;Tricicle Edge - Light
[Statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 2000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,10

[State 2000, assertspecial]
type = assertspecial
trigger1 = time = [0,80]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 2000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
stateno = 2005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
supermovetime = 9999
scale = const(size.xscale),const(size.yscale)
[State 2000, BG]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "BG"
stateno = 9200
pos = 0,0;175,-105
postype = p1;left
facing = 1
supermovetime = 9999
ignorehitpause = 1
scale = 0.5,0.6


[State 2000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicile_Flask"
stateno = 2050
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)

[State 2000, Super Pause]
type = SuperPause
trigger1 = time = 0;, 1
pos = 25, -57
anim = 1604
;sound = s2000, 10
poweradd= -1000
Darken = 1
Time = 40
move = 0


[State 2000, Charge Spark]
type = Explod
trigger1 = time = 0
anim = 9110
ID = 2000
pos = 5,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 999999
pausemovetime  = 999999
sprpriority = 4
scale = const(size.xscale),const(size.yscale)
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent = 1

[State 2000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2006
ctrl = 0

;---------------------------------------------------------------------------
;Tricicle Edge - Medium
[Statedef 2001]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 2000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,10


[State 2001, BG]
type = Explod
trigger1 = time = 0
anim = 9200
pos = 175,120;250
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 999999
pausemovetime = 999999
scale = 0.5,0.6
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1


[State 2001, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
stateno = 2005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
supermovetime = 9999
scale = const(size.xscale),const(size.yscale)

[State 2001, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicile_Flask"
stateno = 2050
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)

[State 2001, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicile_Flask_2"
stateno = 2049
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)

[State 2000, Super Pause]
type = SuperPause
trigger1 = time = 0;, 1
pos = 25, -57
anim = 1100
;sound = s2000, 10
poweradd= -2000
Darken = 1
Time = 40
move = 0

[State 2001, Charge Spark]
type = Explod
trigger1 = time = 0
anim = 9110
ID = 2000
pos = 5,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 999999
pausemovetime  = 999999
sprpriority = 4
scale = const(size.xscale),const(size.yscale)
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent = 1


[State 2001, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2006
ctrl = 0


;---------------------------------------------------------------------------
;Tricicle Edge - Heavy
[Statedef 2002]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 2000
sprpriority = 2

[State 2002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,10


[State 2002, BG]
type = Explod
trigger1 = time = 0
anim = 9200
pos = 175,120;250
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 999999
pausemovetime = 999999
scale = 0.5,0.6
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1


[State 2001, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
stateno = 2005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
supermovetime = 9999
scale = const(size.xscale),const(size.yscale)
[State 2001, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicile_Flask"
stateno = 2050
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)


[State 2001, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicile_Flask_2"
stateno = 2049
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)

[State 2001, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicile_Flask_3"
stateno = 2048
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)


[State 2000, Super Pause]
type = SuperPause
trigger1 = time = 0;, 1
pos = 25, -57
anim = 1100
;;sound = s2000, 10
poweradd= -3000
Darken = 1
Time = 40
move = 0


[State 2002, Charge Spark]
type = Explod
trigger1 = time = 0
anim = 9110
ID = 2000
pos = 5,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 999999
pausemovetime  = 999999
sprpriority = 4
scale = const(size.xscale),const(size.yscale)
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent = 1


[State 2000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2006
ctrl = 0


;------------------------------------------------------------------------
; Tricicle Edge - Movement
[Statedef 2005]
type    = S
physics = S
ctrl = 0
velset = 0,0
anim = 2005
sprpriority = 3


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 2006 || parent, movetype = H

;---------------------------------------------------------------------------
; Tricicle Edge - Hold
[Statedef 2006]
type    = S
movetype= A
physics = S
velset = 0,0;-13, -4
anim = 2001
ctrl = 0



[State 2006, Up]
type = ChangeState
triggerall = var(12) = 0
triggerall = anim = 2001;
trigger1 = Time > 0 && Time <= 18
value = 2022
ctrl = 1


[State 2006, Straight]
type = Changestate; ChangeAnim
triggerall = var(12) = 0
triggerall = anim = 2001; && animelem = 1
trigger1 = Time > 18 && Time <= 25 ;,39]
value = 2023
ctrl = 1

[State 2006, Downward]
type = Changestate
triggerall = var(12) = 0
triggerall = anim = 2001
trigger1 = Time > 25 && time < 40 ;,39]
value = 2024
ctrl = 1

[State 2006, Cancel]
type = ChangeState
triggerall = var(10) = 1
trigger1 = numhelper = movecontact > 0 && time = 0
value = 211
ctrl = 1


[State 2006, Nothing]
type = ChangeState
trigger1 = Time = 45
value = 211
ctrl = 1

;---------------------------------------------------------------------------
; Tricicle Edge - Up
[Statedef 2022]
type    = S
movetype= A
physics = S
anim = 222
velset = 0,0
ctrl = 0


[State 2022, SuperPause]
type = SuperPause
trigger1 = numhelper = movecontact > 0
time = 5
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1


