[State 703, Ki Quake2]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 50
ampl = -10
phase = 120

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA, AT
time = 999

;[State 0, HitOverride]
;type = HitOverride
;trigger1 = 1
;attr = SCA,NA,SA,HA,NP,SP,HP
;stateno = 1815
;time = 999



[State 0, VelSet]
type = VelSet
trigger1 = Time > 0
x = 4

[State 0, VelSet]
type = Veladd
trigger1 = Time > 10
x = .4


[State 1510, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 110			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guard.pause = 13
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 8			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
sparkxy = 5, 0			;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;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 = -9, -5		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -9, -5		;Velocity at which opponent is pushed
air.hittime = 30
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 3
envshake.ampl = 2

[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 1510, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = time = 0
attr = S, SP			;Attribute: Standing, Normal Attack
damage = 55			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guard.pause = 13
hitflag = MAFPD			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 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 = 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  = 15		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5, -4		;Velocity at which opponent is pushed
air.hittime = 15
Down.hit = 1			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 3
envshake.ampl = 2

[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, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -10


;----------------------------------------------
;Death Pheno - Light
[Statedef 1900]
type    = S
movetype= A
physics = S
velset = 0,0  ;1,-2
anim = 1900
ctrl = 0


[State 0, PosSet]
type = Posadd
trigger1 = prevstateno = 100 || prevstateno = 101
y = 0


[State 1900, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST          ;Attributes: Standing, Normal Throw
hitflag = HA          ;Affect only ground people who are not being hit
priority = 3, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p1stateno = 1905       ;On success, player changes to state 810
p2stateno = 1910       ;If hit, p2 changes to state 820 in player's cns



[State 0, Helper]
type = Helper
trigger1 = time = 0
trigger2 = time = 5
Trigger3 = time = 10
trigger4 = time = 15
helpertype = normal ;player
name = "small_hearts"
ID = 1950
stateno = 1950
pos = 0,-95
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 1900, ChangeState]
type = ChangeState
trigger1 = time = 35
value = 1903
ctrl = 0

;----------------------------------------------
;Death Pheno - Medium
[Statedef 1901]
type    = S
movetype= A
physics = S
velset = 0,0  ;1,-2
anim = 1900
ctrl = 0

[State 1901, PosSet]
type = Posadd
trigger1 = prevstateno = 100 || prevstateno = 101
y = 0


[State 1901, 1]
type = HitDef
Trigger1 = Time >= 15
attr = S, ST          ;Attributes: Standing, Normal Throw
hitflag = HA          ;Affect only ground people who are not being hit
priority = 3, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p1stateno = 1905       ;On success, player changes to state 810
p2stateno = 1910       ;If hit, p2 changes to state 820 in player's cns

[State 1901, Helper]
type = Helper
trigger1 = time = 0
trigger2 = time = 4
Trigger3 = time = 8
trigger4 = time = 12
Trigger5 = time = 16
trigger6 = time = 20
helpertype = normal ;player
name = "small_hearts"
ID = 1950
stateno = 1950
pos = 0,-95
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 1901, ChangeState]
type = ChangeState
trigger1 = time = 50
value = 1903
ctrl = 0

;----------------------------------------------
;Death Pheno - Heavy
[Statedef 1902]
type    = S
movetype= A
physics = S
velset = 0,0  ;1,-2
anim = 1900
ctrl = 0

[State 0, PosSet]
type = Posadd
trigger1 = prevstateno = 100 || prevstateno = 101
y = 0


[State 1900, 1]
type = HitDef
Trigger1 = Time >= 25
attr = S, ST          ;Attributes: Standing, Normal Throw
hitflag = HA          ;Affect only ground people who are not being hit
priority = 3, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p1stateno = 1905       ;On success, player changes to state 810
p2stateno = 1910       ;If hit, p2 changes to state 820 in player's cns



