;---------------------------------------------------------------------------
;Hyper Attacks
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------------------------
;Hyper #1
[Statedef 3000]
type    = S
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 3000
sprpriority = 4
velset = 0,0

[State 1300,1] 
type = PlaySnd
trigger1 = animelem = 1
value = s13,5

[State 1300,1] 
type = PlaySnd
trigger1 = animelem = 3
value = s5,0



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

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem=1
Time = 40
pos = 9999,-9951
sound = 8889,0
poweradd = -1000

[State 3000, Sound]
type = PlaySnd
trigger1 = animelem=1
value = s8889,0

[State 3000, Hyper Explode]
type = Explod
trigger1 = time = 0
anim = 4532
ID = 4530
postype = p1
bindtime = -1
pos = 10,-45
ownpal = 1
sprpriority = 5
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1080
postype = back
sprpriority = -2
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3000, RRM HyperBg]
type = explod
trigger1 = animelem=2
anim = 750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -2
bindtime = -1
removetime = 130;-1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, RRM HyperBg Screen Pack High Res]
type = explod
trigger1 = animelem=2
anim = F750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -1
bindtime = -1
removetime = 130;-1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Hyper Combo Finish]
type = PlaySnd
triggerall = !p2life
trigger1 = numexplod(8290) = 0
value = S9999,6
volumescale = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent = 0

[State 1300,3] 
type = Helper
trigger1 = time=16
helpertype = normal ;player
name = "Ice Beam"
ID = 3090
stateno = 3090
pos = 43,-54
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
sprpriority = 9
size.xscale =.75
size.yscale =.75
ownpal = 0


[State 1300,4] 
type = ChangeState
trigger1 = time = 136
value = 3010
ctrl = 0

;--------------------------------------------------------------------------------
;#1 G end
[Statedef 3010]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3010
ctrl = 0
sprpriority = 0



[State 1300,4] 
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------
;Hyper #1 AIR
[Statedef 3050]
type    = A
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 3050
sprpriority = 4
velset = 0,0

[State 1300,1] 
type = PlaySnd
trigger1 = animelem = 1
value = s13,5

[State 1300,1] 
type = PlaySnd
trigger1 = animelem = 3
value = s5,0



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

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem=1
Time = 40
pos = 9999,-9951
sound = 8889,0
poweradd = -1000

[State 3000, Sound]
type = PlaySnd
trigger1 = animelem=1
value = s8889,0

[State 3000, Hyper Explode]
type = Explod
trigger1 = time = 0
anim = 4532
ID = 4530
postype = p1
bindtime = -1
pos = 10,-45
ownpal = 1
sprpriority = 5
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1080
postype = back
sprpriority = -2
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3000, RRM HyperBg]
type = explod
trigger1 = animelem=2
anim = 750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -2
bindtime = -1
removetime = 130;-1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, RRM HyperBg Screen Pack High Res]
type = explod
trigger1 = animelem=2
anim = F750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -1
bindtime = -1
removetime = 130;-1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Hyper Combo Finish]
type = PlaySnd
triggerall = !p2life
trigger1 = numexplod(8290) = 0
value = S9999,6
volumescale = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent = 0

[State 1300,3] 
type = Helper
trigger1 = time=16
helpertype = normal ;player
name = "Ice Beam"
ID = 3091
stateno = 3091
pos = 46,-61
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
sprpriority = 9
size.xscale =.75
size.yscale =.75
ownpal = 0


[State 1300,4] 
type = ChangeState
trigger1 = time = 136
value = 3055
ctrl = 0

;--------------------------------------------------------------------------------
;#1 A end
[Statedef 3055]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3055
ctrl = 0
sprpriority = 0



[State 1300,4] 
type = ChangeState
trigger1 = !animtime
value = 50
ctrl = 1

;--------------------------------------------------------------------------------
;#1 Projectile
[Statedef 3090]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3090
ctrl = 0
sprpriority = 9

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 12
ignorehitpause = 1
;persistent = 


[State 2244, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1210, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, NA, SA, HA, NT, ST, HT
time = 1