[State 2022, 5]
type = ChangeState
trigger1 = time = 60
value = 211
ctrl = 0

;---------------------------------------------------------------------------
; Tricicle Edge - Straight
[Statedef 2023]
type    = S
movetype= A
physics = S
anim = 223
velset = 0,0
ctrl = 0


[State 2023, SuperPause]
type = SuperPause
trigger1 = numhelper = movecontact > 0
time = 5
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1

[State 2023, 5]
type = ChangeState
trigger1 = time = 60 ; Vel Y > 0 &&
value = 211
ctrl = 0

;---------------------------------------------------------------------------
; Tricicle Edge - Downward
[Statedef 2024]
type    = S
movetype= A
physics = S
anim = 224
velset = 0,0
ctrl = 0


[State 2024, SuperPause]
type = SuperPause
trigger1 = numhelper = movecontact > 0
time = 5
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1

[State 2024, 5]
type = ChangeState
trigger1 = time = 60 ; Vel Y > 0 &&
value = 211
ctrl = 0


;-----------------------------------------------
;Tricicile Blade - Light
[Statedef 3000]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
velset = 0,0
anim = 3000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,10

[State 3000, BG]
type = Explod
trigger1 = time = 0
anim = 9200
pos = 175,120;250
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 999999
pausemovetime = 999999
scale = 0.5,0.6
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
stateno = 3005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
supermovetime = 9999
;ignorehitpause =
;persistent =
scale = const(size.xscale),const(size.yscale)

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicle_Flask"
stateno = 3050
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)


[State 3000, Super Pause]
type = SuperPause
trigger1 = time = 0;, 1
pos = 25, -57
anim = 1100
;sound = s2000, 10
poweradd= -1000
Darken = 1
Time = 40
move = 0



[State 3000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3006
ctrl = 0

;---------------------------------------------------------------------------
;Tricicile Edge - Medium
[Statedef 3001]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
velset = 0,0
anim = 3000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,10

[State 3000, BG]
type = Explod
trigger1 = time = 0
anim = 9200
pos = 175,120;250
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 999999
pausemovetime = 999999
scale = 0.5,0.6
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
stateno = 3005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
supermovetime = 9999
;ignorehitpause =
;persistent =
scale = const(size.xscale),const(size.yscale)
[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicle_Flask"
stateno = 3050
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicle_Flask"
stateno = 3049
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)


[State 3001, Super Pause]
type = SuperPause
trigger1 = time = 0;, 1
pos = 25, -57
anim = 1100
;sound = s2000, 10
poweradd= -2000
Darken = 1
Time = 40
move = 0



[State 3000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value =3006
ctrl = 0


;---------------------------------------------------------------------------
;Tricicile Edge - Heavy
[Statedef 3002]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
velset = 0,0
anim = 3000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,10

[State 3000, BG]
type = Explod
trigger1 = time = 0
anim = 9200
pos = 175,120;250
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 999999
pausemovetime = 999999
scale = 0.5,0.6
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
stateno = 3005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
supermovetime = 9999
;ignorehitpause =
;persistent =
scale = const(size.xscale),const(size.yscale)
[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicle_Flask"
stateno = 3050
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicle_Flask"
stateno = 3049
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicle_Flask"
stateno = 3048
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)
;ignorehitpause =
;persistent =



[State 3000, Super Pause]
type = SuperPause
trigger1 = time = 0;, 1
pos = 25, -57
anim = 1100
;sound = s2000, 10
poweradd= -3000
Darken = 1
Time = 40
move = 0



[State 3000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3006
ctrl = 0

;------------------------------------------------------------------------
; Tricicle Blade - Movement
[Statedef 3005]
type    = S
physics = S
ctrl = 0
velset = 0,0
anim = 3005
sprpriority = 3


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 3006 || parent, movetype = H


;---------------------------------------------------------------------------
; Tricicle Blade - Hold
[Statedef 3006]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 0
ctrl = 0
anim = 3001


[State 3001, Break]
type = ChangeState
triggerall = var(12) = 0
triggerall = anim = 3001;
trigger1 = Time > 0 && Time <= 142
value = 3022
ctrl = 1

[State 4006, Cancel]
type = ChangeState
triggerall = var(10) = 1
trigger1 = numhelper = movecontact > 0 && time = 0
value = 411
ctrl = 1


[State 421, 5]
type = ChangeState
trigger1 = Time = 140
value = 411
ctrl = 1

;---------------------------------------------------------------------------
; Tricicle Blade - Up
[Statedef 3022]
type    = S
movetype= A
physics = S
anim = 422
velset = 0,0
ctrl = 0

[State 3022, SuperPause]
type = SuperPause
trigger1 = numhelper = movecontact > 0
time = 5
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1



[State 3022, 5]
type = ChangeState
trigger1 = time = 60
value = 411
ctrl = 0

;----------------------------------------------
;Tricicile Hachete - Light
[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 4000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,10

