;---------------------------------------------------------------------------------------------------
;Dash Aura
[Statedef 61]
type    = S
movetype= I
physics = S
velset = 0,0
anim =61
ctrl = 0
sprpriority=4


[State 0, PalFXWiz]
type = PalFX
trigger1 =time%40=0 
time = 40
add = 15,-75,-10
mul = 256,256,256
sinadd = -50,-100,-35,1
invertall = 0
color = 256





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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time=0
flag = invisible

;ignorehitpause = 
;persistent = 


[State 0, Null]
type = Null
triggerall = root,anim=60
trigger1 = root,animelemtime(1)>=0&&root,animelemtime(3)<0 
trigger1= var(0):=1  
trigger2 =root,animelemtime(3)>=0&&root,animelemtime(5)<0 
trigger2= var(0):=2  
trigger3 =root,animelemtime(5)>=0&&root,animelemtime(6)<0  
trigger3= var(0):=3  
trigger4 =root,animelemtime(6)>=0&&root,animelemtime(8)<0 
trigger4= var(0):=4 
trigger5 =root,animelemtime(8)>=0&&root,animelemtime(9)<0 
trigger5= var(0):=6
trigger6 =root,animelemtime(9)>=0&&root,animelemtime(11)<0    
trigger6= var(0):=5
trigger7 =root,animelemtime(11)>=0&&root,animelemtime(12)<0  
trigger7= var(0):=7 
trigger8 =root,animelemtime(12)>=0&&root,animelemtime(13)<0  
trigger8= var(0):=8
ignorehitpause = 1
;persistent = 


[State 0, BindToRoot: Dash Foward]
type = BindToRoot
triggerall=!var(2)
trigger1 =var(0)=1
time = 1
facing = 1
pos = 68,-34

[State 0, BindToRoot: Dash Diag Up]
type = BindToRoot
triggerall=!var(2)
trigger1 =var(0)=2
time = 1
facing = 1
pos = 70,-64

[State 0, BindToRoot: Dash Up ]
type = BindToRoot
triggerall=!var(2)
trigger1 =var(0)=3
time = 1
facing = 1
pos = -5,-124

[State 0, BindToRoot: Dash Diag Back Up ]
type = BindToRoot
triggerall=!var(2)
trigger1 =var(0)=4 
time = 1
facing = 1
pos = -31,-85

[State 0, BindToRoot Dash Diag Back Down]
type = BindToRoot
triggerall=!var(2)
trigger1 =var(0)=5
time = 1
facing = 1
pos = -42,-18 

[State 0, BindToRoot: Dash Back]
type = BindToRoot
triggerall=!var(2)
trigger1 =var(0)=6
time = 1
facing = 1
pos = -50,-37

[State 0, BindToRoot: Dash Down]
type = BindToRoot
triggerall=!var(2)
trigger1 =var(0)=7 
time = 1
facing = 1
pos = 3,33

[State 0, BindToRoot: Dash Diag Forward Down]
type = BindToRoot
triggerall=!var(2)
trigger1 =var(0)=8
time = 1
facing = 1
pos = 44,-18

[State 0, AngleDraw]
type = AngleDraw
trigger1 = var(0)=1
value = 90
ignorehitpause =1 

[State 0, AngleDraw]
type = AngleDraw
trigger1 = var(0)=2
value = 120
ignorehitpause =1 

[State 0, AngleDraw]
type = AngleDraw
trigger1 = var(0)=3
value = 180
ignorehitpause =1 

[State 0, AngleDraw]
type = AngleDraw
trigger1 = var(0)=4
value = 220
ignorehitpause =1
 
[State 0, AngleDraw]
type = AngleDraw
trigger1 = var(0)=5
value = 310
ignorehitpause =1 

[State 0, AngleDraw]
type = AngleDraw
trigger1 = var(0)=6
value = -90
ignorehitpause =1 

[State 0, AngleDraw]
type = AngleDraw
trigger1 = var(0)=8
value = 60
ignorehitpause =1

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add;none, add, addalpha, add1, sub
;alpha = 256,256
ignorehitpause = 1
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 7    ;fv = 10
value = root,var(7)
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = Varset
trigger1 =   root,stateno!=60|| root,anim=60 &&root,animelemtime(13)>0
v =2    ;fv = 10
value = 1

[State 0, VarSet]
type = Varadd
trigger1 = var(2)
v =1    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 = var(1)=1
trans = addalpha;, sub
alpha = 175,256

[State 0, Trans]
type = Trans
trigger1 =  var(1)=2
trans = addalpha;, sub
alpha = 150,256

[State 0, Trans]
type = Trans
trigger1 =  var(1)=3
trans = addalpha;, sub
alpha = 125,256

[State 0, Trans]
type = Trans
trigger1 =  var(1)=4
trans = addalpha;, sub
alpha = 100,256

[State 0, Trans]
type = Trans
trigger1 =  var(1)=5
trans = addalpha;, sub
alpha = 75,256

[State 0, Trans]
type = Trans
trigger1 =  var(1)=6
trans = addalpha;, sub
alpha = 50,256

[State 0, Trans]
type = Trans
trigger1 =  var(1)=7
trans = addalpha;, sub
alpha = 25,256

[State 0, Trans]
type = Trans
trigger1 =  var(1)=8
trans = addalpha;, sub
alpha = 10,256


[State 0, DestroySelf]
type = DestroySelf
trigger1 =var(1)>8 || root,time=0 && time >0 || prevstateno = 61
;---------------------------------------------------------------------------------------------------
;Aura
[Statedef 901]
type    = S
movetype= I
physics = S
velset = 0,0
anim =701
ctrl = 0
sprpriority= 4
;[State 0, AssertSpecial]
;type = AssertSpecial
;trigger1 = 1
;flag = invisible


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


[State 0, PalFXWiz]
type = PalFX
trigger1 =time%40=0
time = 40
add = -5,-90,-10
mul = 256,256,256
sinadd = -50,-100,-35,1
invertall = 0
color = 256


;[State 0, VarSet]
;type = VarSet
;triggerall = !var(3)
;trigger1 = root,power%1000 >=1
;v = 2   ;fv = 10
;value = 1
;
;[State 0, VarSet]
;type = VarSet
;trigger1 = root,power =[1000,1999]
;v = 2   ;fv = 10
;value = 1
;[State 0, VarSet]
;type = VarSet
;trigger1 = root,power =[2000,3000]
;v = 2   ;fv = 10
;value = 2

;[State 0, VarSet]
;type = VarSet
;trigger1 = 
;v = 3    ;fv = 10
;value = 0
;ignorehitpause = 
;persistent = 


[State 0, BindToRoot]
type = BindToRoot
trigger1 =root,animelemtime(1) 
time = 1
facing = 1
pos = -5,0

[State 0, VarSet]
type = Varset
triggerall = roundstate=2
trigger1 =  root,animelemtime(1) = 13  || root,stateno!=2001
v =12    ;fv = 10
value = 1

[State 0, VarSet]
type = Varset
triggerall = roundstate!=2
trigger1 =  root,animelemtime(1) > 9
v =12   ;fv = 10
value = 1

[State 0, VarSet]
type = Varadd
trigger1 = var(0)
v =12   ;fv = 10
value = 1

;ignorehitpause = 
;persistent =
[State 0, AngleDraw]
type = AngleDraw
trigger1 = var(12)>0 
value = 0
scale = 1-(var(12)*.11),1
;ignorehitpause = 
;persistent = 
 
[State 0, Trans]
type = Trans
trigger1 = var(12)=1
trans = addalpha;, sub
alpha = 175,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=2
trans = addalpha;, sub
alpha = 150,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=3
trans = addalpha;, sub
alpha = 125,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=4
trans = addalpha;, sub
alpha = 100,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=5
trans = addalpha;, sub
alpha = 75,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=6
trans = addalpha;, sub
alpha = 50,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=7
trans = addalpha;, sub
alpha = 25,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=8
trans = addalpha;, sub
alpha = 10,256

[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,stateno != 2001 
trigger1 = root,stateno !=3000
;--------------------------------------------------------------------------
;Aura
[Statedef 902]
type    = S
movetype= I
physics = S
velset = 0,0
anim =702
ctrl = 0
sprpriority= 3
;[State 0, AssertSpecial]
;type = AssertSpecial
;trigger1 = 1
;flag = invisible


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


[State 0, PalFXWiz]
type = PalFX
trigger1 =time%40=0
time = 40
add = 15,-75,-10
mul = 256,256,256
sinadd = -50,-100,-35,1
invertall = 0
color = 256





;[State 0, VarSet]
;type = VarSet
;triggerall = !var(3)
;trigger1 = root,power%1000 >=1
;v = 2   ;fv = 10
;value = 1
;
;[State 0, VarSet]
;type = VarSet
;trigger1 = root,power =[1000,1999]
;v = 2   ;fv = 10
;value = 1
;[State 0, VarSet]
;type = VarSet
;trigger1 = root,power =[2000,3000]
;v = 2   ;fv = 10
;value = 2

;[State 0, VarSet]
;type = VarSet
;trigger1 = 
;v = 3    ;fv = 10
;value = 0
;ignorehitpause = 
;persistent = 


[State 0, BindToRoot]
type = BindToRoot
trigger1 =root,animelemtime(1) 
time = 1
facing = 1
pos = -2,0

[State 0, VarSet]
type = Varset
triggerall = roundstate=2
trigger1 =  root,animelemtime(1) = 13  || root,stateno!=2001
v =12    ;fv = 10
value = 1

[State 0, VarSet]
type = Varset
triggerall = roundstate!=2
trigger1 =  root,animelemtime(1) > 9
v =12   ;fv = 10
value = 1

[State 0, VarSet]
type = Varadd
trigger1 = var(0)
v =12   ;fv = 10
value = 1

;ignorehitpause = 
;persistent =
[State 0, AngleDraw]
type = AngleDraw
trigger1 = var(12)>0 
value = 0
scale = 1-(var(12)*.11),1
;ignorehitpause = 
;persistent = 
 
[State 0, Trans]
type = Trans
trigger1 = var(12)=1
trans = addalpha;, sub
alpha = 175,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=2
trans = addalpha;, sub
alpha = 150,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=3
trans = addalpha;, sub
alpha = 125,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=4
trans = addalpha;, sub
alpha = 100,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=5
trans = addalpha;, sub
alpha = 75,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=6
trans = addalpha;, sub
alpha = 50,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=7
trans = addalpha;, sub
alpha = 25,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=8
trans = addalpha;, sub
alpha = 10,256

[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,stateno != 2001 
;----------------------------------------------------------------
;Aura
[Statedef 903]
type    = S
movetype= I
physics = S
velset = 0,0
anim =703
ctrl = 0
sprpriority= 3
;[State 0, AssertSpecial]
;type = AssertSpecial
;trigger1 = 1
;flag = invisible


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


[State 0, PalFXWiz]
type = PalFX
trigger1 =time%40=0
time = 40
add = 15,-45,-10
mul = 256,256,256
sinadd = -50,-100,-35,1
invertall = 0
color = 256




;[State 0, VarSet]
;type = VarSet
;triggerall = !var(3)
;trigger1 = root,power%1000 >=1
;v = 2   ;fv = 10
;value = 1
;
;[State 0, VarSet]
;type = VarSet
;trigger1 = root,power =[1000,1999]
;v = 2   ;fv = 10
;value = 1
;[State 0, VarSet]
;type = VarSet
;trigger1 = root,power =[2000,3000]
;v = 2   ;fv = 10
;value = 2

;[State 0, VarSet]
;type = VarSet
;trigger1 = 
;v = 3    ;fv = 10
;value = 0
;ignorehitpause = 
;persistent = 


[State 0, BindToRoot]
type = BindToRoot
trigger1 =root,animelemtime(1) 
time = 1
facing = 1
pos = -5,10

[State 0, VarSet]
type = Varset
triggerall = roundstate=2
trigger1 =  root,animelemtime(1) = 13  || root,stateno!=2001
v =12    ;fv = 10
value = 1

[State 0, VarSet]
type = Varset
triggerall = roundstate!=2
trigger1 =  root,animelemtime(1) > 9
v =12   ;fv = 10
value = 1

[State 0, VarSet]
type = Varadd
trigger1 = var(0)
v =12   ;fv = 10
value = 1

;ignorehitpause = 
;persistent =
[State 0, AngleDraw]
type = AngleDraw
trigger1 = var(12)>0 
value = 0
scale = 1-(var(12)*.11),1
;ignorehitpause = 
;persistent = 
 
