;===============================================================================
;----------------------Especiales-----------------------------------------------
;===============================================================================
;===============================================================================
; Shishi Rendan:
;-------------------------------------------------------------------------------
; Shishi Rendan - Start
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1000
poweradd = -500
sprpriority = 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 = 9
value = S5,4
volume = 50

[State 0, Camara Lenta]
type = Helper
Triggerall = numhelper(590) = 0
trigger1 = movehit = 1
helpertype = normal
name = "Camara Lenta"
ID = 590
stateno = 590
pos = 999,999
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1

[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -100

[State 3000, VarSet]
type = Varset
trigger1 = time = 30
v = 12
value = 0

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 20 && Var(12) < 0
v = 12
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 0*Helper(999999),Fvar(16),-15*Helper(999999),Fvar(16)
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .2*Helper(999999),Fvar(16),.2*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S950,1
volume = 50

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 20

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3 && p2bodydist x < 70
x = 2+p2bodydist x/10

[State 0, Turn]
type = Turn
trigger1 = animelem = 8 && p2bodydist x < -30

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S40,2
volume = 50

[State 0, Soru]
type = Explod
trigger1 = animelem = 3
anim = 580
ID = 101
pos = 0,-20*Helper(999999),Fvar(16)
postype = p1
facing = 1
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 200, 1]
type = HitDef
triggerall = !movecontact
trigger1 = 1
attr = S, SA
animtype  = Up
damage    = 40,20
Hitflag = MAFDE
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S1,14
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-8
air.velocity = -1,-8
Fall = 1
Fall.recovertime = 30
Envshake.time = 20
Getpower = 0,0

[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 = .45*Helper(999999),Fvar(16),.45*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, End]
type = ChangeState
trigger1 = movehit && time = 60
value = 1001

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; Shishi Rendan - Continuacion
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1001
poweradd = -500
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 10
value = S0,9
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 10
value = S0,9
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 10
value = S5,3
volume = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S0,12
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S0,12
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S5,4
volume = 50

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time > 40
value = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = animelem = 13
value = S40,2
volume = 50

[State 0, Soru]
type = Explod
trigger1 = time = 0
trigger2 = animelem = 13
anim = 580
ID = 101
pos = 0,-20*Helper(999999),Fvar(16)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .15*Helper(999999),Fvar(16),.3*Helper(999999),Fvar(16)
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
Trans = sub

[State 0, Camara Lenta]
type = Helper
triggerall = time > 40
Triggerall = numhelper(590) = 0
trigger1 = movehit = 1
helpertype = normal
name = "Camara Lenta"
ID = 590
stateno = 590
pos = 999,999
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A
movetype = A
physics = A

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 20
y = -40

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4 || animelem = 8
x = 2
y = -6

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 13
x = 10
y = -50

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 17
x = -2
y = -4

[State 200, 1]
type = HitDef
trigger1 = animelem = 6
attr = A, SA
animtype  = Heavy
damage    = 40,20
Hitflag = MAFDE
guardflag = MA
pausetime = 6,12
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S1,13
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-6
air.velocity = -1,-6
Fall = 1
Fall.recovertime = 30
Envshake.time = 15
Getpower = 0,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 11
attr = A, SA
animtype  = Heavy
damage    = 40,20
Hitflag = MAFDE
guardflag = MA
pausetime = 6,12
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S1,13
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-4
air.velocity = -1,-4
Fall = 1
Fall.recovertime = 30
Envshake.time = 15
Getpower = 0,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 18
attr = A, SA
animtype  = Heavy
damage    = 40,20
Hitflag = MAFDE
guardflag = MA
pausetime = 6,12
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S1,15
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,10
air.velocity = -2,10
Fall = 1
Envshake.time = 20
Getpower = 0,0

[State 200, Spark CVS]
type = Explod
triggerall = time < 40
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, Spark CVS]
type = Explod
triggerall = time >= 40
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, REMATE MANUAL]
type = ChangeState
triggerall = power >= 500
Triggerall = movecontact && time >= 48
trigger1 = ailevel = 0 && command = "b"
trigger2 = roundstate = 2 && ailevel > 0 && random < (ailevel * 100)/2
value = 1002