[State 0, BindToParent]
type = BindToParent
trigger1 = animelem = 1
time = 85
;facing = 0
pos = 43,-54
;ignorehitpause = 
;persistent = 

[State 3405, 2]
type = HitDef
trigger1 = time >= 1
attr = S,HP
damage = 0,1;10,3
animtype = Heavy
air.animtype = Heavy
guardflag = MA
hitflag = MAFDP
priority = 8, Hit
pausetime = 0,1
sparkno = s7004
sparkxy = -10, -10
ground.type = High;Low
ground.slidetime = 25;15
ground.hittime  = 7;50;3
ground.velocity = 0,0;-4,-1;-15
ground.cornerpush.veloff =0
air.velocity = 0,0;-4,-0.5;-8,-0.2
air.hittime = 3;50
air.cornerpush.veloff =  0
fall=0
air.fall = 1
getpower = 0
givepower = 6, 2
palfx.time = 7
palfx.add = 0,50,240
palfx.mul = 120,224,150
palfx.sinadd = 85,55,110,10
Palfx.color = 0
persistent =1
envshake.time = 10
envshake.ampl = 7
kill = 0

;[State 3405, 2]
;type = HitDef
;trigger1 = !movecontact
;attr = SCA, HP
;guardflag = MA
;;hitflag = MAFDP

[State 0, TargetState]
type = TargetState
;triggerall = NumTarget;()
trigger1 = movehit = 1
value = 4960
;ID = -1
;ignorehitpause = 
;persistent = 



[State 3007, 4]
type = DestroySelf
trigger1 = parent, stateno != 3000

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 85
value = 3095
ctrl = 0

;--------------------------------------------------------------------------------
;#1 AIR Projectile
[Statedef 3091]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3090
ctrl = 0
sprpriority = 9

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 12
ignorehitpause = 1

[State 2244, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, BindToParent]
type = BindToParent
trigger1 = animelem = 1
time = 85
;facing = 0
pos = 46,-61
;ignorehitpause = 
;persistent = 

[State 1210, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, NA, SA, HA, NT, ST, HT
time = 1

[State 3405, 2]
type = HitDef
trigger1 = time >= 1
attr = SCA, HP
damage = 2,1;10,3
animtype = Heavy
air.animtype = Heavy
guardflag = MA
hitflag = MAFDP
priority = 8, Hit
pausetime = 0,1
sparkno = s7004
sparkxy = -10, -10
ground.type = High;Low
ground.slidetime = 25;15
ground.hittime  = 7;50;3
ground.velocity = 0,0;-4,-1;-15
ground.cornerpush.veloff =0
air.velocity = 0,0;-4,-0.5;-8,-0.2
air.hittime = 3;50
air.cornerpush.veloff =  0
fall=0
air.fall = 1
getpower = 0
givepower = 6, 2
palfx.time = 7
palfx.add = 0,50,240
palfx.mul = 120,224,150
palfx.sinadd = 85,55,110,10
Palfx.color = 0
persistent =1
p2stateno = 4960
envshake.time = 7
envshake.ampl = 4

[State 3007, 4]
type = DestroySelf
trigger1 = parent, stateno != 3050

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 85
value = 3095
ctrl = 0




;--------------------------------------------------------------------------------
;#1 Projectile Freeze
[Statedef 3095]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3095
ctrl = 0
sprpriority = 9

[State 2244, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1210, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, NA, SA, HA, NT, ST, HT
time = 1

[State 0, BindToRoot]
type = BindToRoot
triggerall = root,pos y = 0
trigger1 = animelem = 1
time = 36
;facing = 0
pos = 43,-54
;ignorehitpause = 
;persistent = 

[State 0, BindToRoot]
type = BindToRoot
triggerall = root,pos y != 0
trigger1 = animelem = 1
time = 36
;facing = 0
pos = 46,-61
;ignorehitpause = 
;persistent = 