[State 0, Trans]
type = Trans
trigger1 = var(12)=1
trans = addalpha;, sub
alpha = 175,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=2
trans = addalpha;, sub
alpha = 150,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=3
trans = addalpha;, sub
alpha = 125,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=4
trans = addalpha;, sub
alpha = 100,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=5
trans = addalpha;, sub
alpha = 75,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=6
trans = addalpha;, sub
alpha = 50,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=7
trans = addalpha;, sub
alpha = 25,256

[State 0, Trans]
type = Trans
trigger1 =  var(12)=8
trans = addalpha;, sub
alpha = 10,256

[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,stateno != 2001 
;----------------------------------------------------------------
;fading afterimage fast
[statedef 1003]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0

[State 1001]
type = parentvarset
trigger1 = time = 0
v = 23
value = 1

[state 1001]
type = assertspecial
trigger1 = time = 0
flag = invisible

[state 1001]
type = varset
trigger1 = time = 0
v = 0
value = parent, anim

[state 1001]
type = varset
trigger1 = time = 0
v = 1
value = parent, animelemno(0)

[state 1001]
type = nothitby
trigger1 = 1
value = SCA

[state 1001]
type = trans
trigger1 = time < 3
trans = addalpha
alpha = 240,256

[state 1001]
type = trans
trigger1 = time >= 3
trans = addalpha
alpha = 240-((time-4)*5),256

[state 1001]
type = changeanim
trigger1 = 1
value = var(0)
elem = var(1)

[State 1001]
type = parentvarset
trigger1 = time = 28
v = 23
value = 0

[state 1001]
type = destroyself
trigger1 = time = 70
;--------------------------------------------------------------------------
;ki shot 1
[Statedef 1400]
type                    = U
movetype                = A
physics                 = U
anim                    = 1400
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5


[state 0: trans]
type = trans
trigger1 = 1
trans = add


[State 0:	VelSet]
type			        = VelSet
trigger1		        = 1
x			            = 14

[State 0: AngleDraw]
type                    = AngleDraw
trigger1                = 1

[State 0: AngleAdd]
type                    = AngleAdd
trigger1                = 1
value                   = -45

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


[State 0:    HitOverride]
type                    = HitOverride
trigger1                = 1
slot                    = 1
time                    = -1
stateno                 = 8309
attr                    = SCA,AA,AP,AT

[State 0:    NotHitBy]
type                    = NotHitBy
trigger1                = 1
time                    = 2
value                   = SCA,AA,AT
ignorehitpause          = 1

[State 0:    HitBy]
type                    = HitBy
trigger1                = 1
value                   = SCA,AP
time                    = 2


[State 0: 	AfterImage]
type 			        = AfterImage
trigger1 		        = !Time
time 			        = 99999
framegap 		        = 2
length 		            = 20
paladd 		            = 0, 0, 0
palmul 		            = .50, .50, .50
palcontrast 	        = 100, 100, 100
trans 		            = add

[State 0]
type                    = AfterImageTime
trigger1                = 1
time                    = 5
ignorehitpause          = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S200, 0
channel = -1


[State 0, ]
type                    = HitDef
trigger1                = !time
attr                    = S, SP
ID                      = 1035  
damage                  = 30
animtype                = Heavy
guardflag               = MAFD
hitflag                 = MAF
priority                = 3, Hit
pausetime               = 0, 2
guard.pausetime	        = 0, 6
sparkno                 = S6014
guard.sparkno           = S9007
sparkxy                 = 0, 0
hitsound                = S2010, 0
guardsound              = S2010, 0
ground.type		= High
air.type		= high
ground.slidetime	= 25
ground.hittime	= 25
air.hittime		= 25
ground.velocity	= -2,-5
guard.velocity	= -3
air.velocity	= -8,-3.5
airguard.velocity	= -8,-3.5
ground.cornerpush.veloff = 0
down.velocity	= -1,-2
getpower                = 27
givepower		        = 0
envshake.time 	= 18
envshake.freq 	= 140
envshake.ampl 	= -4
id                      = 1035
fall= 1


[state 1051, spark]
type                    = Explod
trigger1                = movehit
anim                    = 9004
ID                      = 9003
pos                     = -14, -21
postype                 = p2
bindtime                = -1
removetime              = -2
supermovetime           = 0
pausemovetime           = 0
scale                   = .8, .8
sprpriority             = 5
ownpal                  = 1
removeongethit          = 1
ontop                   = 1


[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 21
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 22
range = -5,5

[State 12150, Sparkles]
type = Explod
trigger1 = Time % 3=0 && !movecontact
anim = ifelse(random>300,11550,11559)
id = 11550
postype = p1
pos = var(21), var(22)
vel = (vel x)*0.1, (vel y)*0.1
accel = 0, 0
ownpal = 1
scale = 0.25, 0.25
sprpriority = 5


[State 0: RemoveExplod]
type                    = RemoveExplod
trigger1                = animtime = 0
ID                      = 9003



;---------------

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1311
ctrl = 0
ignorehitpause = 1


;------------------------------------------------------
 ;ki shot (knockdown)
[Statedef 1401]
type                    = U
movetype                = A
physics                 = U
anim                    = 1400
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5


[state 0: trans]
type = trans
trigger1 = 1
trans = add


[State 0:	VelSet]
type			        = VelSet
trigger1		        = 1
x			            = 14

[State 0: AngleDraw]
type                    = AngleDraw
trigger1                = 1

[State 0: AngleAdd]
type                    = AngleAdd
trigger1                = 1
value                   = -45

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


[State 0:    HitOverride]
type                    = HitOverride
trigger1                = 1
slot                    = 1
time                    = -1
stateno                 = 8309
attr                    = SCA,AA,AP,AT

[State 0:    NotHitBy]
type                    = NotHitBy
trigger1                = 1
time                    = 2
value                   = SCA,AA,AT
ignorehitpause          = 1

[State 0:    HitBy]
type                    = HitBy
trigger1                = 1
value                   = SCA,AP
time                    = 2


[State 0: 	AfterImage]
type 			        = AfterImage
trigger1 		        = !Time
time 			        = 99999
framegap 		        = 2
length 		            = 20
paladd 		            = 0, 0, 0
palmul 		            = .50, .50, .50
palcontrast 	        = 100, 100, 100
trans 		            = add

[State 0]
type                    = AfterImageTime
trigger1                = 1
time                    = 5
ignorehitpause          = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S200, 0
channel = -1


[State 0, ]
type                    = HitDef
trigger1                = !time
attr                    = S, SP
ID                      = 1035
damage                  = 15
animtype                = Heavy
guardflag = MA
hitflag = MAFD
priority                = 3, Hit
pausetime               = 0, 2
guard.pausetime	        = 12, 6
sparkno                 = S6014
guard.sparkno           = S6070
sparkxy                 = 0, 0
hitsound                = S2010, 0
guardsound              = S2010, 0
ground.type		= High
air.type		= high
ground.slidetime	= 25
ground.hittime	= 25
air.hittime	= 25
ground.velocity	= -3,-4
guard.velocity	= -3
air.velocity	= -7,-3.5
airguard.velocity	= -8,-3.5
ground.cornerpush.veloff = 0
down.velocity	= -1,-2
getpower            = 27
givepower		= 0
envshake.time 	= 18
envshake.freq 	= 140
envshake.ampl 	= -4
id                  = 1035
fall                = 1

;---------------

[state 1058, spark]
type                    = Explod
trigger1                = movehit
anim                    = 9005
ID                      = 9004
pos                     = -14, -21
bindtime                = -1
removetime              = -2
supermovetime           = 999
pausemovetime           = 999
scale                   = .8, .8
sprpriority             = 5
ownpal                  = 1
removeongethit          = 1
ontop                   = 1




[State 0: RemoveExplod]
type                    = RemoveExplod
trigger1                = animtime= 0
ID                      = 9004

[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 21
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 22
range = -5,5

[State 12150, Sparkles]
type = Explod
trigger1 = Time % 3=0 && !movecontact
anim = ifelse(random>300,11550,11559)
id = 11550
postype = p1
pos = var(21), var(22)
vel = (vel x)*0.1, (vel y)*0.1
accel = 0, 0
ownpal = 1
scale = 0.25, 0.25
sprpriority = 5


[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1311
ctrl = 0
ignorehitpause = 1

;---------------------------------------------------------------
[statedef 1204]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1204
Juggle = 3

[state 1320]
type = explod
trigger1 = !time
anim = 1205
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = Medium
damage    = 15
sparkno = -1
guard.sparkno = S8020+(random%2)  
guardflag = MA
hitflag = MAFD
id= 1204
nochainid= 1204
pausetime = 11,11
sparkxy = 0,-30
hitsound = S301, 0
guardsound = S6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-4
air.velocity = 0,-4
envshake.time           = 10
envshake.freq           = 60
envshake.ampl           = -2
envshake.phase          = 90	
getpower		= 80,0
givepower		= 0,70



[state 1321]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;-------------------------------------------------------------------------
;Leg shot (Short range)
[statedef 1221]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1221

[state 1220]
type = explod
trigger1 = !time
anim = 7141
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1
scale = .2,.2

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = Medium
damage    = 50,10
sparkno                       = -1
sparkxy                       = -20,1 
guard.sparkno = S8020+(random%2)
guardflag = L
hitflag = MAFD
id= 2350
nochainid= 2350
pausetime = 8,11
hitsound = S300, 7
guardsound = S6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-4
air.velocity = -3,-4
getpower		= 80,0
givepower		= 0,70

[State 1000, spark]
type = helper
trigger1 = movehit && numtarget(2350)
helpertype = normal
stateno = 8033
ID = 8034
name = "hitspark"
postype = p1
pos = 5,-15
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[state 1221]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;--------------------------------------------------------------------
;Leg Shot (Long)
[statedef 1222]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1221

[state 1320]
type = explod
trigger1 = !time
anim = 7141
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1
scale = .3,.3

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = Medium
damage    = 70,20
sparkno                       = -1+0*(var(33):=8033)**0
sparkxy                       = -20 + 0*(var(35):=75),var(36):=-68 
guard.sparkno = S8020+(random%2)
guardflag = MA
hitflag = MAFD
id= 2650
nochainid= 2650
pausetime = 11,11
hitsound = S300, 5
guardsound = S6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-6
air.velocity = -2,-6
getpower		= 90,0
givepower		= 0,80
fall= 1


[State 1000, spark]
type = helper
trigger1 = movehit && numtarget(2650) 
helpertype = normal
stateno = 8033
ID = 8034
name = "hitspark"
postype = p1
pos = 5,-25
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[state 1321]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;---------------------------------------------------------
;Leg shot (Short range)
[statedef 11220]
type = S
movetype = A
physics = S
ctrl = 0
anim = 11221

[state 1220]
type = explod
trigger1 = !time
anim = 7141
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1
scale = .2,.2

[state 1220]
type = playsnd
trigger1 = !time
value = S500,2

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = Medium
damage    = 25,10
sparkno                       = -1
sparkxy                       = -20,1 
guard.sparkno = S8020+(random%2)
guardflag = L
hitflag = MAFD
id= 11220
nochainid= 2350
pausetime = 2,2
hitsound = S300, 3
guardsound = S6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0.5,-2.5
air.velocity = -0.5,-1.8
getpower		= 80,0
givepower		= 0,70
fall.recover = 0
Fall = 1



[State 1000, spark]
type = helper
trigger1 = movehit && numtarget(11220)
helpertype = normal
stateno = 8035
ID = 8034
name = "hitspark"
postype = p1
pos = 5,-15
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[state 1221]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;--------------------------------------------------------------------
;Leg shot (Short range)
[statedef 11221]
type = S
movetype = A
physics = S
ctrl = 0
anim = 11221

[state 1220]
type = explod
trigger1 = !time
anim = 7141
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1
scale = .2,.2

[state 1220]
type = playsnd
trigger1 = !time
value = S500,2

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = Medium
damage    = 25,10
sparkno                       = -1
sparkxy                       = -20,1 
guard.sparkno = S8020+(random%2)
guardflag = L
hitflag = MAFD
id= 11221
nochainid= 2350
pausetime = 2,2
hitsound = S300, 3
guardsound = S6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0.5,-4
air.velocity = -0.5,-3.2
getpower		= 80,0
givepower		= 0,70
fall.recover = 0
Fall = 1