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;-------------------------------------------------------------------------------
; Shishi Rendan - Golpe Final Start
[Statedef 1002]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 1002
poweradd = -500
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S0,8
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S0,8
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S60,1
volume = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S5,8
volume = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,38
volume = 999

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

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 9
y = -8

[State 0, VelSet]
type = VelSet
trigger1 = time = 5
x = 0
y = 20

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 5
time = 10

[State 200, End]
type = ChangeState
trigger1 = pos y >= -20
value = 1003
;-------------------------------------------------------------------------------
; Shishi Rendan - Golpe Final Fin
[Statedef 1003]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1003
sprpriority = 2

[State 0, Camara Lenta]
type = Helper
Triggerall = numhelper(590) = 0
trigger1 = movehit = 1
helpertype = normal
name = "Camara Lenta"
ID = 590
stateno = 590
pos = 999,999
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,2
volume = 50

[State 0, Rajas]
type = Explod
trigger1 = time = 0
anim = 8240
ID = 1330
pos = -3*Helper(999999),Fvar(16),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .4*Helper(999999),Fvar(16),.4*Helper(999999),Fvar(16)
sprpriority = 1
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Rayos]
type = Explod
trigger1 = time = 0
anim = 1050
ID = 1050
pos = 0*Helper(999999),Fvar(16),102*Helper(999999),Fvar(16)
postype = p1
bindtime = -1
removetime = -2
scale = .5*Helper(999999),Fvar(16),.5*Helper(999999),Fvar(16)
sprpriority = 3
ontop = 1
ownpal = 1
removeongethit = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 30
ampl = -8

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time < 10 && timemod = 6,0
value = 1003
elem = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 10
value = 1003
elem = 3

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 5
statetype = S
movetype = I
physics = S

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

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

[State 200, 1]
type = HitDef
trigger1 = !movecontact
attr = S, SA
animtype  = Heavy
damage    = 80,40
Hitflag = MAFDE
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S5,32
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,-6
air.velocity = -2,-6
Fall = 1
Getpower = 0,0
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

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===============================================================================
; Kawarimi no Jutsu:
;-------------------------------------------------------------------------------
; Kawarimi no Jutsu - Start
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
poweradd = -500
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S0,17
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S0,17
volume = 999

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1

[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -100

[State 3000, VarSet]
type = Varset
trigger1 = time = 30
v = 12
value = 0

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 20 && Var(12) < 0
v = 12
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 1*Helper(999999),Fvar(16),-25*Helper(999999),Fvar(16)
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .2*Helper(999999),Fvar(16),.2*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S950,1
volume = 50

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 42
value = 1100
elem = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 32
value = S5,25
volume = 50

[State 0, Kawarimi no Jutsu]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "Kawarimi no Jutsu"
ID = 1150
stateno = 1150
pos = 999,999
postype = p1

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; Kawarimi no Jutsu - Override
[Statedef 1120]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 44
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,20
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,20
volume = 999

[State 0, Tronco]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Tronco"
ID = 1180
stateno = 1180
pos = 0*Helper(999999),Fvar(16),-25*Helper(999999),Fvar(16)
postype = p1

[State 0, Humo]
type = Explod
trigger1 = time = 0 || time = 5
anim = 7100
ID = 7100
pos = 0,-25*Helper(999999),Fvar(16)
postype = p1
scale = .5*Helper(999999),Fvar(16),.5*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0 || time = 5
value = S5,22
volume = 50

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 5
x = p2bodydist x + 60
y = p2bodydist y - 60

[State 0, Turn]
type = Turn
trigger1 = time = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 5
flag = invisible
flag2 = Noshadow

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 5

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

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

[State 200, End]
type = ChangeState
trigger1 = time = 5
value = 50
ctrl = 1
;-------------------------------------------------------------------------------
; Kawarimi no Jutsu - Helper Tiempo
[Statedef 1150]
type    = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9999
sprpriority = 2

