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

;---------------------------------------------------------------------------------------------
;Hyper #1 - Machine Gun
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S10,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S13,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S18,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S18,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 15
value = S18,1
volumescale = 65

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 30
value = S18,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 30
value = S18,0

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


[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 = -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 = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

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

[State 0, Explod]
type = Explod
trigger1 = Animelem = 15
anim = 3003
ID = 3003
pos = 51,-52
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = Animelem = 15
anim = 3003
ID = 3003
pos = -51,-52
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = -1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[State 0, Projectile]
type = Projectile
trigger1 = Animelem = 15
ProjID = 3001
projanim = 3001
projhitanim = 7004
projremanim = 7004
projcancelanim = 7004
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 12,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
;projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 47,-50-random%10
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
attr = S,HP
animtype  = Heavy
damage    = 40, 1
guardflag = MA
pausetime = 12,4
sparkno = s7004
sparkxy = 40,-2
hitsound   = S8000,0
guardsound = S8500,0
guard.sparkno = s7004
ground.type = High
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = -9,0
air.velocity = -9,-0.5
envshake.time = 10
envshake.ampl = 7
fall = 1
fall.recover = 0
getpower = 0,0

[State 0, Explod]
type = Explod
trigger1 = Projhit = 1
anim = 7006
ID = 7006
pos = 15,-50
postype = p2 
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = .6,.6
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
persistent = 1
;removeongethit = 1

[State 0, Projectile]
type = Projectile
trigger1 = Animelem = 15
ProjID = 3001
projanim = 3001
projhitanim = 7004
projremanim = 7004
projcancelanim = 7004
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = -12,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = -50,-50-random%10
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
attr = S,HP
animtype  = Heavy
damage    = 40, 5
guardflag = MA
pausetime = 12,4
sparkno = s7004
sparkxy = 40,-2
hitsound   = S8000,0
guardsound = S8500,0
guard.sparkno = s7004
ground.type = High
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = -9,0
air.velocity = -9,-0.5
envshake.time = 10
envshake.ampl = 7
fall = 1
fall.recover = 0

[State 3200, End]
type = ChangeState
trigger1 = Time=200
value = 3005
ctrl = 0
;----------------------------------------
[Statedef 3005]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 3005
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S18,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S18,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S10,2

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


;-----------------------------------------------------------------------------
;Hyper #2 Fake invisibility
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1500
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S7,1

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0 
value = 3210
ctrl = 0

;-----------------------------------------------------
[Statedef 3210]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3204
ctrl = 0
sprpriority = 2
Poweradd= -3000

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


[State 0, HitDef]
type = HitDef
trigger1 = Animelem = 2
attr = SCA, HP
damage    = 0,0
animtype = Light
guardflag = MA
hitflag = MAFDP
priority = 3;, Hit
pausetime = 0,1
hitsound = s8250,2
sparkxy = 0,-64
;guard.sparkno = -1
guardsound = S8500,0
ground.type = Low
p2stateno = 5998
kill = 0
getpower = 0,0

[State 0, Explod]
type = Explod
trigger1 = movehit = 1
anim = 8255
ID = 8255
pos = 15,-40
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 7
ontop = 0

[State 0, Explod]
type = Explod
trigger1 = Movehit = 1
anim = 5301
ID = 3011
pos = 6,-64
postype = p2 
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 555
pausemovetime = 0
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 1500, 3]
type = ChangeState
trigger1 = movehit = 1
value = 3220
ctrl = 0

[State 1500, 3]
type = ChangeState
trigger1 = moveguarded = 1
value = 3280
ctrl = 0


[State 1500, 3]
type = ChangeState
trigger1 = Time = 60
value = 3280
ctrl = 0

;----------------------------------------------
;Hyper Begins
[Statedef 3220]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 3205
ctrl = 0
sprpriority = 0

[State 3000, assertspecial]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem=1
Time = 30;200;40
pos = 9999,-9951
sound = 8889,0
;poweradd = -3000

[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=1
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=1
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 0, Helper]
type = Helper
trigger1 = Animelem = 1
helpertype = normal ;player
name = "SkullBot"
ID = 3230
stateno = 3230
pos = 30,0 ;,0,0
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
sprpriority = 0

[State 3200, End]
type = ChangeState
trigger1 = Time = 715
value = 3280
ctrl = 0

;-----------------------------------------------------------------------------
;Skullbot Enters
[Statedef 3230]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 3201
ctrl = 0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 5
value = S6,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S6,4
volumescale = 40

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 100
value = S13,1

[State 3203, 1]
type = Explod
trigger1 = Time = 75
anim = 3208
pos = 10, -117
bindtime = -1
removetime = 780
supermovetime = 110
sprpriority = 9
ID = 3208