[State 1000, spark]
type = helper
trigger1 = movehit && numtarget(11221)
helpertype = normal
stateno = 8035
ID = 8034
name = "hitspark"
postype = p1
pos = 5,-15
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[state 1221]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;--------------------------------------------------------------------
;Leg shot (Short range)
[statedef 11222]
type = S
movetype = A
physics = S
ctrl = 0
anim = 11221

[state 1220]
type = explod
trigger1 = !time
anim = 7141
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1
scale = .2,.2

[state 1220]
type = playsnd
trigger1 = !time
value = S500,2

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = Medium
damage    = 25,10
sparkno                       = -1
sparkxy                       = -20,1 
guard.sparkno = S8020+(random%2)
guardflag = L
hitflag = MAFD
id= 11222
nochainid= 2350
pausetime = 2,2
hitsound = S300, 3
guardsound = S6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-4
air.velocity = -3,-1.25
getpower		= 80,0
givepower		= 0,70
fall.recover = 0
Fall = 1


[State 1000, spark]
type = helper
trigger1 = movehit && numtarget(11222)
helpertype = normal
stateno = 8035
ID = 8034
name = "hitspark"
postype = p1
pos = 5,-15
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[state 1221]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;-------------------------------------------------------------------
;Leg shot (Short range)
[statedef 11223]
type = S
movetype = A
physics = S
ctrl = 0
anim = 11221

[state 1220]
type = explod
trigger1 = !time
anim = 7141
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1
scale = .2,.2

[state 1220]
type = playsnd
trigger1 = !time
value = S500,2

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = Medium
damage    = 25,10
sparkno                       = -1
sparkxy                       = -20,1 
guard.sparkno = S8020+(random%2)
guardflag = L
hitflag = MAFD
id= 11223
nochainid= 2350
pausetime = 2,2
hitsound = S300, 3
guardsound = S6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-4
air.velocity = -2,-1.25
getpower		= 80,0
givepower		= 0,20
fall.recover = 0
Fall = 1


[State 1000, spark]
type = helper
trigger1 = movehit && numtarget(11223)
helpertype = normal
stateno = 8035
ID = 8034
name = "hitspark"
postype = p1
pos = 5,-15
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[state 1221]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;--------------------------------------------------------------------
;Leg shot (Short range)
[statedef 11224]
type = S
movetype = A
physics = S
ctrl = 0
anim = 11221

[state 1220]
type = explod
trigger1 = !time
anim = 7141
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1
scale = .2,.2

[state 1220]
type = playsnd
trigger1 = !time
value = S500,2

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = Medium
damage    = 25,10
sparkno                       = -1
sparkxy                       = -20,1 
guard.sparkno = S8020+(random%2)
guardflag = L
hitflag = MAFD
id= 11223
nochainid= 2350
pausetime = 2,2
hitsound = S300, 3
guardsound = S6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-4
air.velocity = -3,-1.35
getpower		= 80,0
givepower		= 0,70
fall.recover = 0
Fall = 1


[State 1000, spark]
type = helper
trigger1 = movehit && numtarget(11223)
helpertype = normal
stateno = 8035
ID = 8034
name = "hitspark"
postype = p1
pos = 5,-15
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[state 1221]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;--------------------------------------------------------------------
;Leg shot (Short range)
[statedef 11225]
type = S
movetype = A
physics = S
ctrl = 0
anim = 11221

[state 1220]
type = explod
trigger1 = !time
anim = 7141
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1
scale = .2,.2

[state 1220]
type = playsnd
trigger1 = !time
value = S500,2

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = Medium
damage    = 25,10
sparkno                       = -1
sparkxy                       = -20,1 
guard.sparkno = S8020+(random%2)
guardflag = L
hitflag = MAFD
id= 11223
nochainid= 2350
pausetime = 2,2
hitsound = S300, 3
guardsound = S6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-4
air.velocity = -3,-1.25
getpower		= 80,0
givepower		= 0,70
fall.recover = 0
Fall = 1


[State 1000, spark]
type = helper
trigger1 = movehit && numtarget(11223)
helpertype = normal
stateno = 8035
ID = 8034
name = "hitspark"
postype = p1
pos = 5,-15
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[state 1221]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;--------------------------------------------------------------------
;Leg shot (Short range)
[statedef 11226]
type = S
movetype = A
physics = S
ctrl = 0
anim = 11221

[state 1220]
type = explod
trigger1 = !time
anim = 7141
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1
scale = .2,.2

[state 1220]
type = playsnd
trigger1 = !time
value = S500,2

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = Medium
damage    = 25,10
sparkno                       = -1
sparkxy                       = -20,1 
guard.sparkno = S8020+(random%2)
guardflag = L
hitflag = MAFD
id= 11223
nochainid= 2350
pausetime = 2,2
hitsound = S300, 3
guardsound = S6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-4
air.velocity = -3,-2.75
getpower		= 80,0
givepower		= 0,70
fall.recover = 0
Fall = 1


[State 1000, spark]
type = helper
trigger1 = movehit && numtarget(11223)
helpertype = normal
stateno = 8035
ID = 8034
name = "hitspark"
postype = p1
pos = 5,-15
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[state 1221]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;--------------------------------------------------------------------
;Leg shot (Short range)
[statedef 11227]
type = S
movetype = A
physics = S
ctrl = 0
anim = 11221

[state 1220]
type = explod
trigger1 = !time
anim = 7141
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1
scale = .2,.2

[state 1220]
type = playsnd
trigger1 = !time
value = S500,2

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = Medium
damage    = 25,10
sparkno                       = -1
sparkxy                       = -20,1 
guard.sparkno = S8020+(random%2)
guardflag = L
hitflag = MAFD
id= 11223
nochainid= 2350
pausetime = 2,2
hitsound = S300, 6
guardsound = S6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-4
air.velocity = -6,-4
getpower		= 80,0
givepower		= 0,70
fall.recover = 0
Fall = 1


[State 1000, spark]
type = helper
trigger1 = movehit && numtarget(11223)
helpertype = normal
stateno = 8035
ID = 8034
name = "hitspark"
postype = p1
pos = 5,-15
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[state 1221]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;--------------------------------------------------------------------
;Leg shot Super (Hit 1)
[statedef 11230]
type = S
movetype = A
physics = S
ctrl = 0
anim = 11225

[State 0, PosSet]
type = PosSet
triggerall = parent, Anim = 3010
trigger1 = 1 && !numtarget
x = ifelse(  facing = -1,(enemynear, pos X-5), (enemynear, pos X+5)  )
y = 0

[state 1220]
type = explod
trigger1 = !time
anim = 7141
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1
scale = .2,.2

[state 1220]
type = playsnd
trigger1 = !time
value = S500,2

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = Medium
damage    = 55,10
sparkno                       = -1
sparkxy                       = -20,1 
guard.sparkno = S8020+(random%2)
guardflag = L
hitflag = MAFD
id= 11223
nochainid= 2350
pausetime = 2,2
hitsound = S300, 6
guardsound = S6,0
ground.type = trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0.2,-6.8
air.velocity = -2.8,-5.8
getpower		= 80,0
givepower		= 0,70
fall.recover = 0
Fall = 1
y.accel = -4.5
snap = 0,-5



[State 1000, spark]
type = helper
trigger1 = movehit && numtarget(11223)
helpertype = normal
stateno = 8035
ID = 8034
name = "hitspark"
postype = p1
pos = 5,-15
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[state 1221]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;--------------------------------------------------------------------
;Leg shot Super (Hit 1)
[statedef 11231]
type = S
movetype = A
physics = S
ctrl = 0
anim = 11226

[State 0, PosSet]
type = PosSet
triggerall = parent, Anim = 3010
trigger1 = 1 && !numtarget
x = ifelse(  facing = -1,(enemynear, pos X-5), (enemynear, pos X+5)  )
y = 0



[state 1220]
type = explod
trigger1 = !time
anim = 7141
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1
scale = .2,.2

[state 1220]
type = playsnd
trigger1 = !time
value = S500,2

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = back
damage    = 55,10
sparkno                       = -1
sparkxy                       = -20,1 
guard.sparkno = S8020+(random%2)
guardflag = L
hitflag = MAFD
id= 11223
nochainid= 2350
pausetime = 2,2
hitsound = S300, 6
guardsound = S6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0.75,-5.3
air.velocity = -0.05,-8.75
getpower		= 80,0
givepower		= 0,70
fall.recover = 0
Fall = 1
y.accel = 10.2
snap = 0,-30




[State 1000, spark]
type = helper
trigger1 = movehit && numtarget(11223)
helpertype = normal
stateno = 8035
ID = 8034
name = "hitspark"
postype = p1
pos = 5,-65
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[state 1221]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;--------------------------------------------------------------------
;Leg shot Super (Hit 1)
[statedef 11232]
type = S
movetype = A
physics = S
ctrl = 0
anim = 11227


[State 0, PosSet]
type = PosSet
triggerall = parent, Anim = 3010
trigger1 = 1 && !numtarget
x = ifelse(  facing = -1,(enemynear, pos X-5), (enemynear, pos X+5)  )
y = 0



[state 1220]
type = explod
trigger1 = !time
anim = 7141
pos = 0,0
removetime = -2
bindtime = 1
ownpal = 1
scale = .2,.2

[state 1220]
type = playsnd
trigger1 = !time
value = S500,2

[State 1200, 2]
type = HitDef
trigger1 = !time
attr = S, SA
animtype  = back
damage    = 55,10
sparkno                       = -1
sparkxy                       = -20,1 
guard.sparkno = S8020+(random%2)
guardflag = L
hitflag = MAFD
id= 11223
nochainid= 2350
pausetime = 4,12
hitsound = S300, 6
guardsound = S6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0,-4
air.velocity = -0.5,-12
getpower		= 80,0
givepower		= 0,70
fall.recover = 0
Fall = 1
y.accel = 0.8
snap = 0,-80


[State 1000, spark]
type = helper
trigger1 = movehit && numtarget(11223)
helpertype = normal
stateno = 8035
ID = 8034
name = "hitspark"
postype = p1
pos = 5,-125
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[state 1221]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;========================== KAMEHAMEHA CHARGE (thanks vyn) ==================================
[Statedef 11080]
physics = N
movetype = A
ctrl = 0
velset = 0, 0
sprpriority = 0
anim = 9741

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 11083
ID = 11083
pos = 0,0;-27,-62
postype = p1
bindtime = 1
removetime = 14
scale = .5,.5
sprpriority = 3
ownpal = 1
removeongethit = 1
trans = add
ignorehitpause = 1
;persistent =

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 11083
scale = 1-(time*.076333),1-(time*.0763333)
trans = add
angle = -20*time

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 16
trigger2 = (root,anim != 1000) && (root,anim != 1060);[1000,1060]
;trigger2 = root,stateno != 1001
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 16
trigger2 = (root,anim != 1000) && (root,anim != 1060)
;trigger2 = root,stateno != 1001
ignorehitpause = 1

;============================ KAMEHAMEHA ===================================


;ki blast
[StateDef 1310]
type = A
movetype= A
physics = N
juggle  = 1
velset = 7+(random%2),4-(random%8)
ctrl = 0
anim = 8330
poweradd = 0;0
sprpriority = 5

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 1
y = .7
;ignorehitpause =
;persistent =


[State 0, ]
type = Explod
trigger1 = (time%6)=0
anim = 8100
ID = 8100
pos = 0,0-ceil(pos Y)
facing = 1
scale = .7,.3
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1


[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8310
ID = 8310
pos = -27,2
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = .4,.4
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PalFXWiz]
type =  PalFX
trigger1 = Parent, Var(27) = 1
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Parent, Var(6) = 0
trigger1 = time = [0,1]
flag = invisible
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1311
time = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 1

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

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



[State 0, HitDef]
type = HitDef
trigger1 = !time
attr = A,NP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = Hard
;fall.animtype = Back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil((25-(parent, var(13)*2))*parent, fvar(13)),ceil(5*parent, fvar(13))
pausetime = 0,15
;guard.pause,0
sparkno = -1
guard.sparkno = -1
sparkxy = -20,0
hitsound = S1000,3
guardsound = S300,2
ground.type = High      ;Low,Trip,None
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
ground.velocity = -7,0
air.velocity = -4,-3
sprpriority = 3
palfx.time = 15
palfx.add = -100,-100,-100
palfx.mul = 350,350,256
palfx.sinadd = 100,100,0,15
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
getpower = 0;0

[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1311
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 1312
ctrl = 0
ignorehitpause = 1
;persistent =

;--------------------------------------------------------------------------
;Ki blast destroy
[StateDef 1311]
type = S
movetype= A
physics = N
velset = 0,0
Anim = 1
ctrl = 0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1000,3