[State 0, Helper]
type = Helper
trigger1 = time = 0
trigger2 = time = 3
Trigger3 = time = 6
trigger4 = time = 9
trigger5 = time = 12
trigger6 = time = 15
Trigger7 = time = 18
trigger8 = time = 21
trigger9 = time = 24
trigger10 = time = 27
helpertype = normal ;player
name = "small_hearts"
ID = 1950
stateno = 1950
pos = 0,-95
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 70
value = 1903
ctrl = 0


;----------------------------------------------
;Death Pheno - Finish
[Statedef 1903]
type    = S
movetype= A
physics = S
velset = 0,0  ;1,-2
anim = 1903
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1900,40
volume = -2

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

;---------------------------------------------------------------------------
; Death Pheno - Activate
[Statedef 1905]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1905
poweradd = 60

[State 1905, Helper]
type = Helper
Triggerall = prevstateno = 1900
trigger1 = time = 0
trigger2 = time = 5
Trigger3 = time = 10
trigger4 = time = 15
helpertype = normal ;player
name = "small_hearts"
ID = 1955
stateno = 1955
pos = 0,-105
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
Triggerall = prevstateno = 1901
trigger1 = time = 0
trigger2 = time = 4
Trigger3 = time = 8
trigger4 = time = 12
Trigger5 = time = 16
trigger6 = time = 20
helpertype = normal ;player
name = "small_hearts"
ID = 1955
stateno = 1957
pos = 0,-105
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
Triggerall = prevstateno = 1902
trigger1 = time = 0
trigger2 = time = 3
Trigger3 = time = 6
trigger4 = time = 9
trigger5 = time = 12
trigger6 = time = 15
Trigger7 = time = 18
trigger8 = time = 21
trigger9 = time = 24
trigger10 = time = 27
helpertype = normal ;player
name = "small_hearts"
ID = 1955
stateno = 1959
pos = 0,-105
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 1905, Helper]
type = Helper
Triggerall = prevstateno = 1900
Trigger1 = time = 85
helpertype = normal ;player
name = "ballon_timer1"
ID = 1956
stateno = 1956
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6

[State 1905, Helper]
type = Helper
Triggerall = prevstateno = 1901
Trigger1 = time = 85
helpertype = normal ;player
name = "ballon_timer2"
ID = 1958
stateno = 1958
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6


[State 1905, Helper]
type = Helper
Triggerall = prevstateno = 1902
Trigger1 = time = 85
helpertype = normal ;player
name = "ballon_timer3"
ID = 1960
stateno = 1960
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6



[State 1905, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 800,0

[State 1905, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1900,30


[State 1905, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 100, 0

[State 1905, Turn]
type = Turn
trigger1 = p2dist X < -4
trigger1 = Time = 0


[State 1905, State End]
type = ChangeState
trigger1 = time = 85
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Death - Opponent thrown into the air
[Statedef 1910]
type    = A
movetype= H
physics = N
velset = 0, 0
poweradd = 40


[State 811, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 0
value = 810
;elem = 1



[State 0, VelSet]
type = VelSet
trigger1 = Time > 85
y = 10



[State 811, 1] ;Gravity
type = VelAdd
Trigger1 = time = 85
y = 1.1

[State 821, 4]
type = selfState
trigger1 = time > 85
value = 5110 ;Hit ground


;---------------------------------------------------------------------------
; Death by Balloon Bursts
[Statedef 1911]
type    = A
movetype= H
physics = N
velset = -1, 0
poweradd = 40

;[State 0, NotHitBy]
;type = NotHitBy
;trigger1 = time = 0
;value = SCA,NA,SA,HA,NP,SP,HP
;time = 10

[State 1911, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5002

[State 1911, ChangeAnim]
type = ChangeAnim
trigger1 = time = 15
value = 5050

[State 1911, VelSet]
type = VelSet
trigger1 = time = 15
x = 0
y = -3

[State 1911, SelfState]
type = SelfState
trigger1 = time > 25
value = 5050

;---------------------------------------------
;D.Pheno Limit - Activate
[Statedef 1930]
type    = A
;movetype= A
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1690

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = numhelper(1956) = 0 && numhelper(1958) = 0 && numhelper(1960) = 0