[State 4000, BG]
type = Explod
trigger1 = time = 0
anim = 9200
pos = 175,120;250
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 999999
pausemovetime = 999999
scale = 0.5,0.6
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
stateno = 4005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
supermovetime = 40
scale = const(size.xscale),const(size.yscale)

[State 4000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicle_Flask"
stateno = 4049
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)


[State 4000, Super Pause]
type = SuperPause
trigger1 = time = 0;, 1
pos = 25, -57
anim = 1100
;sound = s2000, 10
poweradd= -1000
Darken = 1
Time = 40
move = 0



[State 4000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4006
ctrl = 0

;----------------------------------------------------
;Tricicile Hachete - Medium
[Statedef 4001]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 4000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,10

[State 4000, BG]
type = Explod
trigger1 = time = 0
anim = 9200
pos = 175,120;250
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 999999
pausemovetime = 999999
scale = 0.5,0.6
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
stateno = 4005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
supermovetime = 9999
;ignorehitpause =
;persistent =
scale = const(size.xscale),const(size.yscale)
[State 4000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicle_Flask"
stateno = 4049
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)

[State 4000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicle_Flask 2"
stateno = 4048
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)


[State 4000, Super Pause]
type = SuperPause
trigger1 = time = 0;, 1
pos = 25, -57
anim = 1100
;sound = s2000, 10
poweradd= -2000
Darken = 1
Time = 40
move = 0



[State 4001, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4006
ctrl = 0

;---------------------------------------------
;Tricicile Hachete - Heavy
[Statedef 4002]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 4000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,10

[State 4000, BG]
type = Explod
trigger1 = time = 0
anim = 9200
pos = 175,120;250
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 999999
pausemovetime = 999999
scale = 0.5,0.6
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
stateno = 4005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
supermovetime = 40
scale = const(size.xscale),const(size.yscale)
[State 4000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicle_Flask"
stateno = 4049
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)

[State 4000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicle_Flask_2"
stateno = 4048
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)

[State 4000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Tricicle_Flask_3"
stateno = 4047
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 40
scale = const(size.xscale),const(size.yscale)

[State 4000, Super Pause]
type = SuperPause
trigger1 = time = 0;, 1
pos = 25, -57
anim = 1100
;sound = s2000, 10
poweradd= -3000
Darken = 1
Time = 40
move = 0



[State 4000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4006
ctrl = 0


;------------------------------------------------------------------------
; Tricicle Hatchete - Movement
[Statedef 4005]
type    = S
physics = S
ctrl = 0
velset = 0,0
anim = 4001
sprpriority = 3


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 4006 || parent, movetype = H


;---------------------------------------------------------------------------
; Tricicle Hatchet - Hold
[Statedef 4006]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 4002


[State 221, Attack]
type = ChangeState
triggerall = var(12) = 0
triggerall = anim = 4002;
trigger1 = Time > 0
value = 4023
ctrl = 1

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

;---------------------------------------------------------------------------
; Tricicle Hatchet - Down
[Statedef 4023]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 623

[State 4023, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = S         ;A,C,S,N

[State 4023, SuperPause]
type = SuperPause
trigger1 = numhelper = movecontact > 0
time = 5
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1


[State 4023, VelSet]
type = VelSet
trigger1 = time > 0
x = 0
y = 0


[State 4023, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0


;--------------------------------------------------
;Hyper Cannon - Light
[Statedef 6000]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 6000
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,10

[State 2000, BG]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "BG"
stateno = 9200
pos = 0,0;175,-105
postype = p1;left
facing = 1
supermovetime = 9999
ignorehitpause = 1
scale = 0.5,0.6

[State 2000, Charge Spark]
type = Explod
trigger1 = time = 0
anim = 9110
ID = 6000
pos = 5,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 999999
pausemovetime  = 999999
sprpriority = 4
scale = const(size.xscale),const(size.yscale)
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent = 1

[State 6000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
stateno = 6005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
supermovetime = 9999
scale = const(size.xscale),const(size.yscale)
[State 6000, Super Pause]
type = SuperPause
trigger1 = time = 0;, 1
pos = 25, -57
anim = 1604
;sound = s2000, 10
poweradd= -1000
Darken = 0
Time = 40
move = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 6000
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.63
supermovetime = 9999


[State 6000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Staff"
ID = 6007
stateno = 6007
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 9999
scale = const(size.xscale),const(size.yscale)

[State 6000, Hyper_Cannon]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Hyper_Cannon"
ID = 6035
stateno = 6035
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.65
supermovetime = 999999
pausemovetime  = 999999


[State 6000, Cannon_Selector_1]
type = Helper
triggerall = var(1) = [0,200]
triggerall = !numhelper(6030)
trigger1 = time = 0
helpertype = normal ;player
name = "Cannon_Selector_1"
ID = 6030
stateno = 6030
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime  = 999999
scale = const(size.xscale),const(size.yscale)
[State 6000, Cannon_Selector_2]
type = Helper
triggerall = var(1) = [201,400]
triggerall = !numhelper(6031)
trigger1 = time = 0
helpertype = normal ;player
name = "Cannon_Selector_2"
ID = 6031
stateno = 6031
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.65