[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8332
ID = 8310
pos = 20,-5+(random%2)
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = .47,.47
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, PalFXWiz]
type = null; PalFX
trigger1 = 1
time = 999
add = 0,0,0
mul = 256,356,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 13000, No Shadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow
supermovetime = 9999
pausemovetime = 9999

[State 13000, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 30
length = 5
palinvertall = 0
palbright = 0,0,0
palcontrast = 128,128,128
paladd = 0,0,0
timegap = 1
framegap = 1
trans = Add

[State 13000, Disperse Effect]
type = Helper
trigger1 = time = 0
name = "DisperseEffect"
stateno = 14501
postype = p1
pos = 20, 0
keyctrl = 0
ownpal = 0
id = 14500
bindtime = 0


[State 13000, Flash! AhhAHHHH!]
type = Explod
trigger1 = (!time)
Anim = 13105
Pos = 0,0
Id = 13105
velocity = 0,0
sprpriority = 5
removeongethit = 0
;removetime = 9
bindtime = 1
Postype = p1
supermovetime  = 9999
pausemovetime  = 9999
persistent = 0
ownpal = 1
scale = 0.01, 0.01




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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15

;--------------------------------------------------------------------------
;Kiblast fade away
[StateDef 1312]
type = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5

[State 0, ]
type = Explod
triggerall = time<10
trigger1 = (time%6)=0
anim = 8100
ID = 8100
pos = 0,0-ceil(pos Y)
facing = 1
scale = .7-(time*.1),.3-(time*.05)
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, PalFXWiz]
type =  PalFX
trigger1 = Parent, Var(27) = 1
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Parent, Var(6) = 0
trigger1 = time = [0,1]
flag = invisible
ignorehitpause = 1

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

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

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .9
y = .9

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

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1-(time*.05),1-(time*.05)

[State 0, PalFX]
type = PalFX
trigger1 = !time
time = 20
sinadd = -255,-255,-255,80
invertall = 0
color = 256

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

;--------------------------------------------------------------------------
;ki blast - AIR
[StateDef 1315]
type = A
movetype= A
physics = N
juggle  = 0
velset = 7,7
ctrl = 0
anim = 8334
poweradd = 0;0
sprpriority = 5

[State 0, VelMul]
type = null;VelMul
trigger1 = 1
x = 1
y = .7
;ignorehitpause =
;persistent =

[State 0]
type                    = AfterImageTime
trigger1                = 1
time                    = 3
ignorehitpause          = 1


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Parent, Var(6) = 0
trigger1 = time = [0,1]
flag = invisible
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1311
time = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 1

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

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

[State 0, HitDef]
type = HitDef
trigger1 = !time
attr = A,NP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = back
;fall.animtype = Back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil((25-(parent, var(13))*2)*parent, fvar(13)),ceil(5*parent, fvar(13))
pausetime = 0,8
;guard.pause,0
sparkno = -1
guard.sparkno = -1
sparkxy = -20,0
hitsound = S1000,3
guardsound = S1000,3
ground.type = High      ;Low,Trip,None
Air.type = Low      ;Low,Trip,None
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
ground.velocity = -9,0
air.velocity = -4,4
sprpriority = 3
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
getpower = 0;0
givepower = 40

[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1311
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 45
value = 1311
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >=0
value = 1311
ctrl = 0
ignorehitpause = 1
;persistent =

;--------------------------------------------------------------------------
;Ki blast destroy hitting ground
[StateDef 1316]
type = S
movetype= A
physics = N
velset = 0,0
Anim = 8340
ctrl = 0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1000,3
channel = 1
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7040
ID = 8310
pos = 15,-5+(random%2)
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = .47,.47
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, PalFXWiz]
type =  PalFX
trigger1 = 1
time = 999
add = 0,0,0
mul = 256,356,512
sinadd = 0,0,0,1
invertall = 0
color = 1




[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

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

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

;--------------------------------------------------------------------------
;ki blast - AIR
[StateDef 1317]
type = A
movetype= A
physics = N
juggle  = 0
velset = 7,7
ctrl = 0
anim = 70312
poweradd = 0;0
sprpriority = 5

[State 12310, No Shadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 12310, AngleSet]
type = AngleSet
trigger1 = !time
value = -35-var(5)

[State 12310, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 12310, Trans]
type = Trans
trigger1 = 1
trans = add

[State 12310, VarSet]
type = VarRandom
triggerall = parent, stateno = 1330
trigger1 = !time
v = 5
range = -6,6

[State 12310, AfterImage]
type = AfterImage
trigger1 = !time
time = 60
length = 10
palinvertall = 0
palbright = 0,0,0
palcontrast = 64,64,64
paladd = 0,0,0
timegap = 1
framegap = 1
trans = Add


[State 0]
type                    = AfterImageTime
trigger1                = 1
time                    = 3
ignorehitpause          = 1


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Parent, Var(6) = 0
trigger1 = time = [0,1]
flag = invisible
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1311
time = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 1

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

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

[State 0, HitDef]
type = HitDef
trigger1 = !time
attr = A,NP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = back
;fall.animtype = Back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil((25-(parent, var(13))*2)*parent, fvar(13)),ceil(5*parent, fvar(13))
pausetime = 0,15
;guard.pause,0
sparkno = -1
guard.sparkno = -1
sparkxy = -20,0
hitsound = S1000,3
guardsound = S300,2
ground.type = High      ;Low,Trip,None
Air.type = Low      ;Low,Trip,None
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
ground.velocity = -7,0
air.velocity = -4,4
sprpriority = 3
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
getpower = 0;0


[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 21
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 22
range = -5,5

[State 12150, Sparkles]
type = Explod
trigger1 = Time % 3=0 && !movecontact
anim = ifelse(random>300,11550,11559)
id = 11550
postype = p1
pos = var(21), var(22)
vel = (vel x)*0.1, (vel y)*0.1
accel = 0, 0
ownpal = 1
scale = 0.25, 0.25
sprpriority = 5



[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1311
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 45
value = 1312
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >=0
value = 1311
ctrl = 0
ignorehitpause = 1
;persistent =

;--------------------------------------------------------------------------
;Ki blast destroy hitting ground
[StateDef 1318]
type = S
movetype= A
physics = N
velset = 0,0
Anim = 8340
ctrl = 0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1000,3
channel = 1
ignorehitpause = 1
;persistent =



[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8340
ID = 8340
pos = 0,0
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = .75,.75
sprpriority = 5
ontop = 0
ownpal = 0


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

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

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

;--------------------------------------------------------------------------
;ki blast hard -charge effect
[StateDef 1320]
type = S
movetype= I
physics = N
velset = 0,0
Anim = 8460
ctrl = 0
sprpriority = 5

[State 0, PosSet]
type = PosSet
triggerall = parent, Anim = 1300
trigger1 = 1
x = parent, pos x+45*facing
y = parent, pos y-55


[State 0, PosSet]
type = PosSet
triggerall = parent, Anim = 1301
trigger1 = 1
x = parent, pos x+45*facing
y = parent, pos y-55


[State 0, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S3003,0
volume = 255
channel = 2

[State 0, PalFXWiz]
type = null; PalFX
trigger1 = !Var(6)
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

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

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 1050
trigger2 = (parent, stateno = 1050) && (parent, Anim = 1301 && parent, animelemtime(2)>=2)
ignorehitpause = 1

;--------------------------------------------------------------------------
;ki blast hard -charge effect
[StateDef 1321]
type = S
movetype= I
physics = N
velset = 0,0
Anim = 8460
ctrl = 0
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x-0*facing
y = parent, pos y-40


[State 0, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S3003,0
volume = 255
channel = 2

[State 0, PalFXWiz]
type = PalFX
trigger1 = !Var(6)
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

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

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 3103 && parent, animelem = 4
ignorehitpause = 1

;--------------------------------------------------------------------------
;ki blast hard -charge effect
[StateDef 1325]
type = A
movetype= I
physics = N
velset = 0,0
Anim = 8460
ctrl = 0
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x-0*facing
y = parent, pos y-110


[State 0, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S3003,0
volume = 255
channel = 2

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 9999
add = -14,13,87
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0



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

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 1055 
trigger2 =(parent, stateno = 1055) && (Parent,animelem = 3)
ignorehitpause = 1 

;--------------------------------------------------------------------------
;ki blast hard
[StateDef 1330]
type = A
movetype= A
physics = N
juggle  = 0
velset = 13,0
ctrl = 0
anim = 70312
poweradd = 0;0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S1000,1
volume = 255
channel = 2

[State 0, ]
type = Explod
trigger1 = (time%9)=0
anim = 8100
ID = 8100
pos = 0,0-ceil(pos Y)
facing = 1
scale = 1,.5
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1



[State 12500, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 180
length = 30
palinvertall = 0
palbright = 0,0,0
palcontrast = 128,128,128
paladd = 0,0,0
timegap = 1
framegap = 1
trans = Add


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,SP,HP
slot = 0
stateno = 1311
time = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,SP,HP
time = 1

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =parent, var(20) >= 70
flag = unguardable
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = !time
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = Hard
;fall.animtype = Back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil((200+parent,var(20))*parent, fvar(13)),ceil((18+parent,var(20))*parent, fvar(13))
pausetime = 0,10
;guard.pause,0
sparkno = -1
guard.sparkno =-1
sparkxy = -20,0
hitsound = S815,0
guardsound = S815,0
ground.type = Low      ;Low,Trip,None
ground.slidetime = 25
ground.hittime = 25
air.hittime = 25
ground.velocity = -7,-3
fall = 1
air.velocity = -8,-3
sprpriority = 3
envshake.time = 15
envshake.freq = 170
envshake.ampl = 6
getpower = 0;0


[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 21
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 22
range = -5,5

[State 12150, Sparkles]
type = Explod
trigger1 = Time % 3=0 && !movecontact
anim = ifelse(random>300,11550,11559)
id = 11550
postype = p1
pos = var(21), var(22)
vel = (vel x)*0.1, (vel y)*0.1
accel = 0, 0
ownpal = 1
scale = 0.55, 0.55
sprpriority = 5

[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 23
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 24
range = -2,2

[State 12500, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1331
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 35
value = 1311
ctrl = 0
ignorehitpause = 1
;persistent =

;--------------------------------------------------------------------------
;ki blast hard
[StateDef 1350]
type = A
movetype= A
physics = N
juggle  = 0
velset = 4,7
ctrl = 0
anim = 70315
poweradd = 0;0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S1000,1
volume = 255
channel = 2

[State 0, ]
type = Explod
trigger1 = (time%9)=0
anim = 8100
ID = 8100
pos = 0,0-ceil(pos Y)
facing = 1
scale = 1,.5
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 12150, RingTrail]
type = Explod
trigger1 = Time%2
Anim = 12430
Pos = -40,0
Id = 12430
velocity = 0,0
sprpriority = 4
removeongethit = 0
;bindtime = 1
Postype = p1
supermovetime  = 9999
pausemovetime  = 9999
ownpal = 1
scale = 0.02+(time*0.01), 0.065+(time*0.01)

[State 12500, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 180
length = 30
palinvertall = 0
palbright = 0,0,0
palcontrast = 128,128,128
paladd = 0,0,0
timegap = 1
framegap = 1
trans = Add


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,SP,HP
slot = 0
stateno = 1311
time = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,SP,HP
time = 1

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =parent, var(20) >= 70
flag = unguardable
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = !time
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = Hard
;fall.animtype = Back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil((90+parent,var(20))*parent, fvar(13)),ceil((18+parent,var(20))*parent, fvar(13))
pausetime = 0,10
;guard.pause,0
sparkno = -1
guard.sparkno =-1
sparkxy = -20,0
hitsound = S815,0
guardsound = S815,0
ground.type = Low      ;Low,Trip,None
ground.slidetime = 25
ground.hittime = 25
air.hittime = 25
ground.velocity = -7,-6
fall = 1
air.velocity = -7,-2
sprpriority = 3
envshake.time = 15
envshake.freq = 170
envshake.ampl = 6
getpower = 0;0


[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 21
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 22
range = -5,5

[State 12150, Sparkles]
type = Explod
trigger1 = Time % 3=0 && !movecontact
anim = ifelse(random>300,11550,11559)
id = 11550
postype = p1
pos = var(21), var(22)
vel = (vel x)*0.1, (vel y)*0.1
accel = 0, 0
ownpal = 1
scale = 0.55, 0.55
sprpriority = 5

[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 23
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 24
range = -2,2