[State 3203, 1]
type = Explod
trigger1 = Animelem = 33
anim = 3211
pos = -7, 0
bindtime = -1
removetime = 750
supermovetime = 110
sprpriority = -1
ID = 3211
ontop = 0

[State 1500, 3]
type = ChangeState
trigger1 = Time = 200
value = 3240
ctrl = 0

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


[State 1500, 3]
type = ChangeState
;trigger1 = parent, stateno != 3220 || parent, stateno != 3280
trigger1 = parent, movetype = H
value = 3250


;-----------------------------------------------------------------------------
;Skullbot Attacks
[Statedef 3240]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3202
ctrl = 0
sprpriority = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S6,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 25
value = S6,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 450
value = S6,6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 450
value = S6,6

[State 3203, 1]
type = Explod
trigger1 = Time = 25
anim = 3206
pos = 52, -38
bindtime = -1
removetime = 200
supermovetime = 110
sprpriority = 8
ID = 3206
scale = 1.3,1.3

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 150
id = 3206

[State 0, EnvShake]
type = EnvShake
trigger1 = Time = 150
time = 15
ampl = 10


[State 0, AllPalFX]
type = AllPalFX
trigger1 = Time = 150
time = 30
sinadd = 255,255,255,15

[State 0, Helper]
type = Helper
trigger1 = Time = 150
helpertype = normal ;player
name = "SkullBeam"
ID = 3260
stateno = 3260
pos = 35,-20
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
sprpriority = 9

[State 0, AllPalFX]
type = AllPalFX
trigger1 = Time = 150
trigger2 = Time = 125
trigger3 = Time = 200
;trigger4 = Time = 400
time = 75
add = 0,0,0
mul = 256,256,256
sinadd = 0,-200,0,150


[State 3203, 1]
type = Explod
trigger1 = Time = 380
anim = 3212
pos = 56,-25
bindtime = -1
removetime = 50
supermovetime = 110
sprpriority = 7
ID = 3212
scale = .5,.5

[State 1500, 3]
type = ChangeState
trigger1 = Time = 400
value = 3250
ctrl = 0

;-----------------------------------------------------------------------------
;Skullbot Leaves
[Statedef 3250]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3203
ctrl = 0
sprpriority = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S6,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 5
value = S6,3

[State 0, Veladd]
type = Veladd
trigger1 = Animelem = 6 || Animelem = 7 || Animelem = 8 || Animelem = 9
x = 3
y = -.5

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, stateno != 3220
trigger2 = time = 150
id = 3208


[State 3005, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 3220
trigger2 = time = 150

;-----------------------------------------------------------------------------
;Lazer Helper
[Statedef 3260]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 3207
ctrl = 0
sprpriority = 9

[State 3005, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3203, 1]

type = Explod
trigger1 = Time%12=0
anim = 23001
pos = 10,0
bindtime = -1
removetime = -2
supermovetime = 110
sprpriority =5 
ID = 3209
postype = p1
vel = 0,0
accel =-0.25,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S6,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 4
value = S6,5


[State 1498, BindToParent]
type = BindToParent
trigger1 = numhelper(3230) = 1
time = 100
pos = 40,-44

[State 0, Explod]
type = Explod
trigger1 = 1
anim = 7005
ID = 7005
pos = 5,-35
postype = p2 
facing = 1
vfacing = 1
bindtime = 200
vel = 0,0
accel = 0,0
random = 0,0
removetime = 200
pausemovetime = 0
scale = .6,.6
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
persistent = 0
;removeongethit = 1


[State 3405, 2]
type = HitDef
trigger1 = time %2=0 && time <196
attr = S, HP
damage = 4,1;10,3
animtype = Light
air.animtype = Light
guardflag = H
hitflag = MAFDP
priority = 8, Hit
pausetime = 0,1
sparkno = s7004
sparkxy = -10, -10
hitsound = s8000,5
ground.type = Low;Low
ground.slidetime = 0;15
ground.hittime  = 3;50;3
ground.velocity = 0,0;-4,-1;-15
ground.cornerpush.veloff =0
air.velocity = -1,-0.15;-4,-0.5;-8,-0.2
air.hittime = 3;50
air.cornerpush.veloff =  0
fall=1
fall.recover = 0
air.fall = 1
givepower = 6, 2
envshake.time = 10
envshake.ampl = 7
palfx.time = 100
Palfx.add = -0,-200,-0
Palfx.sinadd = 40,80,40,10
Palfx.color = 0
;Palfx.invertall = 1 
envshake.time = 10
envshake.ampl = 7
p2facing = 1
getpower = 0,0