[State 200, End]
type = Destroyself
trigger1 = time >= 500
trigger2 = root,stateno = 1120
;-------------------------------------------------------------------------------
; Kawarimi no Jutsu - Tronco
[Statedef 1180]
type    = A
movetype= I
physics = A
juggle  = 1
ctrl = 0
anim = 7150
sprpriority = 2

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

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 10
v = 1
value = 25

[State 0, Trans]
type = Trans
trigger1 = time > 10
trans = addalpha
alpha = 256-var(1),0+var(1)

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

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -2
y = -8

[State 200, End]
type = Destroyself
trigger1 = time = 20
;===============================================================================
; Chidori:
;-------------------------------------------------------------------------------
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1200
poweradd = -1000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,4
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,4
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 45
value = S0,8
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 45
value = S0,8
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S5,43
volume = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 45
value = S40,2
volume = 50

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 11
trigger2 = time = [11,45]
trigger2 = timemod = 6,0
value = 1200
elem = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 45
value = 1200
elem = 4

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = timemod = 6,0
trigger1 = movehit = 0 && time = [56,70]
trigger2 = timemod = 6,0
trigger2 = movehit > 0 && time = [56,100]
value = 1200
elem = 8

[State 0, Soru]
type = Explod
trigger1 = animelem = 4
anim = 580
ID = 101
pos = 0,-20*Helper(999999),Fvar(16)
postype = p1
facing = 1
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 0, Chidori Charge]
type = Explod
trigger1 = time = 5
anim = 1250
ID = 1250
pos = 8*Helper(999999),Fvar(16),-15*Helper(999999),Fvar(16)
postype = p1
bindtime = -1
removetime = -1
supermovetime = 25
supermove = 25
scale = .3*Helper(999999),Fvar(16),.3*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 45
id = 1250

[State 0, Chidori Mano]
type = Explod
trigger1 = animelem = 7
anim = 1250
ID = 1251
pos = 35*Helper(999999),Fvar(16),-33*Helper(999999),Fvar(16)
postype = p1
bindtime = -1
removetime = -1
supermovetime = 25
supermove = 25
scale = .3*Helper(999999),Fvar(16),.3*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 10
id = 1251

[State 0, VelSet]
type = VelSet
trigger1 = time = 45
x = 20

[State 0, VelSet]
type = VelSet
trigger1 = movecontact = 1
x = 15

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 7022
ID = 1051
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .5*Helper(999999),Fvar(16),.5*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1

[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -100

[State 3000, VarSet]
type = Varset
trigger1 = time = 30
v = 12
value = 0

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 20 && Var(12) < 0
v = 12
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 2*Helper(999999),Fvar(16),-18*Helper(999999),Fvar(16)
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .2*Helper(999999),Fvar(16),.2*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S950,1
volume = 50

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time > 51
value = 0
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = !movecontact
attr = S, SA
animtype  = Heavy
damage    = 160,80
Hitflag = MAFDE
guardflag = MA
pausetime = 5,40
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S5,32
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
Fall = 1
Getpower = 0,0
PalFX.time = 50
PalFX.add = 0,0,240
PalFX.mul = 120,224,150
PalFX.sinadd = 85,55,110,10
PalFX.invertall = 1
PalFX.color = 0
Envshake.time = 30

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) = 0
trigger1 = Movehit = 1
anim = 1260
ID = 7001
postype = P2
pos = -5,-20*Helper(999999),Fvar(16)
facing = -1
sprpriority = 2
supermove = 1
removetime = 50
bindtime = 35
ownpal = 1
scale = .4*Helper(999999),Fvar(16),.4*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===============================================================================
; Chidori Nagashi:
;-------------------------------------------------------------------------------
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1300
poweradd = -1500
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,5
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,5
volume = 999

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1

[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -100

[State 3000, VarSet]
type = Varset
trigger1 = time = 30
v = 12
value = 0

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 20 && Var(12) < 0
v = 12
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 2*Helper(999999),Fvar(16),-22*Helper(999999),Fvar(16)
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .2*Helper(999999),Fvar(16),.2*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S950,1
volume = 50