;----------------------------------------------------------------------------
;Small_Hearts
[Statedef 1950]
type    = S
movetype= A
physics = S
velset = 0,0  ;1,-2
ctrl = 0
anim = 1950
sprpriority = 3


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



[State 0, VelSet]
type = VelSet
trigger1 = time = 5
trigger2 = time = 25
trigger3 = time = 45
trigger4 = time = 65
x = -2
y = 2



[State 0, VelSet]
type = VelSet
trigger1 = time = 10
trigger2 = time = 30
trigger3 = time = 50
trigger4 = time = 70
x = 20
y = 0



[State 0, VelSet]
type = VelSet
trigger1 = time = 15
trigger2 = time = 35
trigger3 = time = 55
trigger4 = time = 75
x = 2
y = -2




[State 0, VelSet]
type = VelSet
trigger1 = time = 20
trigger2 = time = 40
trigger3 = time = 60
trigger4 = time = 80
x = -20
y = 0





[State 0, ChangeState]
type = Changestate
trigger1 = parent, anim = 1903 || parent, movetype = H
value = 1951
ctrl = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, anim = 1905




;----------------------------------------------------------------------------
;Small_Hearts - Fall
[Statedef 1951]
type    = S
movetype= A
physics = S
velset = 0,0  ;1,-2
ctrl = 0
anim = 1950
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time > 5
x = 0
y = 10


[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >= -5

;----------------------------------------------------------------------------
;Small_to_Big_Hearts - Light
[Statedef 1955]
type    = S
movetype= I
physics = S
velset = 0,0  ;1,-2
ctrl = 0
anim = 1955
sprpriority = 3

[State 0, Turn]
type = Turn
trigger1 = facing != Parent, facing


[State 1955, VelSet]
type = VelSet
trigger1 = time = 10
x = -12
y = 0


[State 1955, VelSet]
type = VelSet
trigger1 = time = 15
x = -2
y = 4

[State 1955, VelSet]
type = VelSet
trigger1 = time >= 20 && time < 60
x = 4
y = 0

[State 1955, VelSet]
type = VelSet
trigger1 = time = 60
x = 2
y = -6


[State 1955, VelSet]
type = VelSet
trigger1 = time >= 65 && time < 75
x = -9
y = 0

[State 1955, VelSet]
type = VelSet
trigger1 = time = 75
x = -2
y = 2



[State 1955, VelSet]
type = VelSet
trigger1 = time >= 80 && time < 90
x = 9
y = 0



[State 1955, VelSet]
type = VelSet
trigger1 = time = 90
x = 2
y = -2



[State 1955, destroyself]
type = destroyself
trigger1 = numhelper(1956) = 1


;----------------------------------------------------------------------------
;Cat Balloon timer 1
[Statedef 1956]
type    = A
;movetype= I
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1990
sprpriority = 2


[State 0, VarAdd]
type = VarAdd
trigger1 = parent, anim = 5120 || parent, anim = 5155 || parent, anim = 5156
trigger2 = parent, anim = 5000 || parent, anim = 5001 || parent, anim = 5002
trigger3 = parent, anim = 5010 || parent, anim = 5011 || parent, anim = 5012
trigger4 = parent, anim = 5020 || parent, anim = 5021 || parent, anim = 5022
v = 19    ;fv =
value = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = ifelse((facing =1),1980,1981)
ID = 1980
pos = 0,-140
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = -2
scale = 0.65,0.65
sprpriority = 5
ontop = 1
ownpal = 1
removeongethit = 0


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = win || lose || matchover || enemynear, stateno = 5150
id = 1980

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 410
trigger2 = time = 450
trigger3 = time = 490
trigger4 = time = 530
trigger5 = time = 570
value = 1900,50
channel = 2

[State 0, StopSnd]
type = StopSnd
trigger1 = win || lose || matchover
channel = 2