[State 3405, 2]
type = HitDef
trigger1 = animelem = 1;time%8
attr = SCA, HP
damage    = 0,0
animtype = Light
guardflag = MA
hitflag = MAFDP
priority = 3;, Hit
pausetime = 0,1
sparkxy = 20,-15
sparkno = s7004
guard.sparkno=s6767
hitsound   = s1,2
guardsound = s8500,0
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
air.velocity = 0,0
;fall=1
p2stateno = 4950
envshake.time = 7
envshake.ampl = 4

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

;--------------------------------------------------------------------------------------------------------------
;Hyper #2 
[Statedef 3100]
type    = S
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 3100
sprpriority = 2
velset = 0,0
poweradd = 0

[State 3050,1] 
type = PlaySnd
trigger1 = animelem = 1
value = s13,6

[State 3050, 2]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3050, SuperPause]
type = SuperPause
trigger1 = animelem=1
Time = 40
pos = 9999,-9951
sound = 8889,0
poweradd = -1000

[State 3000, Sound]
type = PlaySnd
trigger1 = animelem=1
value = s8889,0

[State 3050, 4]
type = Explod
trigger1 = time = 0
anim = 4532
ID = 4530
postype = p1
bindtime = -1
pos = 10,-45
ownpal = 1
sprpriority = 5
supermovetime = 99999999
pausemovetime = 99999999

[State 3050, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1080
postype = back
sprpriority = -2
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3050, RRM HyperBg]
type = explod
trigger1 = animelem=3
anim = 750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -2
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3050, RRM HyperBg Screen Pack High Res]
type = explod
trigger1 = animelem=3
anim = F750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -1
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3050, Hyper Combo Finish]
type = PlaySnd
triggerall = !p2life
trigger1 = numexplod(8290) = 0
value = S9999,6
volumescale = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent = 0

[State 3050,1] 
type = PlaySnd
trigger1 = animelem = 3
value = s5,0

[State 3050,2] 
type = Explod
trigger1 = animelem = 5
anim = 1397
;ID = 1301
pos = 8,-47
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 24;-2
pausemovetime = 0
scale = .3,.3
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent = 1

[State 3050,1] 
type = PlaySnd
trigger1 = animelem = 5 || animelem = 7
value = s3,0

[State 3050,3] 
type = Helper
trigger1 = animelem = 5 || animelem = 7
helpertype = normal ;player
name = "Ice spit"
;ID = 1398
stateno = 3198
pos = 20,-47
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
sprpriority = 9
size.xscale =1;0.5
size.yscale =1;0.5
ownpal = 0


[State 3050,4] 
type = ChangeState
trigger1 = time = 200
value = 50
ctrl = 1

;--------------------------------------------------------------------------------------------------------------
;Hyper #2 AIR
[Statedef 3150]
type    = A
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 3150
sprpriority = 2
velset = 0,0
poweradd = 0

[State 3050,1] 
type = PlaySnd
trigger1 = animelem = 1
value = s13,6

[State 3050, 2]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3050, SuperPause]
type = SuperPause
trigger1 = animelem=1
Time = 40
pos = 9999,-9951
sound = 8889,0
poweradd = -1000

[State 3000, Sound]
type = PlaySnd
trigger1 = animelem=1
value = s8889,0

[State 3050, 4]
type = Explod
trigger1 = time = 0
anim = 4532
ID = 4530
postype = p1
bindtime = -1
pos = 10,-45
ownpal = 1
sprpriority = 5
supermovetime = 99999999
pausemovetime = 99999999

[State 3050, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1080
postype = back
sprpriority = -2
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3050, RRM HyperBg]
type = explod
trigger1 = animelem=3
anim = 750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -2
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3050, RRM HyperBg Screen Pack High Res]
type = explod
trigger1 = animelem=3
anim = F750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -1
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3050, Hyper Combo Finish]
type = PlaySnd
triggerall = !p2life
trigger1 = numexplod(8290) = 0
value = S9999,6
volumescale = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent = 0

[State 3050,1] 
type = PlaySnd
trigger1 = animelem = 3
value = s5,0

[State 3050,2] 
type = Explod
trigger1 = animelem = 5
anim = 1397
;ID = 1301
pos = 18,-65
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 24;-2
pausemovetime = 0
scale = .3,.3
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent = 1