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time > 32 && numhelper(1350) > 0 && timemod = 10,0
value = 1300
elem = 5

[State 0, EnvShake]
type = EnvShake
trigger1 = time > 32 && numhelper(1350) > 0 && timemod = 10,0
trigger2 = time = 32
time = 10

[State 0, Chidori Nagashi]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "Chidori Nagashi"
ID = 1350
stateno = 1350
pos = 0,0
postype = p1
ownpal = 1
Size.xscale = .5*Helper(999999),Fvar(16)
Size.yscale = .5*Helper(999999),Fvar(16)

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; Chidori Nagashi - Helper
[Statedef 1350]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1350
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,43
volume = 50
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,43
volume = 50

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 0
scale = 1+fvar(2),1+fvar(2)
ignorehitpause = 1

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

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 5*Helper(999999),Fvar(16),-30*Helper(999999),Fvar(16)
ignorehitpause = 1

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

[State 200, 1]
type = HitDef
trigger1 = timemod = 8,0
attr = S, SP
animtype  = Medium
damage    = 22,11
Hitflag = MAFDE
guardflag = MA
pausetime = 0,4
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-5
hitsound   = S1,3
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = ifelse(p2bodydist x < -30,.5,-.5),-2
air.velocity = ifelse(p2bodydist x < -30,.5,-.5),-2
Fall = 1
sprpriority = 3
getpower = 0,0
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

[State 200, Spark CVS]
type = Explod
trigger1 = Movehit = 1
anim = 7011
ID = 7001
postype = P2
pos = -10+random%20,0-random%40
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = .4*Helper(999999),Fvar(16),.4*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 1300

[State 200, End]
type = ChangeState
trigger1 = time = 80
value = 1351
;-------------------------------------------------------------------------------
; Chidori Nagashi - Helper Fin
[Statedef 1351]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 20

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 2
value = 0
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = time > 0
fv = 2
value = .15
ignorehitpause = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 0
scale = 1+fvar(2),1+fvar(2)
ignorehitpause = 1

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

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

[State 200, End]
type = Destroyself
trigger1 = time = 10
;===============================================================================
; Katon Gokakyu no Jutsu:
;-------------------------------------------------------------------------------
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1400
poweradd = -1000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,16
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,16
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S0,6
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S0,6
volume = 999

[State 0, Viento]
type = Explod
trigger1 = time = 30
anim = 7022
ID = 1051
pos = -10*Helper(999999),Fvar(16),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .5*Helper(999999),Fvar(16),.5*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = [4,30]
trigger1 = timemod = 10,0
value = 1400
elem = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 30
value = 1400
elem = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S5,25
volume = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 33
value = S5,28
volume = 50

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1

[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -100

[State 3000, VarSet]
type = Varset
trigger1 = time = 30
v = 12
value = 0

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 20 && Var(12) < 0
v = 12
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 1*Helper(999999),Fvar(16),-25*Helper(999999),Fvar(16)
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .2*Helper(999999),Fvar(16),.2*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S950,1
volume = 50

[State 0, Katon Gokakyu]
type = Helper
trigger1 = time = 33
helpertype = normal
name = "Katon Gokakyu"
ID = 1450
stateno = 1450
pos = 60*Helper(999999),Fvar(16),-30*Helper(999999),Fvar(16)
postype = p1
ownpal = 1
size.xscale = .5*Helper(999999),Fvar(16)
size.yscale = .5*Helper(999999),Fvar(16)

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; Katon Gokakyu
[Statedef 1450]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 8,0
ctrl = 0
anim = 1450
sprpriority = 3

[State 0, EnvShake]
type = EnvShake
trigger1 = timemod = 5,0
time = 5

[State 0, Vientecillos]
type = Explod
trigger1 = timemod = 4,0
anim = 7022
ID = 1051
pos = 0,40*Helper(999999),Fvar(16)
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .4*Helper(999999),Fvar(16),.4*Helper(999999),Fvar(16)
sprpriority = 1
ontop = 0
ownpal = 1
removeongethit = 1