[State 12500, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact || pos y > 0
value = 1331
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 35
value = 1332
ctrl = 0
ignorehitpause = 1
;persistent =

;--------------------------------------------------------------------------
;ki blast hard
[StateDef 1355]
type = A
movetype= A
physics = N
juggle  = 0
velset = 7,-8
ctrl = 0
anim = 7050
poweradd = 0;0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S1000,1
volume = 255
channel = 2


[State 12500, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 180
length = 30
palinvertall = 0
palbright = 0,0,0
palcontrast = 128,128,128
paladd = 0,0,0
timegap = 1
framegap = 1
trans = Add


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,SP,HP
slot = 0
stateno = 1311
time = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,SP,HP
time = 1

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =parent, var(20) >= 70
flag = unguardable
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = !time
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = Hard
;fall.animtype = Back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil((90+parent,var(20))*parent, fvar(13)),ceil((18+parent,var(20))*parent, fvar(13))
pausetime = 0,10
;guard.pause,0
sparkno = -1
guard.sparkno =-1
sparkxy = -20,0
hitsound = S815,0
guardsound = S815,0
ground.type = high      ;Low,Trip,None
ground.slidetime = 25
ground.hittime = 25
air.hittime = 25
ground.velocity = -5,-4
fall = 1
air.velocity = -7,-2
sprpriority = 3
envshake.time = 15
envshake.freq = 170
envshake.ampl = 6
getpower = 0;0


[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 21
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 22
range = -5,5

[State 12150, Sparkles]
type = Explod
trigger1 = Time % 3=0 && !movecontact
anim = ifelse(random>300,11550,11559)
id = 11550
postype = p1
pos = var(21), var(22)
vel = (vel x)*0.1, (vel y)*0.1
accel = 0, 0
ownpal = 1
scale = 0.55, 0.55
sprpriority = 5

[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 23
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 24
range = -2,2

[State 12500, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact || movehit
value = 1331
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 35
value = 1332
ctrl = 0
ignorehitpause = 1
;persistent =

;--------------------------------------------------------------------------
;ki blast hard destroy
;Ki blast destroy
[StateDef 1331]
type = S
movetype= A
physics = N
velset = 0,0
Anim = 1
ctrl = 0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1000,3


[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8332
ID = 8310
pos = 20,-5+(random%2)
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = .87,.87
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, PalFXWiz]
type = null; PalFX
trigger1 = 1
time = 999
add = 0,0,0
mul = 256,356,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 13000, No Shadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow
supermovetime = 9999
pausemovetime = 9999

[State 13000, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 30
length = 5
palinvertall = 0
palbright = 0,0,0
palcontrast = 128,128,128
paladd = 0,0,0
timegap = 1
framegap = 1
trans = Add

[State 13000, Disperse Effect]
type = Helper
trigger1 = time = 0
name = "DisperseEffect"
stateno = 14501
postype = p1
pos = 20, 0
keyctrl = 0
ownpal = 0
id = 14500
bindtime = 0


[State 13000, Flash! AhhAHHHH!]
type = Explod
trigger1 = (!time)
Anim = 13105
Pos = 0,0
Id = 13105
velocity = 0,0
sprpriority = 5
removeongethit = 0
;removetime = 9
bindtime = 1
Postype = p1
supermovetime  = 9999
pausemovetime  = 9999
persistent = 0
ownpal = 1
scale = 0.01, 0.01




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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15

;--------------------------------------------------------------------------
;ki blast hard fade away
[StateDef 1332]
type = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5

[State 0, ]
type = Explod
triggerall = time<10
trigger1 = (time%6)=0
anim = 8100
ID = 8100
pos = 0,0-ceil(pos Y)
facing = 1
scale = 1-(time*.1),.5-(time*.05)
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = !var(6)
trigger1 = time = [0,1]
flag = invisible

[State 0, PalFXWiz]
type = PalFX
trigger1 = !var(6)
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

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

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

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .9

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

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1-(time*.05),1-(time*.05)

[State 0, PalFX]
type = PalFX
trigger1 = !time
time = 20
sinadd = -255,-255,-255,80
invertall = 0
color = 256

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

;---------------------------------------------------------------------------
[statedef 3031]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0
sprpriority = 0
hitdefpersist = 1
anim = 90

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = nobardisplay

[state 3031]
type = destroyself
trigger1 = parent, stateno != 1063

ignorehitpause = 1

;---------------------------------------------------------------------------
; Aura Top
[Statedef 8000]
type                    = U
movetype                = U
physics                 = N
anim                    = 1;ifelse(random>500,8056,ifelse(random>500,8055,8057))
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 4
 
[State AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

 
[State Explod]
type = Explod
trigger1 = time%4= 2
anim = ifelse(random>500,8056,ifelse(random>500,8055,8057))
ID = 8000
pos = ifelse(random>500,3,ifelse(random>500,-5,10)),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,ifelse(random>500,0,-1), ifelse(random>500,-2,2)),ifelse(random>500,-6,-8)
 
[State Explod]
type = Explod
trigger1 = time%2= 2
anim = ifelse(random>500,8056,ifelse(random>500,8055,8057))
ID = 8001
pos = ifelse(random>500,0,3),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.5,0.5
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-1, 1),-9

[State Explod]
type = Explod
trigger1 = time%3= 4
anim = ifelse(random>500,8056,ifelse(random>500,8055,8057))
ID = 8001
pos = ifelse(random>500,8,2),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = 3
ownpal = 1
scale = 0.8,0.8
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-1, 1),-9
 
[State Explod]
type = Explod
trigger1 = time%4= 3
anim = ifelse(random>500,8055,ifelse(random>500,8059,8054))
ID = 8001
pos = ifelse(random>500,-4,-2),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.85,0.85
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-2, -1), ifelse(random>500,-5,-7)
 

[State Explod]
type = Explod
trigger1 = time%4= 7
anim = ifelse(random>500,8055,ifelse(random>500,8059,8054))
ID = 8001
pos = ifelse(random>500,-3,-4),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.75,0.75
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-2, -1), ifelse(random>500,-5,-7)


 
[State Explod]
type = Explod
trigger1 = time%4= 3
anim = ifelse(random>500,8057,ifelse(random>500,8058,8060))
ID = 8001
pos = ifelse(random>500,15,10),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.75,0.75
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,2, 1), ifelse(random>500,-5,-7)
 
[State PalFx]
type = PalFX
trigger1 = 1
time = 1
add = -132,-132,-132
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
 
[State DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = I && parent, ctrl
trigger2 = parent, movetype = H
trigger3 = parent, stateno = 0
trigger4 = parent, stateno = 50
;-------------------------------------------------------------
;Aura Side
[Statedef 8001]
type                    = U
movetype                = U
physics                 = N
anim                    = 1;ifelse(random>500,8056,ifelse(random>500,8055,8057))
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 4
 
[State AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
;time = 1
;facing = 0
pos      = 0,0
 
[State Explod]
type = Explod
trigger1 = time%4= 2
anim = ifelse(random>500,8056,ifelse(random>500,8055,8057))
ID = 8000
pos = ifelse(random>500,3,ifelse(random>500,-5,15)),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 0
scale = 0.7,0.7
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,ifelse(random>500,0,-1), ifelse(random>500,-2,2)),ifelse(random>500,-6,-8)

[State Explod]
type = Explod
trigger1 = time%4= 2
anim = ifelse(random>500,8061,ifelse(random>500,8059,8062))
ID = 8000
pos = ifelse(random>500,3,ifelse(random>500,-5,15)),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 0
scale = 0.7,0.7
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,ifelse(random>500,0,-1), ifelse(random>500,-2,2)),ifelse(random>500,-6,-8)
 
[State Explod]
type = Explod
trigger1 = time%2= 2
anim = ifelse(random>500,8056,ifelse(random>500,8055,8057))
ID = 8001
pos = ifelse(random>500,0,3),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.8,0.8
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-1, 1),-9

[State Explod]
type = Explod
trigger1 = time%2= 2
anim = ifelse(random>500,8061,ifelse(random>500,8059,8062))
ID = 8001
pos = ifelse(random>500,0,3),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.8,0.8
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-1, 1),-9
 
[State Explod]
type = Explod
trigger1 = time%4= 3
anim = ifelse(random>500,8055,ifelse(random>500,8059,8054))
ID = 8001
pos = ifelse(random>500,-7,-5),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.9,0.9
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-2, -1), ifelse(random>500,-5,-7)
 

[State Explod]
type = Explod
trigger1 = time%4= 5
anim = ifelse(random>500,8055,ifelse(random>500,8059,8054))
ID = 8001
pos = ifelse(random>500,-7,-5),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.9,0.9
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-2, -1), ifelse(random>500,-5,-7)


 
[State Explod]
type = Explod
trigger1 = time%4= 3
anim = ifelse(random>500,8057,ifelse(random>500,8058,8060))
ID = 8001
pos = ifelse(random>500,15,10),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.9,0.9
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,2, 1), ifelse(random>500,-5,-7)
 
[State PalFx]
type = PalFX
trigger1 = 1
time = 1
add = -132,-132,-132
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
 
[State DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = I && parent, ctrl
trigger2 = parent, movetype = H
trigger3 = parent, stateno = 0
trigger4 = parent, stateno = 50
trigger5 = parent, stateno = 3000 && parent, animelem = 3
;-------------------------------------------------------------
; Aura (flying down intro)
[Statedef 8003]
type                    = U
movetype                = U
physics                 = N
anim                    = 1;ifelse(random>500,8056,ifelse(random>500,8055,8057))
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 4
 
[State AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

 
[State Explod]
type = Explod
trigger1 = time%4= 2
anim = ifelse(random>500,8056,ifelse(random>500,8055,8057))
ID = 8000
pos = ifelse(random>500,3,ifelse(random>500,-5,15)),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 0
scale = 0.7,0.7
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,ifelse(random>500,0,-1), ifelse(random>500,-2,2)),ifelse(random>500,-6,-8)
 
[State Explod]
type = Explod
trigger1 = time%2= 2
anim = ifelse(random>500,8056,ifelse(random>500,8055,8057))
ID = 8001
pos = ifelse(random>500,0,3),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.8,0.8
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-1, 1),-9
 
[State Explod]
type = Explod
trigger1 = time%4= 3
anim = ifelse(random>500,8055,ifelse(random>500,8059,8054))
ID = 8001
pos = ifelse(random>500,-7,-5),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.9,0.9
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-2, -1), ifelse(random>500,-5,-7)
 

[State Explod]
type = Explod
trigger1 = time%4= 5
anim = ifelse(random>500,8055,ifelse(random>500,8059,8054))
ID = 8001
pos = ifelse(random>500,-7,-5),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.9,0.9
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-2, -1), ifelse(random>500,-5,-7)


 
[State Explod]
type = Explod
trigger1 = time%4= 3
anim = ifelse(random>500,8057,ifelse(random>500,8058,8060))
ID = 8001
pos = ifelse(random>500,15,10),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.9,0.9
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,2, 1), ifelse(random>500,-5,-7)
 
[State PalFx]
type = PalFX
trigger1 = 1
time = 1
add = -132,-132,-132
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
 
[State DestroySelf]
type = DestroySelf
trigger1 = time = 925 || parent, stateno = 0
;-------------------------------------------------------------
; Aura (going ssj intro)
[Statedef 8004]
type                    = U
movetype                = U
physics                 = N
anim                    = 1;ifelse(random>500,8056,ifelse(random>500,8055,8057))
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 4
 
[State AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

 
[State Explod]
type = Explod
trigger1 = time%4= 2
anim = ifelse(random>500,8056,ifelse(random>500,8055,8057))
ID = 8000
pos = ifelse(random>500,3,ifelse(random>500,-5,15)),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 0
scale = 0.7,0.7
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,ifelse(random>500,0,-1), ifelse(random>500,-2,2)),ifelse(random>500,-6,-8)
 
[State Explod]
type = Explod
trigger1 = time%2= 2
anim = ifelse(random>500,8056,ifelse(random>500,8055,8057))
ID = 8001
pos = ifelse(random>500,0,3),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.8,0.8
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-1, 1),-9
 
[State Explod]
type = Explod
trigger1 = time%4= 3
anim = ifelse(random>500,8055,ifelse(random>500,8059,8054))
ID = 8001
pos = ifelse(random>500,-7,-5),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.9,0.9
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-2, -1), ifelse(random>500,-5,-7)
 