[State 3050,1] 
type = PlaySnd
trigger1 = animelem = 5 || animelem = 7
value = s3,0

[State 3050,3] 
type = Helper
trigger1 = animelem = 5 || animelem = 7
helpertype = normal ;player
name = "Ice spit"
;ID = 1398
stateno = 3198
pos = 38,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
sprpriority = 9
size.xscale =1;0.5
size.yscale =1;0.5
ownpal = 0


[State 3050,4] 
type = ChangeState
trigger1 = time = 200
value = 50
ctrl = 1

;--------------------------------------------------------------------------------
;#2 Projectile
[Statedef 3198]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 1398
ctrl = 0
sprpriority = 9

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
scale = .5,.5
ignorehitpause = 1
;persistent = 

[State 2244, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = .7

[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = 5
y = 0
ignorehitpause = 0

[State 1210, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, NA, SA, HA, NT, ST, HT
time = 1
 
[State 1210, HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 1
 
[State 1210, HitOverride]
type = HitOverride
trigger1 = Time <= 0
time = -1
attr = SCA, NP, SP, HP
slot = 0
stateno = 3199

[State 3405, 2]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = SCA, HP
damage    = 11,3
animtype = Light
air.animtype = Light
guardflag = MA
hitflag = MAFDP
priority = 3;, Hit
pausetime = 0,1
sparkxy = -10,0
sparkno = S8270+random%2
guard.sparkno=s6767
hitsound   = s8250,3
guardsound = s8500,0
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime  = 12
air.hittime = 12
ground.velocity = -2,0
air.velocity = -2,-1.5
palfx.time = 15
palfx.add = 0,50,240
palfx.mul = 120,224,150
palfx.sinadd = 85,55,110,10
Palfx.color = 0
fall=0
envshake.time = 10
envshake.ampl = 7


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 60
trigger2 = movecontact = 1
value = 3199
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 

;-----------------------------------------------------------------------------
;#2 Explosions
[Statedef 3199]
type    = S
juggle  = 0
velset = 0,0
anim = 1399
ctrl = 0
sprpriority = 9


[State 2244, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 22;Animtime = 0


;-----------------------------------------------------------------------------
;Hyper #3
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 3200
ctrl = 0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 5,random%2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 13, 2

[State 3000, assertspecial]
type = assertspecial
trigger1 = time = 12;1
flag = noBG
flag2 = noFG
ignorehitpause = 1


[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 12041
;ID = 
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 125
vel = 0,0
accel = 0,0
random = 0,0
removetime = 125
pausemovetime = 0
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = time = 15;animelem = 5
anim = 6004
;ID = 
pos = 115,10
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 125
vel = 0,0
accel = 0,0
random = 0,0
removetime = 110
pausemovetime = 0
scale = 1,1
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0

[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem=5
Time = 40;200;40
pos = 9999,-9951
sound = 8889,0
poweradd = -1000

[State 3000, Sound]
type = PlaySnd
trigger1 = animelem=5
value = s8889,0

[State 3000, Hyper Explode]
type = Explod
trigger1 = time = 0
anim = 4532
ID = 4530
postype = p1
bindtime = -1
pos = 10,-45
ownpal = 1
sprpriority = 5
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1080
postype = back
sprpriority = -2
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3000, RRM HyperBg]
type = explod
trigger1 = animelem=5
anim = 750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -2
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, RRM HyperBg Screen Pack High Res]
type = explod
trigger1 = animelem=5
anim = F750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -1
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Hyper Combo Finish]
type = PlaySnd
triggerall = !p2life
trigger1 = numexplod(8290) = 0
value = S9999,6
volumescale = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent = 0





[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Floor 1"
ID = 3299
stateno = 3299
pos = 0,0;*216
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = 1
size.yscale = 1
;size.air.back = 
;size.air.front = 
;size.height = 
;size.proj.doscale = 
;size.head.pos = , 
;size.mid.pos = , 
;size.shadowoffset = 
;ignorehitpause = 
;persistent = 