[State 6000, Cannon_Selector_3]
type = Helper
triggerall = var(1) = [401,600]
triggerall = !numhelper(6032)
trigger1 = time = 0
helpertype = normal ;player
name = "Cannon_Selector_3"
ID = 6032
stateno = 6032
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime  = 999999
scale = const(size.xscale),const(size.yscale)
[State 2000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6006
ctrl = 0


;--------------------------------------------------
;Hyper Cannon - Medium
[Statedef 6001]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 6000
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,10

[State 2000, BG]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "BG"
stateno = 9200
pos = 0,0;175,-105
postype = p1;left
facing = 1
supermovetime = 9999
ignorehitpause = 1
scale = 0.5,0.6

[State 2000, Charge Spark]
type = Explod
trigger1 = time = 0
anim = 9110
ID = 6000
pos = 5,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 999999
pausemovetime  = 999999
sprpriority = 4
scale = const(size.xscale),const(size.yscale)
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent = 1

[State 6000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
stateno = 6005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
supermovetime = 9999
scale = const(size.xscale),const(size.yscale)
[State 6000, Super Pause]
type = SuperPause
trigger1 = time = 0;, 1
pos = 25, -57
anim = 1604
;sound = s2000, 10
poweradd= -2000
Darken = 0
Time = 40
move = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 6000
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.65
supermovetime = 9999


[State 6000, Hyper_Cannon]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Hyper_Cannon"
;ID = 6035
stateno = 6035
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.65
supermovetime = 999999
pausemovetime  = 999999

[State 6000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Staff"
ID = 6007
stateno = 6007
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 9999
scale = const(size.xscale),const(size.yscale)

[State 6000, Cannon_Selector_1]
type = Helper
triggerall = var(1) = [0,200]
triggerall = !numhelper(6030)
trigger1 = time = 0
helpertype = normal ;player
name = "Cannon_Selector_1"
ID = 6030
stateno = 6030
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime  = 999999
scale = const(size.xscale),const(size.yscale)
[State 6000, Cannon_Selector_2]
type = Helper
triggerall = var(1) = [201,400]
triggerall = !numhelper(6031)
trigger1 = time = 0
helpertype = normal ;player
name = "Cannon_Selector_2"
ID = 6031
stateno = 6031
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.65


[State 6000, Cannon_Selector_3]
type = Helper
triggerall = var(1) = [401,600]
triggerall = !numhelper(6032)
trigger1 = time = 0
helpertype = normal ;player
name = "Cannon_Selector_3"
ID = 6032
stateno = 6032
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime  = 999999
scale = const(size.xscale),const(size.yscale)
[State 2000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6006
ctrl = 0


;--------------------------------------------------
;Hyper Cannon - Heavy
[Statedef 6002]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 6000
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,10

[State 2000, BG]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "BG"
stateno = 9200
pos = 0,0;175,-105
postype = p1;left
facing = 1
supermovetime = 9999
ignorehitpause = 1
scale = 0.5,0.6

[State 2000, Charge Spark]
type = Explod
trigger1 = time = 0
anim = 9110
ID = 6000
pos = 10,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 999999
pausemovetime  = 999999
sprpriority = 4
scale = const(size.xscale),const(size.yscale)
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent = 1

[State 6000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
stateno = 6005
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
supermovetime = 9999
scale = const(size.xscale),const(size.yscale)
[State 6000, Super Pause]
type = SuperPause
trigger1 = time = 0;, 1
pos = 25, -57
anim = 1604
;sound = s2000, 10
poweradd= -3000
Darken = 0
Time = 40
move = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment"
ID = 6000
stateno = 1350
pos =55,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.65
supermovetime = 9999

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Enchantment_2"
ID = 6000
stateno = 1350
pos =-75,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.65
supermovetime = 9999



[State 6000, Hyper_Cannon]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Hyper_Cannon"
;ID = 6035
stateno = 6035
pos = 65,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.65
supermovetime = 999999
pausemovetime  = 999999

[State 6000, Hyper_Cannon]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Hyper_Cannon_2"
;ID = 6035
stateno = 6036
pos = -65,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.65
supermovetime = 999999
pausemovetime  = 999999


[State 6000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Staff"
ID = 6007
stateno = 6007
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 9999
scale = const(size.xscale),const(size.yscale)

[State 6000, Cannon_Selector_1]
type = Helper
triggerall = var(1) = [0,200]
triggerall = !numhelper(6030)
trigger1 = time = 0
helpertype = normal ;player
name = "Cannon_Selector_1"
ID = 6030
stateno = 6030
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime  = 999999
scale = const(size.xscale),const(size.yscale)
[State 6000, Cannon_Selector_2]
type = Helper
triggerall = var(1) = [201,400]
triggerall = !numhelper(6031)
trigger1 = time = 0
helpertype = normal ;player
name = "Cannon_Selector_2"
ID = 6031
stateno = 6031
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.65