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_1"
ID = 1970
stateno = 1970
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_2"
ID = 1971
stateno = 1971
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_3"
ID = 1972
stateno = 1972
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_4"
ID = 1973
stateno = 1973
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
triggerall = !numhelper(1920)
trigger1 = var(19) > 0;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_1_Remove"
ID = 1920
stateno = 1920
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
triggerall = !numhelper(1921)
trigger1 = var(19) > 25;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_2_Remove"
ID = 1921
stateno = 1921
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
triggerall = !numhelper(1922)
trigger1 = var(19) > 40;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_3_Remove"
ID = 1922
stateno = 1922
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Helper]
type = Helper
triggerall = !numhelper(1923)
trigger1 = var(19) > 60 ;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_4_Remove"
ID = 1923
stateno = 1923
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Destroyself]
type = Destroyself
trigger1 = time = 650 || numhelper(1970) = 0


;----------------------------------------------------------------------------
;Small_to_Big_Hearts - Medium
[Statedef 1957]
type    = S
movetype= I
physics = S
velset = 0,0  ;1,-2
ctrl = 0
anim = 1955
sprpriority = 3

[State 0, Turn]
type = Turn
trigger1 = facing != Parent, facing


[State 0, VelSet]
type = VelSet
trigger1 = time = 10
x = -12
y = 0



[State 0, VelSet]
type = VelSet
trigger1 = time = 15
x = -2
y = 4



[State 0, VelSet]
type = VelSet
trigger1 = time >= 20 && time < 60
x = 4
y = 0



[State 0, VelSet]
type = VelSet
trigger1 = time = 60
x = 2
y = -6




[State 0, VelSet]
type = VelSet
trigger1 = time >= 65 && time < 75
x = -9
y = 0



[State 0, VelSet]
type = VelSet
trigger1 = time = 75
x = -2
y = 2



[State 0, VelSet]
type = VelSet
trigger1 = time >= 80 && time < 90
x = 9
y = 0



[State 0, VelSet]
type = VelSet
trigger1 = time = 90
x = 2
y = -2


[State 0, destroyself]
type = destroyself
trigger1 = numhelper(1958) = 1

;----------------------------------------------------------------------------
;Cat Balloon timer 2
[Statedef 1958]
type    = A
;movetype= I
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1990
sprpriority = 2


[State 1958, VarAdd]
type = VarAdd
trigger1 = parent, anim = 5120 || parent, anim = 5155 || parent, anim = 5156
trigger2 = parent, anim = 5000 || parent, anim = 5001 || parent, anim = 5002
trigger3 = parent, anim = 5010 || parent, anim = 5011 || parent, anim = 5012
trigger4 = parent, anim = 5020 || parent, anim = 5021 || parent, anim = 5022
v = 19    ;fv =
value = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = ifelse((facing =1),1982,1983)
ID = 1980
pos = 0,-140
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = -2
scale = 0.64,0.64
sprpriority = 5
ontop = 1
ownpal = 1
removeongethit = 0


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = win || lose || matchover || enemynear, stateno = 5150
id = 1980

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 460
trigger2 = time = 500
trigger3 = time = 540
trigger4 = time = 580
trigger5 = time = 620
value = 1900,50
channel = 2

[State 0, StopSnd]
type = StopSnd
trigger1 = win || lose || matchover
channel = 2



[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_1"
ID = 1980
stateno = 1980
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_2"
ID = 1981
stateno = 1981
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_3"
ID = 1982
stateno = 1982
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_4"
ID = 1983
stateno = 1983
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_5"
ID = 1984
stateno = 1984
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_6"
ID = 1985
stateno = 1985
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Helper]
type = Helper
triggerall = !numhelper(1920)
trigger1 = var(19) > 1;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_1_Remove"
ID = 1920
stateno = 1920
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
triggerall = !numhelper(1921)
trigger1 = var(19) > 25;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_2_Remove"
ID = 1921
stateno = 1921
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
triggerall = !numhelper(1922)
trigger1 = var(19) > 40;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_3_Remove"
ID = 1922
stateno = 1922
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Helper]
type = Helper
triggerall = !numhelper(1923)
trigger1 = var(19) > 60;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_4_Remove"
ID = 1923
stateno = 1923
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
triggerall = !numhelper(1924)
trigger1 = var(19) > 80;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_3_Remove"
ID = 1924
stateno = 1924
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Helper]
type = Helper
triggerall = !numhelper(1925)
trigger1 = var(19) > 100;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_6_Remove"
ID = 1925
stateno = 1925
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Destroyself]
type = Destroyself
trigger1 = time = 700 || numhelper(1980) = 0

