;===================================================================================
;---------------- Constantes y Ataques normales--------------------------------------------
;===================================================================================

;Var List:

; - Var(7) = NO TOCAR
; - Var(8) = NO TOCAR
; - Var(9) = IA
; - Var(10) = Apariencia Transformaciones
; - Var(11) = Golpeado Transformaciones
; - Var(12) = Oscurecer Pantalla
; - Var(14) = Specials Transformaciones
; - Var(15) = Supers Transformaciones
; - FVar(16) = ESCALA

[Data]
life = 1050
power = 3000
attack = 105
defence = 95
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = -1
guard.sparkno = -1
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 10
ground.front = 10
air.back = 10
air.front = 10
height = 40
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -50
mid.pos = -5, -25
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 4
walk.back = -4
run.fwd  = 0
run.back = 0
jump.neu = 0,-9
jump.back = -4
jump.fwd = 4
runjump.back = 0
runjump.fwd = 0
airjump.neu = 0
airjump.back = 0
airjump.fwd = 0

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .44
stand.friction = .85
crouch.friction = .82
;===============================================================================
; Perder:
;-------------------------------------------------------------------------------
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,17
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S40,2
volume = 50

[State 0, Soru]
type = Explod
trigger1 = animelem = 4
anim = 580
ID = 101
pos = 0,-20*Helper(999999),Fvar(16)
postype = p1
facing = 1
vel = -30
vfacing = 1
bindtime = 1
removetime = -2
scale = .3*Helper(999999),Fvar(16),.3*Helper(999999),Fvar(16)
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
Trans = sub

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;===============================================================================
; Ganar:
;-------------------------------------------------------------------------------
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181
;===============================================================================
; Pose Ganadora:
;-------------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,21
volume = 999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 100
flag = roundnotover

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;===============================================================================
; Introducción:
;-------------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,14
volume = 999
channel = 12

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = timemod = 15,0
trigger1 = time < 110
value = 190
elem = 1

;[State 190, 1]
;type = ChangeAnim
;trigger1 = RoundState = 0
;value = 190

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;===============================================================================
; A:
;-------------------------------------------------------------------------------
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 200
poweradd = 30
velset = 0,0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,13
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,6
volume = 50

[State 200, 1]
type = HitDef
triggerall = !movecontact
trigger1 = 1
attr = S, NA
animtype  = Light
damage    = 10
guardflag = MA
pausetime = 10,10
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S1,4
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2,-1
Fall = 0

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) = 0
trigger1 = Movehit = 1
anim = 7010
ID = 7001
postype = P2
pos = 0,-20
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = .35*Helper(999999),Fvar(16),.35*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, End]
type = ChangeState
Triggerall = movecontact
trigger1 = ailevel = 0 && command = "b"
trigger2 = roundstate = 2 && ailevel > 0 && random < (ailevel * 100)
value = 300

[State 200, End]
type = ChangeState
Triggerall = movecontact
trigger1 = ailevel = 0 && command = "c"
trigger2 = roundstate = 2 && ailevel > 0 && random < (ailevel * 100)
value = 400

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===============================================================================
; B:
;-------------------------------------------------------------------------------
; B - 1
[Statedef 300]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 300
poweradd = 40
velset = 0,0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2 || animelem = 5
x = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,11
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,11
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 || animelem = 6
value = S5,5
volume = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 3 || animelem = 6
attr = S, NA
animtype  = medium
damage    = 10
guardflag = MA
pausetime = 8,10
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S1,7
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2,-1
Fall = 0
Envshake.time = 5

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) = 0
triggerall = Movehit = 1
trigger1 = hitcount = 1
anim = 7010
ID = 7001
postype = P2
pos = 0,-30
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = .35*Helper(999999),Fvar(16),.35*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) = 0
triggerall = Movehit = 1
trigger1 = hitcount = 2
anim = 7010
ID = 7001
postype = P2
pos = 0,-15
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = .35*Helper(999999),Fvar(16),.35*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, End]
type = ChangeState
Triggerall = movecontact && time > 13
trigger1 = ailevel = 0 && command = "b"
trigger2 = roundstate = 2 && ailevel > 0 && random < (ailevel * 100)
value = 310