[State 6000, Cannon_Selector_3]
type = Helper
triggerall = var(1) = [401,600]
triggerall = !numhelper(6032)
trigger1 = time = 0
helpertype = normal ;player
name = "Cannon_Selector_3"
ID = 6032
stateno = 6032
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime  = 999999
scale = const(size.xscale),const(size.yscale)
[State 2000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6006
ctrl = 0


;--------------------------------------------------
;Hyper Cannon - Attack
[Statedef 6006]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 6006
sprpriority = 3

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 0
;value = 2000,0


[State 2000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------
;Hyper Cannon - Movement
[Statedef 6005]
type    = S
physics = S
ctrl = 0
velset = 0,0
anim = 6005
sprpriority = 3


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, anim = 6006 || parent, movetype = H

;----------------------------------------------------------------------------
;Hyper Cannon - Staff
[Statedef 6007]
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 = 315                      ;Change animation (Def: no change)
sprpriority = 3


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, anim = 6006 || parent, movetype = H

;----------------------------------------------------------------------------
;Magic Curtain
[Statedef 6008]
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 = 6008                       ;Change animation (Def: no change)
sprpriority = 2


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent, stateno = 6036 && time = 0
value = 1690

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent, stateno = 6036 && time = 5
value = 6008

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


;---------------------------------------------
;Cannon Selector 1
[Statedef 6030]
type    = A
movetype= A
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1690

[State 6030, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0

[State 6030, DestroySelf]
type = DestroySelf
trigger1 = time = 50


;---------------------------------------------
;Cannon Selector 2
[Statedef 6031]
type    = A
movetype= A
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1690

[State 6032, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0

[State 6032, DestroySelf]
type = DestroySelf
trigger1 = time = 50

;---------------------------------------------
;Cannon Selector 3
[Statedef 6032]
type    = A
movetype= A
physics = N
velset = 0,0  ;1,-2
ctrl = 0
anim = 1690

[State 6033, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0

[State 6033, DestroySelf]
type = DestroySelf
trigger1 = time = 50


;----------------------------------------------------------------------------
;Hyper Cannon
[Statedef 6035]
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  = 0                      ;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 = 1690
sprpriority = 2                      ;Change animation (Def: no change)


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = numhelper(6030) = 1
Trigger1 = Time = 12
value = 1306


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = numhelper(6031) = 1
Trigger1 = Time = 12
value = 1307


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = numhelper(6032) = 1
Trigger1 = Time = 12
value = 1304


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

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Cover"
ID = 6008
stateno = 6008
pos =0,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.65
supermovetime = 9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 41
value = 1300,9


[State 0, Helper]
type = Helper
triggerall = numhelper(6030) = 1
triggerall = root, prevstateno = 6000
trigger1 = time = 42
helpertype = normal ;player
name = "Ice_Ball"
ID = 6011
stateno = 6011
pos = 65,-55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, Helper]
type = Helper
triggerall = numhelper(6030) = 1
triggerall = root, prevstateno = 6001 ||  root, prevstateno = 6002
trigger1 = time = 42
helpertype = normal ;player
name = "Ice_Ball"
ID = 6014
stateno = 6014
pos = 65,-55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)


[State 0, Helper]
type = Helper
triggerall = numhelper(6032) = 1
triggerall = root, prevstateno = 6000
trigger1 = time = 42
helpertype = normal ;player
name = "Electric_Ball"
ID = 6013
stateno = 6013
pos = 65,-55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, Helper]
type = Helper
triggerall = numhelper(6032) = 1
triggerall = root, prevstateno = 6001 ||  root, prevstateno = 6002
trigger1 = time = 42
helpertype = normal ;player
name = "Electric_Ball"
ID = 6016
stateno = 6016
pos = 65,-55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)


[State 0, Helper]
type = Helper
triggerall = numhelper(6031) = 1
triggerall = root, prevstateno = 6000
trigger1 = time = 42
helpertype = normal ;player
name = "Fire_Ball"
ID = 6012
stateno = 6012
pos = 65,-55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, Helper]
type = Helper
triggerall = numhelper(6031) = 1
triggerall = root, prevstateno = 6001 ||  root, prevstateno = 6002
trigger1 = time = 42
helpertype = normal ;player
name = "Fire_Ball"
ID = 6015
stateno = 6015
pos = 65,-55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1355, 1]
type = HitDef
trigger1 = var(9) = 0 && time = 40
attr = S, HA			;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, -85		;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
trigger1 = var(9) = 1 && time = 40
attr = S, HA			;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 = 25		;Time that the opponent slides back
ground.hittime  = 25		;Time opponent is in hit state
ground.velocity = -14		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -9,-3		;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 1355, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 180
trigger1 = time = 40
attr = S, HA			;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;s951				;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 = 951
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 57 || Parent, movetype = H

;----------------------------------------------------------------------------
;Hyper Cannon 2
[Statedef 6036]
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  = 0                      ;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 = 1690
sprpriority = 4                      ;Change animation (Def: no change)


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = numhelper(6030) = 1
Trigger1 = Time = 17
value = 1306