;----------------------------------------------------------------------------
;Small_to_Big_Hearts - Heavy
[Statedef 1959]
type    = S
movetype= I
physics = S
velset = 0,0  ;1,-2
ctrl = 0
anim = 1955
sprpriority = 3


[State 0, Turn]
type = Turn
trigger1 = facing != Parent, facing


[State 0, VelSet]
type = VelSet
trigger1 = time = 10
x = -12
y = 0


[State 0, VelSet]
type = VelSet
trigger1 = time = 15
x = -2
y = 4



[State 0, VelSet]
type = VelSet
trigger1 = time >= 20 && time < 60
x = 4
y = 0



[State 0, VelSet]
type = VelSet
trigger1 = time = 60
x = 2
y = -6




[State 0, VelSet]
type = VelSet
trigger1 = time >= 65 && time < 75
x = -9
y = 0



[State 0, VelSet]
type = VelSet
trigger1 = time = 75
x = -2
y = 2



[State 0, VelSet]
type = VelSet
trigger1 = time >= 80 && time < 90
x = 9
y = 0



[State 0, VelSet]
type = VelSet
trigger1 = time = 90
x = 2
y = -2



[State 0, destroyself]
type = destroyself
trigger1 = numhelper(1960) = 1

;----------------------------------------------------------------------------
;Cat Balloon timer 3
[Statedef 1960]
type    = A
;movetype= I
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1990
sprpriority = 2


[State 1958, VarAdd]
type = VarAdd
trigger1 = parent, anim = 5120 || parent, anim = 5155 || parent, anim = 5156
trigger2 = parent, anim = 5000 || parent, anim = 5001 || parent, anim = 5002
trigger3 = parent, anim = 5010 || parent, anim = 5011 || parent, anim = 5012
trigger4 = parent, anim = 5020 || parent, anim = 5021 || parent, anim = 5022
v = 19    ;fv =
value = 1



[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = ifelse((facing =1),1984,1985)
ID = 1980
pos = 0,-140
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = -2
scale = 0.64,0.64
sprpriority = 5
ontop = 1
ownpal = 1
removeongethit = 0


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = win || lose || matchover || enemynear, stateno = 5150
id = 1980

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 560
trigger2 = time = 600
trigger3 = time = 640
trigger4 = time = 680
trigger5 = time = 720
value = 1900,50
channel = 2



[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_1"
ID = 1990
stateno = 1990
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_2"
ID = 1991
stateno = 1991
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_3"
ID = 1992
stateno = 1992
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_4"
ID = 1993
stateno = 1993
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_5"
ID = 1994
stateno = 1994
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_6"
ID = 1995
stateno = 1995
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_7"
ID = 1996
stateno = 1996
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_8"
ID = 1997
stateno = 1997
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_9"
ID = 1998
stateno = 1998
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Balloon_10"
ID = 1999
stateno = 1999
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Helper]
type = Helper
triggerall = !numhelper(1920)
trigger1 = var(19) > 1;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_1_Remove"
ID = 1920
stateno = 1920
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
triggerall = !numhelper(1921)
trigger1 = var(19) > 25;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_2_Remove"
ID = 1921
stateno = 1921
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
triggerall = !numhelper(1922)
trigger1 = var(19) > 40;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_3_Remove"
ID = 1922
stateno = 1922
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Helper]
type = Helper
triggerall = !numhelper(1923)
trigger1 = var(19) > 60;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_4_Remove"
ID = 1923
stateno = 1923
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
triggerall = !numhelper(1924)
trigger1 = var(19) > 80;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_5_Remove"
ID = 1924
stateno = 1924
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Helper]
type = Helper
triggerall = !numhelper(1925)
trigger1 = var(19) > 100;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_6_Remove"
ID = 1925
stateno = 1925
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
triggerall = !numhelper(1926)
trigger1 = var(19) > 120;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_7_Remove"
ID = 1926
stateno = 1926
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Helper]
type = Helper
triggerall = !numhelper(1927)
trigger1 = var(19) > 140;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_8_Remove"
ID = 1927
stateno = 1927
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 0, Helper]
type = Helper
triggerall = !numhelper(1928)
trigger1 = var(19) > 160;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_9_Remove"
ID = 1928
stateno = 1928
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Helper]
type = Helper
triggerall = !numhelper(1929)
trigger1 = var(19) > 180;Parent, movetype = H
helpertype = normal ;player
name = "Balloon_10_Remove"
ID = 1929
stateno = 1929
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 0, Destroyself]
type = Destroyself
trigger1 = time = 800 || numhelper(1990) = 0