[State 0, Camara Lenta]
type = Helper
Triggerall = numhelper(591) = 0
trigger1 = movehit = 1
helpertype = normal
name = "Camara Lenta"
ID = 591
stateno = 591
pos = 999,999
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1050,Afterimage]
type = AfterImage
trigger1 = time = 0
time = -1
trans = Add
length = 5
timegap = 1
framegap = 1
palbright = 0 , 0 , 0
palcontrast = 100, 100, 100
paladd = 0,0,0
palmul = .90, .90, .90

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

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

[State 200, 1]
type = HitDef
trigger1 = !movecontact
attr = S, SP
animtype  = Heavy
damage    = 160,80
Hitflag = MAFDE
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
sparkxy = -8,-5
hitsound   = S5,27
guardsound = S5,27
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6,-8
air.velocity = -6,-8
Fall = 1
sprpriority = 3
getpower = 0,0
PalFX.time = 80
PalFX.add = -200,-200,-200
PalFX.mul = 256,256,256
PalFX.sinadd = 50,50,50,50
PalFX.invertall = 0
PalFX.color = 256

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1451
time = 9999999
ignorehitpause = 1

[State 0, Fuego en P2]
type = Helper
triggerall = numhelper(1480) = 0
trigger1 = movehit = 1
helpertype = normal
name = "Fuego en P2"
ID =  1480
stateno = 1480
pos = 500,500
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 200, End]
type = ChangeState
trigger1 = frontedgebodydist < -5
trigger2 = time = 500
trigger3 = movecontact
value = 1451
;-------------------------------------------------------------------------------
; Katon Gokakyu Fin
[Statedef 1451]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = -1

[State 1050,Afterimage]
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, Explosion]
type = Explod
trigger1 = time = 0
anim = 1460
ID = 1460
pos = 10*Helper(999999),Fvar(16),0*Helper(999999),Fvar(16)
postype = p1
removetime = -2
scale = .4*Helper(999999),Fvar(16),.4*Helper(999999),Fvar(16)
sprpriority = 3
ontop = 1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,27
volume = 50

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

[State 200, End]
type = Destroyself
trigger1 = time = 10
;-------------------------------------------------------------------------------
; Fuego en P2
[Statedef 1480]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9999
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = timemod = 30,0
value = S5,16
volume = 999

[State 0, Fire FX]
type = Explod
trigger1 = timemod = 2,0
anim = 1480
ID = 1480
pos = -10*Helper(999999),Fvar(16)+random%20*Helper(999999),Fvar(16),0-random%40*Helper(999999),Fvar(16)
postype = p2
facing = -1
vfacing = 1
bindtime = 5
removetime = -2
scale = .2*Helper(999999),Fvar(16),.2*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 999
supermovetime = 999
pausemove = 999
pausemovetime = 999

[State 200, End]
type = Destroyself
trigger1 = time = 80
trigger2 = p2movetype != H
;===============================================================================
; Katon Goryuka no Jutsu:
;-------------------------------------------------------------------------------
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1500
poweradd = -1500
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,16
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,16
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S0,7
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S0,7
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S0,7
volume = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S5,39
volume = 50

[State 0, Viento]
type = Explod
trigger1 = time = 30
trigger2 = time = 50
anim = 7022
ID = 1051
pos = -10*Helper(999999),Fvar(16),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .5*Helper(999999),Fvar(16),.5*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = [4,30]
trigger1 = timemod = 10,0
value = 1500
elem = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 30
value = 1500
elem = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S5,25
volume = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 33
trigger2 = time = 53
value = S5,28
volume = 50

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1

[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -100

[State 3000, VarSet]
type = Varset
trigger1 = time = 30
v = 12
value = 0

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 20 && Var(12) < 0
v = 12
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 1*Helper(999999),Fvar(16),-25*Helper(999999),Fvar(16)
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .2*Helper(999999),Fvar(16),.2*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S950,1
volume = 50