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = numhelper(6031) = 1
Trigger1 = Time = 17
value = 1307


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = numhelper(6032) = 1
Trigger1 = Time = 17
value = 1304


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

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Cover"
ID = 6008
stateno = 6008
pos =0,0
postype = p1    ;p2,front,back,left,right
facing = 1
;keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.65
supermovetime = 9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 46
value = 1300,9


[State 0, Helper]
type = Helper
triggerall = numhelper(6030) = 1
trigger1 = time = 47
helpertype = normal ;player
name = "Ice_Ball"
ID = 6017
stateno = 6017
pos = 65,-55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, Helper]
type = Helper
triggerall = numhelper(6032) = 1
trigger1 = time = 47
helpertype = normal ;player
name = "Electric_Ball"
ID = 6019
stateno = 6019
pos = 65,-55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, Helper]
type = Helper
triggerall = numhelper(6031) = 1
trigger1 = time = 47
helpertype = normal ;player
name = "Fire_Ball"
ID = 6018
stateno = 6018
pos = 65,-55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1355, 1]
type = HitDef
trigger1 = var(9) = 0 && time = 45
attr = S, HA			;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
trigger1 = var(9) = 1 && time = 45
attr = S, HA			;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 = 25		;Time that the opponent slides back
ground.hittime  = 25		;Time opponent is in hit state
ground.velocity = -14		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -9,-3		;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 1355, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 180
trigger1 = time = 45
attr = S, HA			;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;s951				;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 = 951
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 63 || Parent, movetype = H


;----------------------------------------------------------------------------
;Mystic Break BG
[Statedef 9200]
physics = N
ctrl = 0
anim = 1690;9200;
;sprpriority = -3

[State 2000, BG]
type = Explod
trigger1 = time = 0
anim = 9200
pos = 175,120;250
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 999999
pausemovetime = 999999
scale = 0.5,0.6
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1


[State 9200, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 || Parent, movetype = H


;----------------------------------------------------------------------------
;Hyper Cannon - Ice Ball (Lvl 1)
[Statedef 6011]
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  = 0                      ;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 = 6030
sprpriority = 4                      ;Change animation (Def: no change)

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

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

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

[State 1510, 1]
type = HitDef
trigger1 = time%10 = 0
attr = S, HP
damage = ifelse((hitcount <= 3),80, 3), 15			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 1, 9			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = 5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
fall.recover = 0
p2stateno = 6020
;yaccel = .3
sprpriority = 5

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

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

[State 1510, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = 40			;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)
guard.sparkno = -1;s9100
sparkxy = -40, -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 = 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 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 6011, Explod]
type = Explod
trigger1 = time = 0
anim = 6035
ID = 6011
pos = -10,-20
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6011, Explod]
type = Explod
trigger1 = time = 0
anim = 6036
ID = 6011
pos = -10,15
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6011, RemoveExplod]
type = RemoveExplod
trigger1 = FrontEdgeBodyDist <= -10
id = 6011


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

;----------------------------------------------------------------------------
;Hyper Cannon - Fire Ball (Lvl 1)
[Statedef 6012]
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  = 0                      ;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 = 6032
sprpriority = 4                      ;Change animation (Def: no change)

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


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


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



[State 1612, 1]
type = HitDef
trigger1 = time%10 = 0
attr = S, HP
damage = ifelse((hitcount <= 3),80, 3), 15			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 1, 9			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9108				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
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 = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
fall.recover = 0
palfx.time = 65
palfx.mul = 150,150,0
palfx.sinadd = 250,150,150,25
palfx.add = 250,50,0
;yaccel = .3
sprpriority = 5
p2stateno = 6021

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9108
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 1612, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = 40			;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)
guard.sparkno = -1;s9100
sparkxy = -40, -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 = 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 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 6012, Explod]
type = Explod
trigger1 = time = 0
anim = 6037
ID = 6012
pos = -10,-20
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6012, Explod]
type = Explod
trigger1 = time = 0
anim = 6038
ID = 6012
pos = -10,15
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6012, RemoveExplod]
type = RemoveExplod
trigger1 = FrontEdgeBodyDist <= -10
id = 6012



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

;----------------------------------------------------------------------------
;Hyper Cannon - Electric Ball (Lvl 1)
[Statedef 6013]
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  = 0                      ;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 = 6031
sprpriority = 4                      ;Change animation (Def: no change)

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

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


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

[State 1510, 1]
type = HitDef
trigger1 = time%10 = 0
attr = S, HP
damage = ifelse((hitcount <= 3),80, 3), 15			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 1, 9			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
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 = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
p2stateno = 6022
Fall = 1
Air.Fall = 1
fall.recover = 0
palfx.time = 65
palfx.mul = 256,256,256
palfx.add = 100,100,100
;yaccel = .3
sprpriority = 5