[State 3405, 2]
type = HitDef
trigger1 = time >=196
attr = S, HP
damage = 4,1;10,3
animtype = Heavy
air.animtype = Heavy
guardflag = H
hitflag = MAFD
priority = 8, Hit
pausetime = 0,1
sparkno = s7004
sparkxy = -10, -10
hitsound = s8000,2
ground.type = High;Low
ground.slidetime = 0;15
ground.hittime  = 20;50;3
ground.velocity = -4,-13;-4,-1;-15
ground.cornerpush.veloff =0
air.velocity = -4,-13;-4,-0.5;-8,-0.2
air.hittime = 20;50
air.cornerpush.veloff =  0
fall=1
fall.recover = 0
air.fall = 1
givepower = 6, 2
palfx.time = 100
Palfx.add = -0,-200,-0
Palfx.sinadd = 40,80,40,10
Palfx.color = 0
envshake.time = 15
envshake.ampl = 7
p2facing = 1
getpower = 0,0
p2stateno = 3315




[State 3260, 2]
type = ScreenBound
trigger1 = P2MoveType = H 
trigger2 = NumTarget > 0
value = 0
movecamera = 0,0



[State 3005, DestroySelf]
type = DestroySelf
trigger1 =  numhelper(3230) = 0
trigger2 = time = 200



;----------------------------------------------------------------------------
;ENDING
[Statedef 3280]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 1502
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 13
value = S7,0

[State 1060, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;--------------------------------------------------------------------------------
;Hyper #3
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 3300
ctrl = 0
sprpriority = 2

[State 0, PalFX]
type = PalFX
trigger1 = !Time
add = 0,0,0
mul = 256,256,256
sinadd = -155,-155,-155,600
time = 300


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S10,3

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = animelem = 6
;value = S3,0
;volumescale = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S24,0
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 100
value = S24,0
volumescale = 65

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 180
value = S24,0
volumescale = 30

[State 0, Helper]
type = Helper
trigger1 = Animelem = 7
helpertype = normal ;player
name = "LaughingSkull"
ID = 3301
stateno = 3301
pos = -80,-25
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .6
size.yscale = .6

[State 0, Helper]
type = Helper
trigger1 = Animelem = 7
helpertype = normal ;player
name = "LaughingSkull"
ID = 3302
stateno = 3302
pos = -200,-100
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .6
size.yscale = .6

[State 0, Helper]
type = Helper
trigger1 = Animelem = 7
helpertype = normal ;player
name = "LaughingSkull"
ID = 3304
stateno = 3304
pos = -100,-200
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .6
size.yscale = .6

[State 0, Helper]
type = Helper
trigger1 = Animelem = 7
helpertype = normal ;player
name = "LaughingSkull"
ID = 3303
stateno = 3303
pos = -200,-150
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .7
size.yscale = .7

[State 0, Helper]
type = Helper
trigger1 = Animelem = 7
helpertype = normal ;player
name = "LaughingSkull"
ID = 3301
stateno = 3301
pos = -120,-125
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .6
size.yscale = .6

[State 0, Helper]
type = Helper
trigger1 = Animelem = 7
helpertype = normal ;player
name = "LaughingSkull"
ID = 3304
stateno = 3304
pos = -150,-50
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .6
size.yscale = .6


[State 3300, assertspecial]
type = assertspecial
trigger1 = animelem=4;3
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3300, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 0;(3) = 0
Time = 40
pos = 9999,-9951
sound = 8889,0
poweradd = -1000

[State 3300, Sound]
type = PlaySnd
trigger1 = animelem=4
value = s8889,0

[State 3300, Hyper Explode]
type = Explod
trigger1 = animelem=4
anim = 4532
ID = 4530
postype = p1
bindtime = -1
pos = 10,-45
ownpal = 1
sprpriority = 5
supermovetime = 99999999
pausemovetime = 99999999

[State 3300, Ground Flash]
type = Explod
trigger1 = animelem=4
anim = 4540
ID = 4540
bindtime = -1
postype = P1
pos = -120,0
ownpal = 1
removetime = -2
sprpriority = 5
scale = 1,1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3300, Hyper Portrait]
type = explod
trigger1 = animelem=4
anim = 1080
postype = back
sprpriority = -2
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3300, RRM HyperBg]
type = explod
trigger1 = animelem=5
anim = 3307;750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -2
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3300, RRM HyperBg Screen Pack High Res]
type = explod
trigger1 = animelem=5
anim = 3307;F750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -1
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999



[State 3300, Hyper Combo Finish]
type = PlaySnd
triggerall = !p2life
trigger1 = numexplod(8290) = 0
value = S9999,6
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent = 0