[State Explod]
type = Explod
trigger1 = time%4= 5
anim = ifelse(random>500,8055,ifelse(random>500,8059,8054))
ID = 8001
pos = ifelse(random>500,-7,-5),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.9,0.9
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,-2, -1), ifelse(random>500,-5,-7)


 
[State Explod]
type = Explod
trigger1 = time%4= 3
anim = ifelse(random>500,8057,ifelse(random>500,8058,8060))
ID = 8001
pos = ifelse(random>500,15,10),0
postype = p1
removeongethit = 1
bindtime = 1
removetime = -2
sprpriority = -1
ownpal = 1
scale = 0.9,0.9
shadow = 0,0,0
facing = 1
pausemovetime = 999
vel = ifelse(random>500,2, 1), ifelse(random>500,-5,-7)
 
[State PalFx]
type = PalFX
trigger1 = 1
time = 1
add = -132,-132,-132
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
 
[State DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 0 || parent, stateno = 197 && time = 200
;-------------------------------------------------------------
; MDR Beam
[Statedef 8013]
movetype		        = A
ctrl			        = 0
anim                    = 8013
SprPriority             = 4

[State 0: PlayerPush]
type                    = PlayerPush
trigger1                = (1)
value                   = 0
persistent              = 1

[State 0:    No Shadow]
Type                    = AssertSpecial
Trigger1                = 1
Flag                    = NoShadow

[State 0: 	AfterImage]
type 			        = AfterImage
trigger1 		        = (!Time)
time 			        = 9999999
framegap 		        = 4
length 		            = 20
paladd 		            = 0, 0, 0
palmul 		            = .60, .60, .60
palcontrast 	        = 100, 100, 100
trans 		            = add

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

[State 0, ]
type                    = HitDef
trigger1                = !Time
attr                    = S, HP
damage                  = ceil((19-(parent, var(13)*2))*parent, fvar(13)),ceil(5*parent, fvar(13))
animtype                = hard
guardflag               = M
hitflag                 = MAF, NP, SP, HP, NT, ST, HT
priority                = 7, Hit
pausetime               = 0, 16
sparkno                 = S8000+(random%4)
;guard.sparkno           = S8020+(random%2)
sparkxy                 = 0, 0
hitsound                = S1014, 1
guardsound              = S1014, 1
ground.type             = high
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -11,-7
airguard.velocity       = -11, -7
air.type                = high
air.velocity            = -11, -7
air.hittime             = 12
getpower                = 0
givepower		        = 0
Fall                    = 1
Fall.recover            = 0
yaccel		            = 0.5
envshake.time           = 20
envshake.freq           = 40
envshake.ampl           = 5
id                      = 8013
sprpriority             = 4

[State 0: Helper]
type                    = Helper
trigger1                = NumTarget(8013) && Movecontact = 1
id                      = 8102
pos                     = 0-random%30,-30-random%50
postype                 = p2
stateno                 = 8101
ownpal                  = 1
size.xscale             = 1
size.yscale             = 1
ignorehitpause          = 1
persistent              = 0

[State 0:        DestroySelf]
type 			        = DestroySelf
trigger1 		        = !AnimTime
trigger2 		        = parent,stateno != 3101
trigger3 		        = parent,movetype = H

;----------------------------------------------------------------------------------------------------------------
; Lighting
[Statedef 8008]
type                    = U
movetype                = U
physics                 = N
anim                    = 18001
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = -1
;---------------

[State 0: AssertSpecial]
type                    = AssertSpecial
trigger1                = 1
flag                    = NoShadow

[State 0: PosSet]
type                    = PosSet
trigger1                = !Time
x                       = ifelse(random>500,ifelse(random>500,-250, 200), ifelse(random>500, -50, 50))
y                       = floor(-pos y)+ 50

[State 0:       Sound]
type                    = PlaySnd
trigger1                = !Time
value                   = 9050, 3

[State 0:       EnvShake]
type 			        = EnvShake
trigger1 		        = !Time
time 			        = 3
freq 			        = 180
ampl 			        = 7

[State 0: DestroySelf]
type                    = DestroySelf
trigger1                = !AnimTime

;======================== NORMAL LIGHT HITSPARK (Thx To Vyn for this code!) ===============================
[Statedef 8030]
physics = N
anim = 9741
velset = 0, 0

[State 8010, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8010, Main Spark]
type = explod
trigger1 = !time
anim = 8030
ID = 8030
postype = p1
scale = .5,.5
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = 5
removetime = 12
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time < 3
ID = 8030
scale = (.3+((time)*.05))*.25,(.3+((time)*.05))*.25
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time > 3
ID = 8030
scale = (.4-((time-2)*.045))*.35,(.4-((time-2)*.045))*.35
angle = time*45
trans = add

[State 8010, Main Spark]
type = explod
trigger1 = time = 4
anim = 8034
ID = 8034
postype = p1
scale = .5,.5
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = 5
removetime = 12
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8034) = 1
=trigger1 = time < 7
ID = 8034
scale = .07+((time-4)*.00325),.07+((time-4)*.00325)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8034) = 1
=trigger1 = time > 8
ID = 8034
scale = .07+((time-6)*.00325),.07+((time-6)*.00325)
trans = addalpha
alpha = 256-((time-6)*25),256

[State 8010, End]
type = removeexplod
trigger1 = animtime = 0
trigger2 = time > 18
trigger3 = enemynear,movetype!=h

[State 8010, End]
type = destroyself
trigger1 = animtime = 0
trigger2 = time > 18
trigger3 = enemynear,movetype!=h
;======================== NORMAL MEDIUM HITSPARK ===============================
[Statedef 8031]
physics = N
anim = 9741
velset = 0, 0

[State 8010, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8010, Main Spark]
type = explod
trigger1 = !time
anim = 8030
ID = 8030
postype = p1
scale = .5,.5
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = 5
removetime = 12
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time < 3
ID = 8030
scale = (.3+((time)*.05))*.35,(.3+((time)*.05))*.35
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time > 3
ID = 8030
scale = (.4-((time-2)*.045))*.45,(.4-((time-2)*.045))*.45
angle = time*45
trans = add

[State 8010, Main Spark]
type = explod
trigger1 = time = 4
anim = 8034
ID = 8034
postype = p1
scale = .5,.5
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = 5
removetime = 12
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8034) = 1
=trigger1 = time < 7
ID = 8034
scale = .09+((time-4)*.00325),.09+((time-4)*.00325)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8034) = 1
=trigger1 = time > 8
ID = 8034
scale = .09+((time-6)*.00325),.09+((time-6)*.00325)
trans = addalpha
alpha = 256-((time-6)*25),256

[State 8010, End]
type = removeexplod
trigger1 = animtime = 0
trigger2 = time > 18
trigger3 = enemynear,movetype!=h

[State 8010, End]
type = destroyself
trigger1 = animtime = 0
trigger2 = time > 18
trigger3 = enemynear,movetype!=h
;======================= NORMAL STRONG HITSPARK ================================
[Statedef 8032]
physics = N
anim = 9741
velset = 0, 0

[State 8010, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8010, Main Spark]
type = explod
trigger1 = !time
anim = 8030
ID = 8030
scale = .1,.1
postype = p1
sprpriority = 5
removetime = 11
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time < 3
ID = 8030
scale = (.375+((time)*.05)),(.375+((time)*.05))
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time > 2
ID = 8030
scale = (.4-((time-2)*.05))*.75,(.4-((time-2)*.05))*.75
angle = time*45
trans = add

[State 8010, Back Spark]
type = explod
trigger1 = time = 2
anim = 8034
ID = 8031
scale = .25,.25
postype = p1
facing = -1
sprpriority = 2
removetime = 9
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8031) = 1
ID = 8031
scale = .17525+((time-4)*.0135),.17525+((time-4)*.0135)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8031) = 1
trigger1 = time > 6
ID = 8031
trans = addalpha
alpha = 256-(36*(time-4)), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 8035
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8035) = 1
trigger1 = time = 0
ID = 8035
angle = 20+(random%30)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8035) = 1
trigger1 = time > 2
ID = 8035
scale = .28,.7-((time)*.08)
trans = add

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 80350
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80350) = 1
trigger1 = time = 0
ID = 80350
angle = 140+(random%30)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80350) = 1
trigger1 = time > 2
ID = 80350
scale = .28,.7-((time)*.08)
trans = add

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 80351
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80351) = 1
trigger1 = time = 0
ID = 80351
angle = 250+(random%30)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80351) = 1
trigger1 = time > 2
ID = 80351
scale = .28,.7-((time)*.08)
trans = add

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 8036
scale = .28,.05
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8036) = 1
trigger1 = time = 0
ID = 8036
angle = -50+(random%20)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8036) = 1
trigger1 = time > 2
ID = 8036
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 80360
scale = .28,.05
postype = p1
facing = -1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time = 0
ID = 80360
angle = 80+(random%20)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time > 2
ID = 80360
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time > 2
ID = 80360
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 80361
scale = .28,.05
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80361) = 1
trigger1 = time = 0
ID = 80361
angle = 200+(random%20)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80361) = 1
trigger1 = time > 2
ID = 80361
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, End]
type = removeexplod
trigger1 = animtime = 0
trigger2 = time > 18
trigger3 = enemynear,movetype!=h

[State 8010, End]
type = destroyself
trigger1 = animtime = 0
trigger2 = time > 18
trigger3 = enemynear,movetype!=h
;=============================== SPECIAL HITSPARK ==============================
[Statedef 8033]
physics = N
anim = 9741
velset = 0, 0

[State 8010, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8010, Main Spark]
type = explod
trigger1 = !time
anim = 8030
ID = 8030
postype = p1
scale = .5,.5
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = 5
removetime = 12
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time < 3
ID = 8030
scale = (.275+((time)*.05)),(.275+((time)*.05))
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time > 3
ID = 8030
scale = (.4-((time-2)*.045))*.65,(.4-((time-2)*.045))*.65
angle = time*45
trans = add

[State 8010, Back Spark]
type = explod
trigger1 = time = 2
anim = 8031
ID = 8031
scale = .25,.25
postype = p1
facing = -1
vfacing =ifelse(random<500,1,-1)
sprpriority = -2
removetime = 12
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8031) = 1
ID = 8031
scale = (.2125+((time-4)*.02))*1.05,(.2125+((time-4)*.02))*1.05
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8031) = 1
trigger1 = time > 8
ID = 8031
trans = addalpha
alpha = 256-((time-8)*64),256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 8035
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8035) = 1
trigger1 = time = 0
ID = 8035
angle = 20+(random%30)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8035) = 1
trigger1 = time > 2
ID = 8035
scale = .28,.7-((time)*.08)
trans = add

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 80350
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80350) = 1
trigger1 = time = 0
ID = 80350
angle = 140+(random%30)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80350) = 1
trigger1 = time > 2
ID = 80350
scale = .28,.7-((time)*.08)
trans = add

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 80351
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80351) = 1
trigger1 = time = 0
ID = 80351
angle = 250+(random%30)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80351) = 1
trigger1 = time > 2
ID = 80351
scale = .28,.7-((time)*.08)
trans = add

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 8036
scale = .28,.05
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8036) = 1
trigger1 = time = 0
ID = 8036
angle = -50+(random%20)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8036) = 1
trigger1 = time > 2
ID = 8036
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 80360
scale = .28,.05
postype = p1
facing = -1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time = 0
ID = 80360
angle = 80+(random%20)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time > 2
ID = 80360
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time > 2
ID = 80360
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 80361
scale = .28,.05
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80361) = 1
trigger1 = time = 0
ID = 80361
angle = 200+(random%20)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80361) = 1
trigger1 = time > 2
ID = 80361
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8037
ID = 8037
scale = .2,.2
postype = p1
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = -2
removetime = 15
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8037) = 1
ID = 8037
scale = .15+(time*.02),.15+(time*.02)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8037) = 1
trigger1 = time > 10
ID = 8037
trans = addalpha
alpha = 256 -(17*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8039
ID = 8039
scale = .45,.35
postype = p1
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = -1
removetime =12
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8039) = 1
trigger1 = 1
ID = 8039
scale = (.5+(time*.05))*1.55,(.5+(time*.05))*1.55
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8039) = 1
ID = 8039
trans = addalpha
alpha = 156-(19*time), 256

[State 8010, Center]
type = explod
trigger1 = time = 1
anim = 8039
ID = 80390
scale = .45,.35
postype = p1
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = -1
removetime =13
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80390) = 1
trigger1 = 1
ID = 80390
scale = (.5+(time*.05))*1.55,(.5+(time*.05))*1.55
trans = addalpha
alpha = 156-(19*time), 256