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

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

[State 1510, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = 40			;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 = -40, -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 = 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 = 65
palfx.mul = 256,256,256
palfx.add = 100,100,100
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 6013, Explod]
type = Explod
trigger1 = time = 0
anim = 6033
ID = 6013
pos = -10,-20
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6013, Explod]
type = Explod
trigger1 = time = 0
anim = 6034
ID = 6013
pos = -10,15
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6013, RemoveExplod]
type = RemoveExplod
trigger1 = FrontEdgeBodyDist <= -10
id = 6013


[State 6013, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -10

;----------------------------------------------------------------------------
;Hyper Cannon - Ice Ball (Lvl 2)
[Statedef 6014]
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  = 0                      ;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 = 6030
sprpriority = 4                      ;Change animation (Def: no change)

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

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

[State 0, VelSet]
type = VelSet
trigger1 = Time > 0 ;&& time <= 20
x = 2.6



[State 1510, 1]
type = HitDef
trigger1 = time%10 = 0
attr = S, HP
Damage = ifelse((hitcount <= 6),50, 5),9
animtype = HEAVY			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 1, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = 5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
fall.recover = 0
p2stateno = 6020
;yaccel = .3
sprpriority = 5

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

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

[State 1510, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = 25			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
;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, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -40, -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 = 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 6014, Explod]
type = Explod
trigger1 = time = 0
anim = 6035
ID = 6011
pos = -10,-20
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6014, Explod]
type = Explod
trigger1 = time = 0
anim = 6036
ID = 6011
pos = -10,15
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6014, RemoveExplod]
type = RemoveExplod
trigger1 = FrontEdgeBodyDist <= -10
id = 6011


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

;----------------------------------------------------------------------------
;Hyper Cannon - Fire Ball (Lvl 2)
[Statedef 6015]
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  = 0                      ;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 = 6032
sprpriority = 4                      ;Change animation (Def: no change)

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


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


[State 0, VelSet]
type = VelSet
trigger1 = Time > 0 ;&& time <= 20
x = 2.6




[State 1510, 1]
type = HitDef
trigger1 = time%10 = 0
attr = S, HP
damage = ifelse((hitcount <= 6),50, 5), 9			;Damage that move inflicts, guard damage
animtype = HEAVY			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 1, 10			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9108				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
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 = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
fall.recover = 0
palfx.time = 65
palfx.mul = 150,150,0
palfx.sinadd = 250,150,150,25
palfx.add = 250,50,0
;yaccel = .3
sprpriority = 5
p2stateno = 6021

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9108
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 1510, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = 25			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
;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, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -40, -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 = 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 6015, Explod]
type = Explod
trigger1 = time = 0
anim = 6037
ID = 6012
pos = -10,-20
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6015, Explod]
type = Explod
trigger1 = time = 0
anim = 6038
ID = 6012
pos = -10,15
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6015, RemoveExplod]
type = RemoveExplod
trigger1 = FrontEdgeBodyDist <= -10
id = 6012


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

;----------------------------------------------------------------------------
;Hyper Cannon - Electric Ball (Lvl 2)
[Statedef 6016]
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  = 0                      ;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 = 6031
sprpriority = 4                      ;Change animation (Def: no change)

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


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


[State 0, VelSet]
type = VelSet
trigger1 = Time > 0 ;&& time <= 20
x = 2.6

[State 1510, 1]
type = HitDef
trigger1 = time%10 = 0
attr = S, HP
damage = ifelse((hitcount <= 6),50, 5), 9			;Damage that move inflicts, guard damage
animtype = HEAVY			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 1, 9			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = 5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s1400, 5
guardsound = s150, 0			;Sound to play on guard
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
p2stateno = 6022
Fall = 1
Air.Fall = 1
fall.recover = 0
palfx.time = 65
palfx.mul = 256,256,256
palfx.add = 100,100,100
;yaccel = .3
sprpriority = 5

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

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

[State 1510, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = 25			;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)
guard.sparkno = -1;s9100
sparkxy = -40, -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 = 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 = 65
palfx.mul = 256,256,256
palfx.add = 100,100,100
envshake.time = 16
envshake.ampl = 8

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

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

[State 6016, Explod]
type = Explod
trigger1 = time = 0
anim = 6033
ID = 6013
pos = -10,-20
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6016, Explod]
type = Explod
trigger1 = time = 0
anim = 6034
ID = 6013
pos = -10,15
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6016, RemoveExplod]
type = RemoveExplod
trigger1 = FrontEdgeBodyDist <= -10
id = 6013


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



;----------------------------------------------------------------------------
;Hyper Cannon - Ice Ball (Lvl 3)
[Statedef 6017]
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  = 0                      ;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 = 6030
sprpriority = 4                      ;Change animation (Def: no change)

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

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

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



[State 1510, 1]
type = HitDef
trigger1 = time%10 = 0
attr = S, HP
damage = 40, 7			;Damage that move inflicts, guard damage
animtype = HEAVY			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 1, 9			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = 5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
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
p2stateno = 6020
;yaccel = .3
sprpriority = 5