[State 0, Katon Goryuka]
type = Helper
trigger1 = time = 33
trigger2 = time = 53
helpertype = normal
name = "Katon Goryuka"
ID = 1550
stateno = 1550
pos = 60*Helper(999999),Fvar(16),-40*Helper(999999),Fvar(16)
postype = p1
ownpal = 1
size.xscale = .5*Helper(999999),Fvar(16)
size.yscale = .5*Helper(999999),Fvar(16)

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; Katon Goryuka
[Statedef 1550]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 8,-1
ctrl = 0
anim = 1550
sprpriority = 3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -vel y * 12
ignorehitpause = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = timemod = 5,0
time = 5

[State 0, Camara Lenta]
type = Helper
Triggerall = numhelper(591) = 0
trigger1 = movehit = 1
helpertype = normal
name = "Camara Lenta"
ID = 591
stateno = 591
pos = 999,999
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1050,Afterimage]
type = AfterImage
trigger1 = time = 0
time = -1
trans = Add
length = 10
timegap = 1
framegap = 1
palbright = 0 , 0 , 0
palcontrast = 100, 100, 100
paladd = 0,0,0
palmul = .90, .90, .90

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

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

[State 200, 1]
type = HitDef
trigger1 = !movecontact
attr = S, SP
animtype  = Heavy
damage    = 110,65
Hitflag = MAFDE
guardflag = MA
pausetime = 0,5
sparkno = -1
guard.sparkno = -1
sparkxy = -8,-5
hitsound   = S5,27
guardsound = S5,27
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
air.velocity = -3,-6
Fall = 1
sprpriority = 3
getpower = 0,0
PalFX.time = 80
PalFX.add = -200,-200,-200
PalFX.mul = 256,256,256
PalFX.sinadd = 50,50,50,50
PalFX.invertall = 0
PalFX.color = 256

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1551
time = 9999999
ignorehitpause = 1

[State 0, Fuego en P2]
type = Helper
triggerall = numhelper(1480) = 0
trigger1 = movehit = 1
helpertype = normal
name = "Fuego en P2"
ID =  1480
stateno = 1480
pos = 500,500
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 200, End]
type = ChangeState
trigger1 = frontedgebodydist < -5
trigger2 = time = 500
trigger3 = movecontact
value = 1551
;-------------------------------------------------------------------------------
; Katon Goryuka Fin
[Statedef 1551]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = -1

[State 1050,Afterimage]
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, Explosion]
type = Explod
trigger1 = time = 0
anim = 1460
ID = 1460
pos = 30*Helper(999999),Fvar(16),0*Helper(999999),Fvar(16)
postype = p1
removetime = -2
scale = .4*Helper(999999),Fvar(16),.4*Helper(999999),Fvar(16)
sprpriority = 3
ontop = 1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,27
volume = 50

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

[State 200, End]
type = Destroyself
trigger1 = time = 10
;===============================================================================
; Kuchiyose White Snake:
;-------------------------------------------------------------------------------
[Statedef 1600]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1600
poweradd = -1000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,18
volume = 999
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,18
volume = 999

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1

[State 3000, VarSet]
type = Varset
trigger1 = time = 0
v = 12
value = -100

[State 3000, VarSet]
type = Varset
trigger1 = time = 30
v = 12
value = 0

[State 3000, VarAdd]
type = VarAdd
trigger1 = time >= 20 && Var(12) < 0
v = 12
value = 6

[State 3000, BGColorFX]
type = BGPalFX
trigger1 = Time > 0
time = 1
add = Var(12),Var(12),Var(12)

[State 3000, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = -2*Helper(999999),Fvar(16),-27*Helper(999999),Fvar(16)
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .2*Helper(999999),Fvar(16),.2*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, PlaySnd - Super Charge]
type = PlaySnd
trigger1 = Time = 0
value = S950,1
volume = 50

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time > 30 && numhelper(1650) > 0 && timemod = 10,0
value = 1600
elem = 3

[State 0, Snake]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "Snake"
ID = 1650
stateno = 1650
pos = 20*Helper(999999),Fvar(16),0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; Snake - Start
[Statedef 1650]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1650
sprpriority = 2