[State 200, End]
type = ChangeState
Triggerall = movecontact && time > 13
trigger1 = ailevel = 0 && command = "c"
trigger2 = roundstate = 2 && ailevel > 0 && random < (ailevel * 100)
value = 400

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; B - 2
[Statedef 310]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 310
poweradd = 40
velset = 0,0
sprpriority = 2

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

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 2+p2bodydist x / 6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,10
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,4
volume = 50

[State 200, 1]
type = HitDef
triggerall = !movecontact
trigger1 = 1
attr = S, NA
animtype  = Up
damage    = 25
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S2,3
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,-8
air.velocity = -2,-8
Fall = 1
Envshake.time = 15

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) = 0
trigger1 = Movehit = 1
anim = 7010
ID = 7001
postype = P2
pos = 0,-30
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = .45*Helper(999999),Fvar(16),.45*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, End]
type = ChangeState
Triggerall = movecontact
trigger1 = ailevel = 0 && command = "holdup"
trigger2 = roundstate = 2 && ailevel > 0 && random < (ailevel * 100)/2
value = 40

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===============================================================================
; Down + C Shurien Throw:
;-------------------------------------------------------------------------------
[Statedef 350]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 350
poweradd = 10
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,9
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,36
volume = 50

[State 0, Shuriken]
type = Helper
trigger1 = time = 7
helpertype = normal
name = "Shuriken"
ID = 355
stateno = 355
pos = 25*Helper(999999),Fvar(16),-25*Helper(999999),Fvar(16)
postype = p1
ownpal = 1
Size.xscale = .75*Helper(999999),Fvar(16)
size.yscale = .75*Helper(999999),Fvar(16)

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; Shuriken - Start
[Statedef 355]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 355
sprpriority = 3

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = 1+root,fvar(2)+root,fvar(3)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -1-time*25
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 10
y = -2+random%4

[State 1050,Afterimage]
type = AfterImage
trigger1 = time = 0
time = -1
trans = Add
length = 6
timegap = 1
framegap = 1
palbright = 0 , 0 , 0
palcontrast = 100, 100, 100
paladd = 0,0,0
palmul = .90, .90, .90

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 358
time = 9999999999
ignorehitpause = 1

[State 200, 1]
type = HitDef
triggerall = !movecontact
trigger1 = 1
attr = A, NP
animtype  = medium
damage    = 10
guardflag = MA
pausetime = 5,5
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-5
hitsound   = S1,19
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2,-1
Fall = 0
sprpriority = 3

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) = 0
trigger1 = Movehit = 1
anim = 7010
ID = 7001
postype = P1
pos = 10,0
facing = ifelse(random < 500,1,-1)
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = .35*Helper(999999),Fvar(16),.35*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, End]
type = ChangeState
trigger1 = movecontact
trigger2 = frontedgebodydist < -5
trigger3 = pos y >= -5
trigger4 = time = 500
value = 358
;-------------------------------------------------------------------------------
; Shuriken - Override
[Statedef 358]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = vel x > 0
value = -1-time*25
ignorehitpause = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = vel x <= 0
value = 1+time*25
ignorehitpause = 1

[State 1050,Afterimage Cancelar]
type = AfterImage
trigger1 = time = 0
time = 1
trans = Add
length = 1
timegap = 1
framegap = 1
palbright = 0 , 0 , 0
palcontrast = 100, 100, 100
paladd = 0,0,0
palmul = .90, .90, .90

[State 0, Gravity]
type = Gravity
trigger1 = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -3+random%6
y = -4.5

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-time*25,0+time*25

[State 200, End]
type = Destroyself
trigger1 = time = 10
;===============================================================================
; C:
;-------------------------------------------------------------------------------
; C - 1
[Statedef 400]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 400
poweradd = 50
velset = 0,0
sprpriority = 2

[State 0, FX Corte]
type = Explod
trigger1 = time = 7
anim = 7202
ID =  7200
pos = 8*Helper(999999),Fvar(16),-20*Helper(999999),Fvar(16)
postype = p1
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
scale = .6*Helper(999999),Fvar(16),.7*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,9
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,40
volume = 50

[State 200, 1]
type = HitDef
triggerall = !movecontact
trigger1 = 1
attr = S, NA
animtype  = Heavy
damage    = 30
guardflag = MA
pausetime = 10,10
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S1,19
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2,-1
Fall = 0