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Spike Top -3"
ID = 3290
stateno = 3290
pos = 175,-225;*216
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .75
size.yscale = .75

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Spike Top -2"
ID = 3290
stateno = 3290
pos = 115,-225;*216
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .75
size.yscale = .75

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Spike Top -1"
ID = 3290
stateno = 3290
pos = 55,-225;*216
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .75
size.yscale = .75

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Spike Top 1"
ID = 3290
stateno = 3290
pos = -5,-225;*216
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .75
size.yscale = .75

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Spike Top 2"
ID = 3290
stateno = 3290
pos = -65,-225;*216
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .75
size.yscale = .75

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Spike Top 3"
ID = 3290
stateno = 3290
pos = -125,-225;*216
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .75
size.yscale = .75

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Spike Top 4"
ID = 3290
stateno = 3290
pos = -185,-225;*216
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .75
size.yscale = .75

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Spike Top 5"
ID = 3290
stateno = 3290
pos = -245,-225;*216
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .75
size.yscale = .75


[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Spike Top 6"
ID = 3290
stateno = 3290
pos = -305,-225;*216
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .75
size.yscale = .75

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Spike Top 7"
ID = 3290
stateno = 3290
pos = -365,-225;*216
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .75
size.yscale = .75

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Spike Top 7"
ID = 3290
stateno = 3290
pos = -425,-225;*216
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .75
size.yscale = .75

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Spike Top 7"
ID = 3290
stateno = 3290
pos = -485,-225;*216
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .75
size.yscale = .75

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Ice Spike Top 7"
ID = 3290
stateno = 3290
pos = -545,-225;*216
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .75
size.yscale = .75








[State 3200, End]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1


;--------------------------------------------------------------------------------
;#3 Ice TOP
[Statedef 3290]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3290
ctrl = 0
sprpriority = 9

[State 0, PosSet]
type = PosSet
trigger1 = time >=0
y = floor(pos Y-screenpos Y)


;[State 0, AngleDraw]
;type = AngleDraw
;trigger1 = time >= 0
;scale = .5,.5
;ignorehitpause = 1
;;persistent = 




[State 2244, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

;[State 0, VelAdd]
;type = VelAdd
;trigger1 = 1
;x = .7

;[State 0, VelSet]
;type = VelSet
;trigger1 = time = 1
;x = 5
;y = 0
;ignorehitpause = 0

[State 1210, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, NA, SA, HA, NT, ST, HT
time = 1
 
[State 1210, HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 1
 
[State 1210, HitOverride]
type = HitOverride
trigger1 = Time <= 0
time = -1
attr = SCA, NP, SP, HP
slot = 0
stateno = 3295

[State 3405, 2]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = SCA, HA;HP
damage    = 55,5
animtype = Light
guardflag = MA
hitflag = MAFDP
priority = 3;, Hit
pausetime = 0,2
sparkxy = 20,-15
sparkno = s7004
guard.sparkno=s6767
hitsound   = s1,1
guardsound = s1,1
ground.type = Low
air.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,0
air.velocity = -2,1
palfx.time = 15
palfx.add = 0,50,240
palfx.mul = 120,224,150
palfx.sinadd = 85,55,110,10
Palfx.color = 0
fall=0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 600
trigger2 = movecontact = 1
value = 3295
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 

;-----------------------------------------------------------------------------
;#3 Break TOP
[Statedef 3295]
type    = S
juggle  = 0
velset = 0,0
anim = 3295
ctrl = 0
sprpriority = 9


[State 2244, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 16

;-----------------------------------------------------------------------------
;#3 ICE FLOOR
[Statedef 3299]
type    = S
movetype= A
physics = C
juggle  = 0
velset = 0,0
anim = 3299
ctrl = 0
sprpriority = -1

[State 0, SprPriority]
type = SprPriority
trigger1 = movehit = 1
value = -4

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

[State 2244, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 420, HitDef]
type = HitDef
trigger1 = p2stateno = 52
attr = S, HT
animtype  = Medium
damage    = 50,0
getpower = 0,0
givepower = 0,0
hitflag = MAF
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = 6,0
ground.type = trip
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 3.5,-1.5
air.velocity = 0,0
air.hittime = 0   
air.fall = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 600
value = S1,1
;volumescale = 10