[State 3100, End]
type = ChangeState
trigger1 = time = 200
value = 3305
ctrl = 1


;--------------------------------------------------------------------------------
;Skulls
[Statedef 3301]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3301
ctrl = 0
sprpriority = 9

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

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = .15

[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = 4
y = 0;1;0.8
ignorehitpause = 0


[State 3405, 2]
type = HitDef
;trigger1 = !movehit
;trigger1 = !moveguarded
trigger1 = Time = 1
attr = SCA, HP
damage    = 15,2
animtype = Light
guardflag = MA
hitflag = MAFDP
priority = 3;, Hit
pausetime = 0,1
;guard.sparkno = -1
sparkno = s7003
sparkxy = -20,-5
hitsound   = S8000,0
guardsound = S8500,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2,0
air.velocity = -2,-1.5
fall=0
air.fall = 1
givepower = 9
envshake.time = 10
envshake.ampl = 7

[State 0, Explod]
type = Explod
trigger1 = movecontact = 1
anim = 3302
ID = 3302
pos = 20,-30
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .6,.6
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 1055,hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 100
trigger2 = movecontact = 1

;--------------------------------------------------------------------------------
;Skulls
[Statedef 3302]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3304
ctrl = 0
sprpriority = 9


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

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = .15

[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = 4
y = 0;1;0.8
ignorehitpause = 0


[State 3405, 2]
type = HitDef
;trigger1 = !movehit
;trigger1 = !moveguarded
trigger1 = Time = 1
attr = SCA, HP
damage    = 15,2
animtype = Light
guardflag = MA
hitflag = MAFDP
priority = 3;, Hit
pausetime = 0,1
;guard.sparkno = -1
sparkno = s7003
sparkxy = -20,-5
hitsound   = S8000,0
guardsound = S8500,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2,0
air.velocity = -2,-1.5
fall=0
air.fall = 1
givepower = 9
envshake.time = 10
envshake.ampl = 7

[State 0, Explod]
type = Explod
trigger1 = movecontact = 1
anim = 3302
ID = 3302
pos = 20,-30
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .6,.6
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 1055,hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 100
trigger2 = movecontact = 1

;--------------------------------------------------------------------------------
;Skulls
[Statedef 3303]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3306
ctrl = 0
sprpriority = 9


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

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = .15

[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = 4
y = 0;1;0.8
ignorehitpause = 0


[State 3405, 2]
type = HitDef
;trigger1 = !movehit
;trigger1 = !moveguarded
trigger1 = Time = 1
attr = SCA, HP
damage    = 15,2
animtype = Light
guardflag = MA
hitflag = MAFDP
priority = 3;, Hit
pausetime = 0,1
;guard.sparkno = -1
sparkno = s7003
sparkxy = -20,-5
hitsound   = S8000,0
guardsound = S8500,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2,0
air.velocity = -2,-1.5
fall=0
air.fall = 1
givepower = 9
envshake.time = 10
envshake.ampl = 7

[State 0, Explod]
type = Explod
trigger1 = movecontact = 1
anim = 3302
ID = 3302
pos = 20,-30
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .6,.6
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 1055,hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 100
trigger2 = movecontact = 1

;--------------------------------------------------------------------------------
;Skulls
[Statedef 3304]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3306
ctrl = 0
sprpriority = 9


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

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = .15

[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = 4
y = 0;1;0.8
ignorehitpause = 0


[State 3405, 2]
type = HitDef
;trigger1 = !movehit
;trigger1 = !moveguarded
trigger1 = Time = 1
attr = SCA, HP
damage    = 15,2
animtype = Light
guardflag = MA
hitflag = MAFDP
priority = 3;, Hit
pausetime = 0,1
;guard.sparkno = -1
sparkno = s7003
sparkxy = -20,-5
hitsound   = S8000,0
guardsound = S8500,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2,0
air.velocity = -2,-1.5
fall=0
air.fall = 1
givepower = 9
envshake.time = 10
envshake.ampl = 7

[State 0, Explod]
type = Explod
trigger1 = movecontact = 1
anim = 3302
ID = 3302
pos = 20,-30
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .6,.6
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 1055,hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 100
trigger2 = movecontact = 1

;----------------------------------------
[Statedef 3305]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 3303
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S10,3

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

;-----------------------------------
;Custom get hit
[Statedef 3315]
type    = A
movetype= H
physics = A
velset = -6,-15
sprpriority= 3

[State 815, ChangeAnim2]
type = ChangeAnim2
trigger1 = !time
value = 3315

[State 816, SelfState]
type = SelfState
trigger1 = (Pos Y >= -20) ;&& (Vel Y > 0)
value = 5050
ctrl = 0