[State 8014, Impact]
type = explod
trigger1 = !time
anim = 8033
ID = 4
postype = p1
facing = ifelse(random < 500, -1, 1)
vfacing = ifelse(random < 500, -1, 1)
sprpriority = 3
removetime = 8
supermovetime = -1
pausemovetime = -1

[State 8014, Scale]
type = modifyexplod
trigger1 = numexplod(4)
ID = 4
scale = (0 +(0.0625 * time))*2, (0 +(0.0625 * time))*2
;trans = sub
trans = addalpha
alpha = 210-(26*time),256

[State 8010, End]
type = removeexplod
trigger1 = animtime = 0
trigger2 = time > 18
trigger3 = enemynear,movetype!=h

[State 8010, End]
type = destroyself
trigger1 = animtime = 0
trigger2 = time > 18
trigger3 = enemynear,movetype!=h
;============================ EX/ULTRA HTSPARK ======================
[Statedef 8034]
physics = N
anim = 9741
velset = 0, 0

[State 8010, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8010, Main Spark]
type = explod
trigger1 = !time
anim = 8030
ID = 8030
scale = .1,.1
postype = p1
sprpriority = 5
removetime = 11
supermovetime = -1
pausemovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time < 3
ID = 8030
scale = (.3+((time)*.05)),(.3+((time)*.05))

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time > 2
ID = 8030
scale = ((.4-((time-2)*.05)))*.75,((.4-((time-2)*.05)))*.75
angle = time*45

[State 8010, Back Spark]
type = explod
trigger1 = time = 2
anim = 8031
ID = 8031
scale = .25,.25
postype = p1
facing = -1
sprpriority = -2
removetime = 9
supermovetime = -1
pausemovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8031) = 1
;trigger1 = time > 2
ID = 8031
scale = .2125+((time-4)*.035),.2125+((time-4)*.035)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8031) = 1
trigger1 = time > 6
ID = 8031
trans = addalpha
alpha = 256-(36*(time-4)), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8034
ID = 8034
scale = .45,.35
postype = p1
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = -1
removetime =12
supermovetime = -1
pausemovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8034) = 1
trigger1 = 1
ID = 8034
scale = .45+(time*.04),.45+(time*.04)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8034) = 1
ID = 8034
trans = addalpha
alpha = 156-(19*time), 256

[State 8010, Center]
type = explod
trigger1 = time = 1
anim = 8034
ID = 80340
scale = .45,.35
postype = p1
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = -1
removetime =13
supermovetime = -1
pausemovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80340) = 1
trigger1 = 1
ID = 80340
scale = .45+(time*.04),.45+(time*.04)
trans = addalpha
alpha = 156-(19*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 8035
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8035) = 1
trigger1 = time = 0
ID = 8035
angle = 20+(random%30)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8035) = 1
trigger1 = time > 2
ID = 8035
scale = .28,.7-((time)*.08)

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 80350
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80350) = 1
trigger1 = time = 0
ID = 80350
angle = 140+(random%30)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80350) = 1
trigger1 = time > 2
ID = 80350
scale = .28,.7-((time)*.08)

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 80351
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80351) = 1
trigger1 = time = 0
ID = 80351
angle = 250+(random%30)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80351) = 1
trigger1 = time > 2
ID = 80351
scale = .28,.7-((time)*.08)

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 8036
scale = .28,.05
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8036) = 1
trigger1 = time = 0
ID = 8036
angle = -50+(random%20)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8036) = 1
trigger1 = time > 2
ID = 8036
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 80360
scale = .28,.05
postype = p1
facing = -1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time = 0
ID = 80360
angle = 80+(random%20)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time > 2
ID = 80360
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time > 2
ID = 80360
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 80361
scale = .28,.05
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80361) = 1
trigger1 = time = 0
ID = 80361
angle = 200+(random%20)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80361) = 1
trigger1 = time > 2
ID = 80361
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8037
ID = 8037
scale = .2,.2
postype = p1
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = -2
removetime = 15
supermovetime = -1
pausemovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8037) = 1
ID = 8037
scale = .15+(time*.02),.15+(time*.02)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8037) = 1
trigger1 = time > 10
ID = 8037
trans = addalpha
alpha = 256 -(17*time), 256

[State 8010, Main Spark]
type = explod
trigger1 = !time
anim = 8050
ID = 8050
scale = .5,.5
postype = p1
sprpriority = -3
removetime = -2
supermovetime = -1
pausemovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8050) = 1
ID = 8050
scale = .5+(time*.0175),.5+(time*.0175)

[State 8010, End]
type = removeexplod
trigger1 = animtime = 0
trigger2 = time >= 15
trigger3 = enemynear,movetype!=h

[State 8010, End]
type = destroyself
trigger1 = animtime = 0
trigger2 = time >= 15
trigger3 = enemynear,movetype!=h

[State 8010, End]
type = removeexplod
trigger1 = animtime = 0
trigger2 = time >= 15
trigger3 = enemynear,movetype!=h

[State 8010, End]
type = destroyself
trigger1 = animtime = 0
trigger2 = time >= 15
trigger3 = enemynear,movetype!=h
;=========================== NEW HITSPARKS ULTRA ==============================
[Statedef 8035]
physics = N
anim = 9741
velset = 0, 0

[State 8010, Main Spark]
type = explod
trigger1 = !time
anim = 8030
ID = 8030
postype = p1
scale = .5,.5
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = 5
removetime = 12
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time < 3
ID = 8030
scale = (.375+((time)*.05)),(.375+((time)*.05))
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time > 3
ID = 8030
scale = (.4-((time-2)*.045))*.65,(.4-((time-2)*.045))*.65
angle = time*45
trans = add

[State 8010, Back Spark]
type = explod
trigger1 = time = 2
anim = 8031
ID = 8031
scale = .25,.25
postype = p1
facing = -1
vfacing =ifelse(random<500,1,-1)
sprpriority = -2
removetime = 12
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8031) = 1
ID = 8031
scale = (.2125+((time-4)*.035))*1.25,(.2125+((time-4)*.035))*1.25
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8031) = 1
trigger1 = time > 8
ID = 8031
trans = addalpha
alpha = 256-((time-8)*64),256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 8035
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8035) = 1
trigger1 = time = 0
ID = 8035
angle = 20+(random%30)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8035) = 1
trigger1 = time > 2
ID = 8035
scale = .28,.7-((time)*.08)
trans = add

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 80350
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80350) = 1
trigger1 = time = 0
ID = 80350
angle = 140+(random%30)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80350) = 1
trigger1 = time > 2
ID = 80350
scale = .28,.7-((time)*.08)
trans = add

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 80351
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80351) = 1
trigger1 = time = 0
ID = 80351
angle = 250+(random%30)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80351) = 1
trigger1 = time > 2
ID = 80351
scale = .28,.7-((time)*.08)
trans = add

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 8036
scale = .28,.05
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8036) = 1
trigger1 = time = 0
ID = 8036
angle = -50+(random%20)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8036) = 1
trigger1 = time > 2
ID = 8036
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 80360
scale = .28,.05
postype = p1
facing = -1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time = 0
ID = 80360
angle = 80+(random%20)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time > 2
ID = 80360
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time > 2
ID = 80360
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 80361
scale = .28,.05
postype = p1
facing = 1
sprpriority = 5
removetime = 8
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80361) = 1
trigger1 = time = 0
ID = 80361
angle = 200+(random%20)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80361) = 1
trigger1 = time > 2
ID = 80361
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8037
ID = 8037
scale = .2,.2
postype = p1
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = -2
removetime = 15
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8037) = 1
ID = 8037
scale = .15+(time*.02),.15+(time*.02)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8037) = 1
trigger1 = time > 10
ID = 8037
trans = addalpha
alpha = 256 -(17*time), 256

;-------------------------------------------------------------------------------
[State 8010, Center]
type = explod
trigger1 = !time
anim = 8038
ID = 8038
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 10
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8038) = 1
trigger1 = time = 0
ID = 8038
angle = -50+(random%20)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8038) = 1
trigger1 = time > 5
ID = 8038
scale = .3,.75
trans = addalpha
alpha = 256-((time-5)*50), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8038
ID = 80380
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 10
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80380) = 1
trigger1 = time = 0
ID = 80380
angle = 80+(random%20)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80380) = 1
trigger1 = time > 5
ID = 80380
scale = .3,.75
trans = addalpha
alpha = 256-((time-5)*50), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8038
ID = 80381
scale = .3,.75
postype = p1
facing = 1
sprpriority = 5
removetime = 10
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80381) = 1
trigger1 = time = 0
ID = 80381
angle = 200+(random%20)
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80381) = 1
trigger1 = time > 5
ID = 80381
scale = .3,.75
trans = addalpha
alpha = 256-((time-5)*50), 256
;-------------------------------------------------------------------------------

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8039
ID = 8039
scale = .45,.35
postype = p1
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = -1
removetime =12
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8039) = 1
trigger1 = 1
ID = 8039
scale = (.5+(time*.05))*1.55,(.5+(time*.05))*1.55
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8039) = 1
ID = 8039
trans = addalpha
alpha = 156-(19*time), 256

[State 8010, Center]
type = explod
trigger1 = time = 1
anim = 8039
ID = 80390
scale = .45,.35
postype = p1
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = -1
removetime =13
supermovetime = -1
pausemovetime = -1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80390) = 1
trigger1 = 1
ID = 80390
scale = (.5+(time*.05))*1.55,(.5+(time*.05))*1.55
trans = addalpha
alpha = 156-(19*time), 256

[State 8014, Impact]
type = explod
trigger1 = !time
anim = 8033
ID = 4
postype = p1
facing = ifelse(random < 500, -1, 1)
vfacing = ifelse(random < 500, -1, 1)
sprpriority = 3
removetime = 8
supermovetime = -1
pausemovetime = -1

[State 8014, Scale]
type = modifyexplod
trigger1 = numexplod(4)
ID = 4
scale = (0 +(0.0625 * time))*2, (0 +(0.0625 * time))*2
;trans = sub
trans = addalpha
alpha = 210-(26*time),256

[State 8010, End]
type = removeexplod
trigger1 = animtime = 0
trigger2 = time > 18
trigger3 = enemynear,movetype!=h

[State 8010, End]
type = destroyself
trigger1 = animtime = 0
trigger2 = time > 18
trigger3 = enemynear,movetype!=h
;=============================== CUTSPARK ======================================
[Statedef 8060]
physics = N
anim = 8020+(random%2)
velset = 0, 0
sprpriority = 10

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

[State 8010, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = .19,.17
ignorehitpause = 1

[State 0, AngleAdd]
type = AngleAdd
trigger1 = !time
value = 90
ignorehitpause = 1

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8040
ID = 8040
postype = p1
facing = ifelse(random < 500, -1, 1)
vfacing = ifelse(random < 500, -1, 1)
sprpriority = 9
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8010, Scale]
type = modifyexplod
trigger1 = numexplod(8040)
ID = 8040
scale = 0.065 + (0.009375 * time), 0.065 + (0.009375 * time)
trans = addalpha
alpha = 256 -(11 * time), 256

[State 8010, Black Center]
type=explod
trigger1= time = 0
anim=8050
ID=8050
postype=p1
pos = 0,0
facing = 1
vfacing = 1
sprpriority=11
pausemovetime=-1
supermovetime=-1

[State 8030, Circle Scale]
type=modifyexplod
trigger1= numexplod(8050)
ID=8050
scale= .4+(.01*time),.4+(.01*time);.28+(.01*time),.28+(.01*time)
trans=sub

[State 8010, End]
type = removeexplod
trigger1 = animtime = 0
trigger2 = time >= 25
trigger3 = enemynear,movetype!=h

[State 8010, End]
type = destroyself
trigger1 = animtime = 0
trigger2 = time >= 25
trigger3 = enemynear,movetype!=h
;==================== LAUNCHER HITSPARK =================================
[Statedef 8070]
physics = N
anim = 9741
velset = 0, 0
sprpriority = 0

[State 8010, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8010, Main Spark]
type = explod
trigger1 = !time
anim = 8030
ID = 8030
scale = .1,.1
postype = p1
pos = 0,0
;facing = ifelse(random<500,1,-1)
;vfacing = ifelse(random<500,1,-1)
sprpriority = 5
removetime = 11
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time < 3
ID = 8030
scale = .3+((time)*.05),.3+((time)*.05)
;angle = time*45

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8030) = 1
trigger1 = time > 2
ID = 8030
scale = .4-((time-2)*.05),.4-((time-2)*.05)
angle = time*45