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 600



;---------------------------------------------------------------------------------------------
;Hyper #4
[Statedef 3300]
type    = S
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 3300
sprpriority = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,7

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

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem=1
Time = 80
pos = 9999,-9951
sound = 8889,0
poweradd = -1000

[State 3000, Sound]
type = PlaySnd
trigger1 = animelem=1
value = s8889,0

[State 3000, Hyper Explode]
type = Explod
trigger1 = time = 0
anim = 4532
ID = 4530
postype = p1
bindtime = -1
pos = 10,-45
ownpal = 1
sprpriority = 5
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1080
postype = back
sprpriority = -2
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3000, RRM HyperBg]
type = explod
trigger1 = animelem=2
anim = 750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -2
bindtime = -1
removetime = 230;-1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, RRM HyperBg Screen Pack High Res]
type = explod
trigger1 = animelem=2
anim = F750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -1
bindtime = -1
removetime = 230;-1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Hyper Combo Finish]
type = PlaySnd
triggerall = !p2life
trigger1 = numexplod(8290) = 0
value = S9999,6
volumescale = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3380
ID = 3380
pos = 75,-235
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 220
pausemovetime = 0
scale = 10,3
sprpriority = 7
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1

[State 1300,3] 
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Blizzard"
ID = 3390
stateno = 3390
pos = -150,-250
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
sprpriority = 7
size.xscale =3
size.yscale =3
ownpal = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 4540
;ID = 
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 220
pausemovetime = 0
scale = 1,1
sprpriority = 8
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 4540
;ID = 
pos = 100,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 220
pausemovetime = 0
scale = 1,1
sprpriority = 8
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 4540
;ID = 
pos = 200,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 220
pausemovetime = 0
scale = 1,1
sprpriority = 8
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 4540
;ID = 
pos = -100,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 220
pausemovetime = 0
scale = 1,1
sprpriority = 8
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 4540
;ID = 
pos = -200,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 220
pausemovetime = 0
scale = 1,1
sprpriority = 8
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0



[State 1300,4] 
type = ChangeState
trigger1 = time = 230
value = 3310
ctrl = 1
ignorehitpause = 1

;---------------------------------------------------------------------------------------------
;Hyper #4
[Statedef 3310]
type    = S
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 3310
sprpriority = 0
velset = 0,0


[State 1300,4] 
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1


;-----------------------------------------------------------------------
[Statedef 3390]
type    = S                     
movetype= A                     
physics = N  
anim = 3390     
juggle  = 0                                   
ctrl = 0                                       
poweradd = 0                    
sprpriority = 5 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S5,1



[State 2244, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3405, 2]
type = HitDef
trigger1 = time%12
attr = SCA, HA;HP
damage    = 3,1
animtype = Light
guardflag = MA
hitflag = MAFDP
priority = 3;, Hit
pausetime = 1,0
sparkxy = 20,-15
sparkno = s7004
guard.sparkno=s6767
hitsound   = s9999,99;8000,0
guardsound = s9999,99;8500,0
ground.type = Low
air.type = Low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -0.2,0
air.velocity = -0.5,0
palfx.time = 15
palfx.add = 0,50,240
palfx.mul = 120,224,150
palfx.sinadd = 85,55,110,10
Palfx.color = 0
fall=0
air.fall = 1
envshake.time = 7
envshake.ampl = 4


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 110
ignorehitpause = 1




;--------------------------------------------------------------------------------------------------------------
;Hyper #5
[Statedef 3400]
type    = S
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 3400
sprpriority = 2
velset = 0,0
poweradd = 0

[State 0, Turn]
type = Turn
trigger1 = (P2Dist X < 2)


[State 3050,1] 
type = PlaySnd
trigger1 = animelem = 1
value = s14,1

[State 3050, 2]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3050, SuperPause]
type = SuperPause
trigger1 = animelem=1
Time = 40
pos = 9999,-9951
sound = 8889,0
poweradd = -1000