;----------------------------------------------------------------------------
;Cat Balloon Popping 1
[Statedef 1968]
type    = A
physics = N
ctrl = 0
anim = 1961
sprpriority = 2


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

;----------------------------------------------------------------------------
;Cat Balloon Popping 2
[Statedef 1969]
type    = A
movetype = A
physics = N
ctrl = 0
anim = 1962
sprpriority = 2

[State 1969, 1]
type = HitDef
;triggerall = numhelper(1984) = 1
Trigger1 = Time = 0
attr = S, ST
damage = 40
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags of conditions that move can hit
priority = 7, hit
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
sparkxy = -35, -90		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 40			;Sound to play on hit
p2facing = 0          ;Force p2 to face player
fall = 1
air.fall = 1
p2stateno = 1911


[State 1969, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0




;----------------------------------------------------------------------------
;Cat Balloon 1
[Statedef 1970]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1970
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x
y = enemynear, pos y-80

[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1923) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 640
value = 1969
ctrl = 0

;----------------------------------------------------------------------------
;Cat Balloon 2
[Statedef 1971]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1973
sprpriority = 7


[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x
y = enemynear, pos y-80



[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1922) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 650
value = 1969
ctrl = 0

;----------------------------------------------------------------------------
;Cat Balloon 3
[Statedef 1972]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1975
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x
y = enemynear, pos y-80


[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1921) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time =660
value = 1969
ctrl = 0
;----------------------------------------------------------------------------
;Cat Balloon 4
[Statedef 1973]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1978
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x
y = enemynear, pos y-80

[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1920) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 670
value = 1969
ctrl = 0

;----------------------------------------------------------------------------
;Cat Balloon 1
[Statedef 1980]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1970
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x
y = enemynear, pos y-80

[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1925) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 690
value = 1969
ctrl = 0

;----------------------------------------------------------------------------
;Cat Balloon 2
[Statedef 1981]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1972
sprpriority = 7


[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x
y = enemynear, pos y-80



[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1924) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 700
value = 1969
ctrl = 0

;----------------------------------------------------------------------------
;Cat Balloon 3
[Statedef 1982]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1973
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x
y = enemynear, pos y-80


[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1923) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 710
value = 1969
ctrl = 0
;----------------------------------------------------------------------------
;Cat Balloon 4
[Statedef 1983]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1975
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x
y = enemynear, pos y-80

[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1922) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 720
value = 1969
ctrl = 0


;----------------------------------------------------------------------------
;Cat Balloon 5
[Statedef 1984]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1976
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x
y = enemynear, pos y-80


[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1921) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 730
value = 1969
ctrl = 0
;----------------------------------------------------------------------------
;Cat Balloon 6
[Statedef 1985]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1978
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x
y = enemynear, pos y-80

[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1920) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 740
value = 1969
ctrl = 0


;----------------------------------------------------------------------------
;Cat Balloon 1
[Statedef 1990]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1970
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x+0
y = enemynear, pos y-80

[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1929) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 790
value = 1969
ctrl = 0