[State 0, Hit Spark]
type = Helper
trigger1 = movehit = 1 && numhelper(800) = 0
helpertype = normal
name = "Hit Spark"
ID = 800
stateno = 800
pos = 0,-25*Helper(999999),Fvar(16)
postype = p2
facing = -1
ownpal = 1
size.xscale = .4*Helper(999999),Fvar(16)
size.yscale = .4*Helper(999999),Fvar(16)
ignorehitpause = 1


[State 200, End]
type = ChangeState
Triggerall = movecontact
trigger1 = ailevel = 0 && command = "c"
trigger2 = roundstate = 2 && ailevel > 0 && random < (ailevel * 100)
value = 410

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; C - 2
[Statedef 410]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 410
poweradd = 50
velset = 0,0
sprpriority = 2

[State 0, FX Corte]
type = Explod
trigger1 = time = 9
anim = 7200
ID =  7200
pos = 10*Helper(999999),Fvar(16),-30*Helper(999999),Fvar(16)
postype = p1
facing = 1
vfacing = -1
bindtime = -1
removetime = -2
scale = .6*Helper(999999),Fvar(16),.6*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,12
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,12
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,41
volume = 50

[State 200, 1]
type = HitDef
triggerall = !movecontact
trigger1 = 1
attr = S, NA
animtype  = Heavy
damage    = 35
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S1,22
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-4
air.velocity = -3,-4
Fall = 1
PalFX.time = 30
PalFX.add = 0,0,240
PalFX.mul = 120,224,150
PalFX.sinadd = 85,55,110,10
PalFX.invertall = 1
PalFX.color = 0
Envshake.time = 15

[State 0, Hit Spark]
type = Helper
trigger1 = movehit = 1 && numhelper(800) = 0
helpertype = normal
name = "Hit Spark"
ID = 800
stateno = 800
pos = 0,-25*Helper(999999),Fvar(16)
postype = p2
facing = -1
ownpal = 1
size.xscale = .4*Helper(999999),Fvar(16)
size.yscale = .4*Helper(999999),Fvar(16)
ignorehitpause = 1

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===============================================================================
; Power Charge:
;-------------------------------------------------------------------------------
; Power Charge - Start
[Statedef 500]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 500
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >= 7 && timemod = 100,0
trigger2 = time = 7
value = S500,1
volume = 50
channel = 1

[State 0, EnvShake]
type = EnvShake
triggerall = time >= 7
trigger1 = time%5 = 0
time = 5
ampl = -4

[State 0, PowerAdd]
type = PowerAdd
triggerall = time >= 7
trigger1 = 1
value = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 7
value = S0,3
volume = 999
channel = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 7
value = S0,3
volume = 999
channel = 3

[State 0, Chakra]
type = Helper
trigger1 = time = 7
helpertype = normal
name = "Chakra"
ID = 550
stateno = 550
pos = 0,0
postype = p1
ownpal = 1
size.xscale = .4*Helper(999999),Fvar(16)
size.yscale = .4*Helper(999999),Fvar(16)

[State 200, End]
type = ChangeState
Triggerall = ailevel = 0
triggerall = time >= 12
trigger1 = command != "hold_s"
trigger2 = power = 3000
value = 501
;-------------------------------------------------------------------------------
; Power Charge - Fin
[Statedef 501]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 501
sprpriority = 2

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; Chakra - Start
[Statedef 550]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse(root,var(3) = 1,551,550)
sprpriority = 3

[State 0, Viento]
type = Explod
trigger1 = time%10 = 0
anim = 7022
ID = 550
pos = -5*Helper(999999),Fvar(16),35*Helper(999999),Fvar(16)
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .3*Helper(999999),Fvar(16),.4*Helper(999999),Fvar(16)
vel = -2,0
sprpriority = 0
ontop = 0
ownpal = 1
removeongethit = 1

[State 0, Viento]
type = Explod
trigger1 = time%10 = 0
anim = 7022
ID = 550
pos = 5*Helper(999999),Fvar(16),40*Helper(999999),Fvar(16)
postype = p1
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
scale = .3*Helper(999999),Fvar(16),.4*Helper(999999),Fvar(16)
vel = 2,0
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = -3*Helper(999999),Fvar(16),-40*Helper(999999),Fvar(16)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 200, End]
type = Destroyself
trigger1 = root,movetype = H