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

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

[State 1510, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = 20			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
;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, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -40, -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 = 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 6017, Explod]
type = Explod
trigger1 = time = 0
anim = 6035
ID = 6011
pos = -10,-20
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6017, Explod]
type = Explod
trigger1 = time = 0
anim = 6036
ID = 6011
pos = -10,15
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6017, RemoveExplod]
type = RemoveExplod
trigger1 = FrontEdgeBodyDist <= -10
id = 6011


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

;----------------------------------------------------------------------------
;Hyper Cannon - Fire Ball (Lvl 3)
[Statedef 6018]
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  = 0                      ;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 = 6032
sprpriority = 4                      ;Change animation (Def: no change)

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


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


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


[State 1510, 1]
type = HitDef
trigger1 = time%10 = 0
attr = S, HP
damage = 40, 70			;Damage that move inflicts, guard damage
animtype = HEAVY			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 1, 9			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9108				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
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 = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
Fall = 1
Air.Fall = 1
fall.recover = 0
palfx.time = 65
palfx.mul = 150,150,0
palfx.sinadd = 250,150,150,25
palfx.add = 250,50,0
;yaccel = .3
sprpriority = 5
p2stateno = 6021

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9108
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 1510, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = 20			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
;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, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -40, -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 = 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 6015, Explod]
type = Explod
trigger1 = time = 0
anim = 6037
ID = 6012
pos = -10,-20
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6015, Explod]
type = Explod
trigger1 = time = 0
anim = 6038
ID = 6012
pos = -10,15
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6015, RemoveExplod]
type = RemoveExplod
trigger1 = FrontEdgeBodyDist <= -10
id = 6012


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

;----------------------------------------------------------------------------
;Hyper Cannon - Electric Ball (Lvl 3)
[Statedef 6019]
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  = 0                      ;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 = 6031
sprpriority = 4                      ;Change animation (Def: no change)

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 3

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


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


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


[State 1510, 1]
type = HitDef
trigger1 = time%10 = 0
attr = S, HP
damage = 40, 7			;Damage that move inflicts, guard damage
animtype = HEAVY			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA		;Flags on how move is to be guarded against
hitflag = MAFP			;Flags of conditions that move can hit
priority = 6, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 1, 9			;Time attacker pauses, time opponent shakes
;guard.pause = 16
sparkno = -1;s9104				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100
sparkxy = 5, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s1400, 5
guardsound = s150, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -4, 7		;Velocity at which opponent is pushed
airguard.velocity = -6,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-6		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
p2stateno = 6022
Fall = 1
Air.Fall = 1
fall.recover = 0
palfx.time = 65
palfx.mul = 256,256,256
palfx.add = 100,100,100
;yaccel = .3
sprpriority = 5

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

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

[State 1510, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
attr = A, HP			;Attribute: Standing, Normal Attack
damage = 20			;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 = -40, -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 = 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 = 65
palfx.mul = 256,256,256
palfx.add = 100,100,100
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 6019, Explod]
type = Explod
trigger1 = time = 0
anim = 6033
ID = 6013
pos = -10,-20
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6019, Explod]
type = Explod
trigger1 = time = 0
anim = 6034
ID = 6013
pos = -10,15
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 999
scale = 0.6,0.6
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 0

[State 6019, RemoveExplod]
type = RemoveExplod
trigger1 = FrontEdgeBodyDist <= -10
id = 6013


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


;---------------------------------------------------------------------------
; Hyper Cannon - Opponent Hit (Ice)
[Statedef 6020]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State 516, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 80
add = 0,50,240
mul = 120,500,300
sinadd = 0,0,110,10
invertall = 0
color = 0


[State 517, 1]
type = Changeanim
Trigger1 = 1
value = 5002


[State 0, VelSet]
type = VelSet
trigger1 = time > 7 && time <= 12
x = ifelse((p2dist x < -4),3,-3)
y = -5


[State 0, VelAdd]
type = VelAdd
trigger1 = time > 7
y = 0.7


[State 517, State End]
type = SelfState
trigger1 = time > 15 && pos y >= 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
; Hyper Cannon - Opponent Hit (Fire)
[Statedef 6021]
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 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 6021, 1]
type = Changeanim
Trigger1 = 1
value = 5012

[State 6023, 1]
type = Changeanim
Trigger1 = time > 6
value = 5030


[State 0, VelSet]
type = VelSet
trigger1 = time > 6 && time <= 11
x = ifelse((p2dist x < -4),3,-3)
y = -6


[State 0, VelSet]
type = VelSet
trigger1 = time > 11 && time <= 30
x = ifelse((p2dist x < -4),2,-2)
y = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 6
y = 0.2


[State 517, State End]
type = SelfState
trigger1 = time > 15 && pos y >= 0
value = 5100
ctrl = 0



;---------------------------------------------------------------------------
; Hyper Cannon - Opponent Hit (Electricity)
[Statedef 6022]
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),3,-3)
y = -5


[State 0, VelAdd]
type = VelAdd
trigger1 = time > 10
y = 0.7


[State 517, State End]
type = SelfState
trigger1 = time > 15 && pos y >= 0
value = 5100
ctrl = 0