[State 3000, Sound]
type = PlaySnd
trigger1 = animelem=1
value = s8889,0

[State 3050, 4]
type = Explod
trigger1 = time = 0
anim = 4532
ID = 4530
postype = p1
bindtime = -1
pos = 10,-45
ownpal = 1
sprpriority = 5
supermovetime = 99999999
pausemovetime = 99999999

[State 3050, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1080
postype = back
sprpriority = -2
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3050, RRM HyperBg]
type = explod
trigger1 = animelem=3
anim = 750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -2
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3050, RRM HyperBg Screen Pack High Res]
type = explod
trigger1 = animelem=3
anim = F750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -1
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3050, Hyper Combo Finish]
type = PlaySnd
triggerall = !p2life
trigger1 = numexplod(8290) = 0
value = S9999,6
volumescale = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 9
helpertype = normal ;player
name = "Snowman"
;ID = 
stateno = 3497
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
;size.xscale = 
;size.yscale = 
;size.ground.back = 
;size.ground.front = 
;size.air.back = 
;size.air.front = 
;size.height = 
;size.proj.doscale = 
;size.head.pos = , 
;size.mid.pos = , 
;size.shadowoffset = 
;ignorehitpause = 
persistent = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 300
value = 0
ctrl = 1


;--------------------------------------------------------------------------------
;Drop Projectile
[Statedef 3497]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3497
ctrl = 0
sprpriority = 9

[State 2244, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1210, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, NA, SA, HA, NT, ST, HT
time = 1
 
[State 1210, HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 1
 
[State 1210, HitOverride]
type = HitOverride
trigger1 = Time <= 0
time = -1
attr = SCA, NP, SP, HP
slot = 0
stateno = 3499

[State 3405, 2]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = SCA, HP;HP
damage    = 22,3
animtype = Light
guardflag = MA
hitflag = MAFDP
priority = 3;, Hit
pausetime = 0,2
sparkxy = 20,-15
sparkno = s7004
guard.sparkno=s6767
hitsound   = s8000,0
guardsound = s8500,0
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,0
air.velocity = -2,-1.5
palfx.time = 15
palfx.add = 0,50,240
palfx.mul = 120,224,150
palfx.sinadd = 85,55,110,10
Palfx.color = 0
fall=0
envshake.time = 10
envshake.ampl = 7

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 11
value = 3498
ctrl = 0
;--------------------------------------------------------------------------------
;Projectile
[Statedef 3498]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3498
ctrl = 0
sprpriority = 9

[State 2244, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = .4

[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = 2
y = 0
ignorehitpause = 0

[State 1210, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, NA, SA, HA, NT, ST, HT
time = 1
 
[State 1210, HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 1
 
[State 1210, HitOverride]
type = HitOverride
trigger1 = Time <= 0
time = -1
attr = SCA, NP, SP, HP
slot = 0
stateno = 3499

[State 3405, 2]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = SCA, HP;HP
damage    = 22,3
animtype = Heavy
guardflag = MA
hitflag = MAFDP
priority = 3;, Hit
pausetime = 0,2
sparkxy = 20,-15
sparkno = s7004
guard.sparkno=s6767
hitsound   = s6,0;8000,0
guardsound = s6,0;8500,0
ground.type = High
air.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -2,-4.5
air.velocity = -2,-4
palfx.time = 30
palfx.add = 0,50,240
palfx.mul = 120,224,150
palfx.sinadd = 85,55,110,10
Palfx.color = 0
fall=0
air.fall = 1
;p2stateno = 4989



[State 0, ChangeState]
type = ChangeState
trigger1 = time = 60
trigger2 = movecontact = 1
value = 3499
ctrl = 0

;-----------------------------------------------------------------------------
;Explosions
[Statedef 3499]
type    = S
juggle  = 0
velset = 0,0
anim = 3499
ctrl = 0
sprpriority = 9


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >=0
value = 1
scale = .6,.6
ignorehitpause = 1
;persistent = 


[State 2244, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 24