;----------------------------------------------------------------------------
;Cat Balloon 2
[Statedef 1991]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1971
sprpriority = 7


[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x+0
y = enemynear, pos y-80



[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1928) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 800
value = 1969
ctrl = 0

;----------------------------------------------------------------------------
;Cat Balloon 3
[Statedef 1992]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1972
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x+0
y = enemynear, pos y-80


[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1927) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 810
value = 1969
ctrl = 0
;----------------------------------------------------------------------------
;Cat Balloon 4
[Statedef 1993]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1973
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x+0
y = enemynear, pos y-80

[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1926) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 820
value = 1969
ctrl = 0


;----------------------------------------------------------------------------
;Cat Balloon 5
[Statedef 1994]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1974
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x+0
y = enemynear, pos y-80


[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1925) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 830
value = 1969
ctrl = 0
;----------------------------------------------------------------------------
;Cat Balloon 6
[Statedef 1995]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1975
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x+0
y = enemynear, pos y-80

[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1924) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 840
value = 1969
ctrl = 0



;----------------------------------------------------------------------------
;Cat Balloon 7
[Statedef 1996]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1976
sprpriority = 3

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x+0
y = enemynear, pos y-80


[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1923) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 850
value = 1969
ctrl = 0
;----------------------------------------------------------------------------
;Cat Balloon 8
[Statedef 1997]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1977
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x+0
y = enemynear, pos y-80

[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1922) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 860
value = 1969
ctrl = 0


;----------------------------------------------------------------------------
;Cat Balloon 9
[Statedef 1998]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1978
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x+0
y = enemynear, pos y-80


[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1921) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 870
value = 1969
ctrl = 0
;----------------------------------------------------------------------------
;Cat Balloon 10
[Statedef 1999]
type    = A
;movetype = I
physics = N
ctrl = 0
anim = 1979
sprpriority = 7

[State 0, PosSet]
type = posSet
trigger1 = time > 0
x = enemynear, pos x+0
y = enemynear, pos y-80

[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(1920) = 1
value = 1968
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 880
value = 1969
ctrl = 0

;----------------------------------------------------------------------------
;Cat Balloon 1 Removal
[Statedef 1920]
type    = A
physics = N
ctrl = 0
anim = 1690
sprpriority = 2


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15

;----------------------------------------------------------------------------
;Cat Balloon 2 Removal
[Statedef 1921]
type    = A
physics = N
ctrl = 0
anim = 1690
sprpriority = 2


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15

;----------------------------------------------------------------------------
;Cat Balloon 3 Removal
[Statedef 1922]
type    = A
physics = N
ctrl = 0
anim = 1690
sprpriority = 2


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15

;----------------------------------------------------------------------------
;Cat Balloon 4 Removal
[Statedef 1923]
type    = A
physics = N
ctrl = 0
anim = 1690
sprpriority = 2


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15

;----------------------------------------------------------------------------
;Cat Balloon 5 Removal
[Statedef 1924]
type    = A
physics = N
ctrl = 0
anim = 1690
sprpriority = 2


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15

;----------------------------------------------------------------------------
;Cat Balloon 6 Removal
[Statedef 1925]
type    = A
physics = N
ctrl = 0
anim = 1690
sprpriority = 2


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15

;----------------------------------------------------------------------------
;Cat Balloon 7 Removal
[Statedef 1926]
type    = A
physics = N
ctrl = 0
anim = 1690
sprpriority = 2


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15

;----------------------------------------------------------------------------
;Cat Balloon 8 Removal
[Statedef 1927]
type    = A
physics = N
ctrl = 0
anim = 1690
sprpriority = 2


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15


;----------------------------------------------------------------------------
;Cat Balloon 9 Removal
[Statedef 1928]
type    = A
physics = N
ctrl = 0
anim = 1690
sprpriority = 2


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15

;----------------------------------------------------------------------------
;Cat Balloon 10 Removal
[Statedef 1929]
type    = A
physics = N
ctrl = 0
anim = 1690
sprpriority = 2


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15