[State 0, Camara Lenta]
type = Helper
triggerall = time > 25
Triggerall = numhelper(591) = 0
trigger1 = movehit = 1
helpertype = normal
name = "Camara Lenta"
ID = 591
stateno = 591
pos = 999,999
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,46
volume = 50
channel = 9

[State 0, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 9

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 31
statetype = S
movetype = I
physics = S
ignorehitpause = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 6
x = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 7
trigger4 = animelem = 11
value = S5,44
volume = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S5,45
volume = 50
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S5,45
volume = 50

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 9
time = 20

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 7
trigger4 = animelem = 11
time = 10

[State 0, Humo]
type = Explod
trigger1 = animelem = 1
anim = 8230
ID = 8230
pos = -5*Helper(999999),Fvar(16),5*Helper(999999),Fvar(16)
postype = p1
scale = .4*Helper(999999),Fvar(16),.4*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1

[State 0, Humo]
type = Explod
trigger1 = animelem = 4
anim = 8230
ID = 8230
pos = 55*Helper(999999),Fvar(16),5*Helper(999999),Fvar(16)
postype = p1
scale = .4*Helper(999999),Fvar(16),.4*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1

[State 0, Humo]
type = Explod
trigger1 = animelem = 7
anim = 8230
ID = 8230
pos = 70*Helper(999999),Fvar(16),5*Helper(999999),Fvar(16)
postype = p1
scale = .4*Helper(999999),Fvar(16),.4*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1

[State 0, Humo]
type = Explod
trigger1 = animelem = 11
anim = 8230
ID = 8230
pos = 70*Helper(999999),Fvar(16),5*Helper(999999),Fvar(16)
postype = p1
scale = .4*Helper(999999),Fvar(16),.4*Helper(999999),Fvar(16)
sprpriority = 2
ontop = 1
ownpal = 1

[State 0, Rajas]
type = Explod
trigger1 = animelem = 1
anim = 8240
ID = 8230
pos = -5*Helper(999999),Fvar(16),5*Helper(999999),Fvar(16)
postype = p1
scale = .3*Helper(999999),Fvar(16),.3*Helper(999999),Fvar(16)
sprpriority = -9
ontop = 0
ownpal = 1

[State 0, Rajas]
type = Explod
trigger1 = animelem = 4
anim = 8240
ID = 8230
pos = 55*Helper(999999),Fvar(16),5*Helper(999999),Fvar(16)
postype = p1
scale = .3*Helper(999999),Fvar(16),.3*Helper(999999),Fvar(16)
sprpriority = -9
ontop = 0
ownpal = 1

[State 0, Rajas]
type = Explod
trigger1 = animelem = 7
anim = 8240
ID = 8230
pos = 70*Helper(999999),Fvar(16),5*Helper(999999),Fvar(16)
postype = p1
scale = .3*Helper(999999),Fvar(16),.3*Helper(999999),Fvar(16)
sprpriority = -9
ontop = 0
ownpal = 1

[State 200, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, SP
animtype  = Heavy
damage    = 50,25
Hitflag = MAFDE
guardflag = MA
pausetime = 8,10
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S1,14
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -10
air.velocity = -8,-4
Fall = 0
Getpower = 0,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 7
attr = S, SP
animtype  = Heavy
damage    = 50,25
Hitflag = MAFDE
guardflag = MA
pausetime = 10,8
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S1,14
guardsound = S4,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7,-7
air.velocity = -7,-7
Fall = 1
Getpower = 0,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 9
attr = S, SP
animtype  = Heavy
damage    = 60,30
Hitflag = MAFDE
guardflag = MA
pausetime = 12,15
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 = -4,-4
air.velocity = -4,-4
Fall = 1
Getpower = 0,0

[State 200, Spark CVS]
type = Explod
triggerall = time < 25
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 = .6*Helper(999999),Fvar(16),.6*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = time >= 25
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 = .8*Helper(999999),Fvar(16),.8*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, End]
type = Destroyself
trigger1 = AnimTime = 0