[State 200, End]
type = Changestate
trigger1 = root,stateno != 500
value = 551
;-------------------------------------------------------------------------------
; Aura - Fin
[Statedef 551]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = -3*Helper(999999),Fvar(16),-40*Helper(999999),Fvar(16)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200-(time*20),256

[State 200, End]
type = Destroyself
trigger1 = time = 10
trigger2 = root,movetype = H
;-------------------------------------------------------------------------------
; Camara Lenta
[Statedef 590]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9999
sprpriority = 2

[State 0, Pause]
type = Pause
trigger1 = time = [0,10]
time = 1

[State 200, End]
type = Destroyself
trigger1 = time = 20
;-------------------------------------------------------------------------------
; Camara Lenta
[Statedef 591]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9999
sprpriority = 2

[State 0, Pause]
type = Pause
trigger1 = time = [0,5]
time = 1

[State 200, End]
type = Destroyself
trigger1 = time = 10
;===============================================================================
; A Aire:
;-------------------------------------------------------------------------------
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 600
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,13
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,3
volume = 50

[State 200, 1]
type = HitDef
triggerall = !movecontact
trigger1 = 1
attr = A, NA
animtype  = Light
damage    = 10
guardflag = MA
pausetime = 10,10
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S1,4
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2,-2
Fall = 0

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) = 0
trigger1 = Movehit = 1
anim = 7010
ID = 7001
postype = P2
pos = 0,-30
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = .35*Helper(999999),Fvar(16),.35*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, End]
type = ChangeState
Triggerall = movecontact
trigger1 = ailevel = 0 && command = "b"
trigger2 = roundstate = 2 && ailevel > 0 && random < (ailevel * 100)
value = 610

[State 200, End]
type = ChangeState
Triggerall = movecontact
trigger1 = ailevel = 0 && command = "c"
trigger2 = roundstate = 2 && ailevel > 0 && random < (ailevel * 100)
value = 620

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;===============================================================================
; B Aire:
;-------------------------------------------------------------------------------
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 610
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,12
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,4
volume = 50

[State 200, 1]
type = HitDef
triggerall = !movecontact
trigger1 = 1
attr = A, NA
animtype  = medium
damage    = 20
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S2,3
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,10
air.velocity = -2,10
Fall = 1
Envshake.time = 15

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) = 0
trigger1 = Movehit = 1
anim = 7010
ID = 7001
postype = P2
pos = 0,-30
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = .45*Helper(999999),Fvar(16),.45*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;===============================================================================
; C - Aire:
;-------------------------------------------------------------------------------
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 620
poweradd = 50
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = movecontact = 1
x = -2
y = -4
ignorehitpause = 0

[State 0, FX Corte]
type = Explod
trigger1 = time = 9
anim = 7200
ID =  7200
pos = 30*Helper(999999),Fvar(16),-30*Helper(999999),Fvar(16)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .6*Helper(999999),Fvar(16),.5*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,10
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,41
volume = 50

[State 200, 1]
type = HitDef
triggerall = !movecontact
trigger1 = 1
attr = A, NA
animtype  = Heavy
damage    = 30
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S1,22
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,4
air.velocity = -3,4
Fall = 1
Envshake.time = 15

[State 0, Hit Spark]
type = Helper
trigger1 = movehit = 1 && numhelper(800) = 0
helpertype = normal
name = "Hit Spark"
ID = 800
stateno = 800
pos = 0,-25*Helper(999999),Fvar(16)
postype = p2
facing = -1
ownpal = 1
size.xscale = .4*Helper(999999),Fvar(16)
size.yscale = .4*Helper(999999),Fvar(16)
ignorehitpause = 1

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;-------------------------------------------------------------------------------
; Slash Spark NEW
[Statedef 800]
type    = A
movetype= I
physics = N
anim = 7015
sprpriority = 3

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 1
value = random%360

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = var(1)
scale = 1+time*.1,1+time*.1

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 200, End]
type = Destroyself
trigger1 = AnimTime = 0
;===============================================================================
; HELPER ESCALA:
;-------------------------------------------------------------------------------
[Statedef 999999]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9999
sprpriority = -1

[State 0, VarSet]
type = VarSet
trigger1 = 1
Fv = 16
value = 1

[State 200, End]
type = Destroyself
trigger1 = time = -1