[State 8010, Back Spark]
type = explod
trigger1 = time = 2
anim = 8031
ID = 8031
scale = .25,.25
postype = p1
pos = 0,0
facing = -1;facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = -2
removetime = 9
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8031) = 1
;trigger1 = time > 2
ID = 8031
scale = .2125+((time-4)*.035),.2125+((time-4)*.035)
;trans = addalpha
;alpha = 256-(25*(time-4)), 256

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8031) = 1
trigger1 = time > 6
ID = 8031
trans = addalpha
alpha = 256-(36*(time-4)), 256
;angle = time*45

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8034
ID = 8034
scale = .45,.35
postype = p1
pos = 0,0
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = -1
removetime =12
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8034) = 1
trigger1 = 1
ID = 8034
scale = .45+(time*.04),.45+(time*.04)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8034) = 1
ID = 8034
trans = addalpha
alpha = 156-(19*time), 256

[State 8010, Center]
type = explod
trigger1 = time = 1
anim = 8034
ID = 80340
scale = .45,.35
postype = p1
pos = 0,0
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = -1
removetime =13
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80340) = 1
trigger1 = 1
ID = 80340
scale = .45+(time*.04),.45+(time*.04)
trans = addalpha
alpha = 156-(19*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 8035
scale = .3,.75
postype = p1
pos = 0,0
vel = 0,0
facing = 1;ifelse(random<500,1,-1)
;vfacing = ifelse(random<500,1,-1)
sprpriority = 5
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8035) = 1
trigger1 = time = 0
ID = 8035
angle = 20+(random%30)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8035) = 1
trigger1 = time > 2
ID = 8035
scale = .28,.7-((time)*.08)

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 80350
scale = .3,.75
postype = p1
pos = 0,0
vel = 0,0
facing = 1;ifelse(random<500,1,-1)
;vfacing = ifelse(random<500,1,-1)
sprpriority = 5
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80350) = 1
trigger1 = time = 0
ID = 80350
angle = 140+(random%30)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80350) = 1
trigger1 = time > 2
ID = 80350
scale = .28,.7-((time)*.08)

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8035
ID = 80351
scale = .3,.75
postype = p1
pos = 0,0
vel = 0,0
facing = 1;ifelse(random<500,1,-1)
;vfacing = ifelse(random<500,1,-1)
sprpriority = 5
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80351) = 1
trigger1 = time = 0
ID = 80351
angle = 250+(random%30)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80351) = 1
trigger1 = time > 2
ID = 80351
scale = .28,.7-((time)*.08)

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 8036
scale = .28,.05
postype = p1
pos = 0,0
vel = 0,0
facing = 1;ifelse(random<500,1,-1)
;vfacing = ifelse(random<500,1,-1)
sprpriority = 5
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8036) = 1
trigger1 = time = 0
ID = 8036
angle = -50+(random%20)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8036) = 1
trigger1 = time > 2
ID = 8036
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 80360
scale = .28,.05
postype = p1
pos = 0,0
facing = -1
sprpriority = 5
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time = 0
ID = 80360
angle = 80+(random%20)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time > 2
ID = 80360
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80360) = 1
trigger1 = time > 2
ID = 80360
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8036
ID = 80361
scale = .28,.05
postype = p1
pos = 0,0
facing = 1
sprpriority = 5
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80361) = 1
trigger1 = time = 0
ID = 80361
angle = 200+(random%20)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(80361) = 1
trigger1 = time > 2
ID = 80361
scale = .28,.05
trans = addalpha
alpha = 256 -(32*time), 256

[State 8010, Center]
type = explod
trigger1 = !time
anim = 8037
ID = 8037
scale = .2,.2
postype = p1
pos = 0,0
facing = ifelse(random<500,1,-1)
vfacing = ifelse(random<500,1,-1)
sprpriority = -2
removetime = 15
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8037) = 1
ID = 8037
scale = .15+(time*.02),.15+(time*.02)

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8037) = 1
trigger1 = time > 10
ID = 8037
trans = addalpha
alpha = 256 -(17*time), 256

[State 8010, Main Spark]
type = explod
trigger1 = !time
anim = 8050
ID = 8050
scale = .5,.5
postype = p1
pos = 0,0
vfacing = 1;ifelse(random<500,1,-1)
;vfacing = ifelse(random<500,1,-1)
sprpriority = 3
removetime = -2
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8050) = 1
;trigger1 = time < 3
ID = 8050
scale = .25+(time*.225),.25+(time*.225)
;angle = time*45

[State 0, Explod]
type = Explod
;triggerall = movehit && numtarget
trigger1 = !time
anim = 8060
ID = 8060
pos = 0,-70
postype = p2
bindtime = 1
removetime = 13
supermovetime = 999
pausemovetime = 999
scale = .5,.5
sprpriority = -5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
trans = add
angle = ifelse(root,stateno = 420,90,0)

[State 8030, Circle Scale]
type=modifyexplod
trigger1= numexplod(8060)
ID=8060
scale= .0+(.35*time),.45-(.03461*time)
trans=add

[State 8010, End]
type = removeexplod
trigger1 = animtime = 0
trigger2 = time >= 15
trigger3 = enemynear,movetype!=h

[State 8010, End]
type = destroyself
trigger1 = animtime = 0
trigger2 = time >= 15
trigger3 = enemynear,movetype!=h
;-------------------------------------------------------------------------
; Push Effect 2
[Statedef 8132]
type                    = S
movetype                = I
physics                 = S
anim                    = 8063
ctrl                    = 0
facep2                  = 1

[State 0:    VelSet]
type                    = VelSet
trigger1                = (!Time)
x		                = 20
y		                = 0

[State 0:    PlayerPush]
type                    = PlayerPush
trigger1                = (1)
value                   = 1

[State 0:    NotHitBy]
type                    = NotHitBy
trigger1                = (1)
time                    = 1
value                   = SCA

[State 0:    DestroySelf]
type                    = DestroySelf
trigger1                = (Time = 20)
 

;--------------------------------------------------------------------------
; Buster Ball
[Statedef 7023]
type 		        = U
movetype		        = A
physics		        = U
juggle	    	        = 1
anim    		        = 70233
velset		        = 0,0
ctrl		        = 0
poweradd		        = 0
facep2		        = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority	        = 3

[State 0:	VelSet]
type			        = VelSet
trigger1		        = 1
x			            = 12

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

;---------------

[State 0:    HitOverride]
type                    = HitOverride
trigger1                = 1
slot                    = 1
time                    = -1
stateno                 = 7023
attr                    = SCA,AA,SP,AT

[State 0:    NotHitBy]
type                    = NotHitBy
trigger1                = 1
time                    = 2
value                   = SCA,AA,AT
ignorehitpause          = 1

[State 0:    HitBy]
type                    = HitBy
trigger1                = 1
value                   = SCA,AP
time                    = 2

;---------------

[State 0: Dust]
type                    = MakeDust
trigger1                = (1)
pos                     = 20,floor(-pos y)
spacing                 = 2

[State 0: 	AfterImage]
type 			        = AfterImage
trigger1 		        = !Time
time 			        = 99999
framegap 		        = 2
length 		            = 20
paladd 		            = 0, 0, 0
palmul 		            = .50, .50, .50
palcontrast 	        = 50, 50, 50
trans 		            = add

;---------------

[State 0, ]
type                    = HitDef
;triggerall              = p2stateno != 1024
trigger1                = !Time
attr                    = S, SP
damage                  = 0, 10
animtype                = hard
guardflag               = MAFD
hitflag                 = MAF, NP, SP, NT, ST, HT
priority                = 5, Miss
pausetime               = 0, 0
sparkno                 = S8030+(random%5)
guard.sparkno           = S8020+(random%2)
sparkxy                 = 19, 0
guardsound              = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
guardsound              = S2010, 3
ground.type             = High
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -7, -7
airguard.velocity       = -7, -7
air.type                = High
air.velocity            = -7, -7
air.hittime             = 12
getpower                = 27
givepower		        = 0
Fall                    = 1
Fall.recover            = 0
yaccel		            = 0.5
envshake.time           = 20
envshake.freq           = 80
envshake.ampl           = 10
id                      = 7023
p2facing                = 1
p1stateno               = 70231
p2stateno               = 1022

[State 0:    End]
type                    = DestroySelf
trigger1                = MoveGuarded || ((frontedgedist <= -175) || (backedgedist <= -175))

;--------------------------------------------------------------------------------------------------------------
; Blaster Ball - Grab
[Statedef 70231]
type 			        = U
movetype		        = A
physics		            = N
juggle	    	        = 1
anim    			    = 70233
velset		            = 15,0
ctrl			        = 0
poweradd		        = 0
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2

[State 0: TargetBind]
type                    = TargetBind
trigger1                = 1
pos                     = 0,0
ID                      = 7023

[State 0]
type                    = AfterImageTime
trigger1                = 1
time                    = 1
ignorehitpause          = 1

[State 0, ]
type                    = PlaySnd
trigger1                = !Time
value                   = 1014,0
Volume                  = 255

[State 0: MakeDust]
type                    = MakeDust
trigger1                = 1
pos                     = 20,floor(-pos y)
spacing                 = 2

[State 0:       Big S Dust Right]
type                    = Explod
trigger1                = TimeMod = 3, 0
anim                    = 8100
ID                      = 7011
pos                     = 10,floor(-pos y)
removetime              = -2
pausemovetime           = 999
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0: Width]
type                    = width
trigger1                = 1
edge                    = 10,0

[State 0: ChangeState]
type                    = ChangeState
trigger1                = Time > 2 && FrontEdgeBodydist <= -5
value                   = 70232

;---------------------------------------------------------------------------
; Wall Explode
[Statedef 70232]
type 		= U
movetype		= I
physics		= U
juggle	    	= 1
anim    	          = 90
velset		            = 0,0
ctrl			        = 0
poweradd		        = 0
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2

[State 0: AssertSpecial]
type                    = AssertSpecial
trigger1                = 1
flag                    = Invisible

[State 0: TargetBind]
type                    = TargetBind
trigger1                = !Time
pos                     = 50,0
ID                      = 7023

[State 0: Width]
type                    = width
trigger1                = 1
edge                    = 10,0

[State 0: TargetLifeAdd]
type                    = TargetLifeAdd
trigger1                = !Time
value                   = -90
ID                      = 7023

[State 0: TargetState]
type                    = Targetstate
trigger1                = !Time
value                   = 1023
ID                      = 7023

[State 0, Sound]
type                    = PlaySnd
trigger1                = !Time
value                   = 1014,1

[State 0: Helper]
type                    = Helper
triggerall              = !NumHelper(8103)
trigger1                = !Time
id                      = 8103
pos                     = 0,-20
postype                 = p2
stateno                 = 8101
ownpal                  = 1
size.xscale             = .7
size.yscale             = .7
ignorehitpause          = 1
persistent              = 0

[State 0:       EnvShake]
type 			        = EnvShake
trigger1 		        = !Time
time 			        = 20
freq 			        = 100
ampl 			        = 10
phase                   = 20

[State 0:    End]
type                    = DestroySelf
trigger1                = Time = 200

;---------------------------------------------------------------------------
; Explode
[Statedef 8101]
type                    = U
movetype                = U
physics                 = U
anim                    = 8332
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------

[State 0:    No Shadow]
Type                    = AssertSpecial
Trigger1                = 1
Flag                    = NoShadow

;---------------
;Effects
;---------------

;---------------

[State 0:    Done]
type                    = DestroySelf
trigger1                = !AnimTime

;-------------------------------------------------------------------------
;line effect
[StateDef 8210]
type = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = -1
poweradd = 0;0
sprpriority = 2

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

[State 0, PosSet]
type = PosSet
trigger1 = !time
x = parent, pos X
y = parent, pos Y


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

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8220
ID =   8210
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 5
supermove = 1
pausemovetime = 15
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8210
scale = .5-(0.1*time), 1-(0.2*time)
ignorehitpause = 1
persistent = 1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8220
ID =   8211
pos = 0,-20
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 5
supermove = 1
pausemovetime = 15
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8211
scale = .5-(0.1*time), 1-(0.2*time)
ignorehitpause = 1
persistent = 1


[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8220
ID =   8212
pos = 0,-30
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 5
supermove = 1
pausemovetime = 15
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8212
scale = .5-(0.1*time), 1-(0.2*time)
ignorehitpause = 1
persistent = 1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8220
ID =   8213
pos = 0,-45
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 5
supermove = 1
pausemovetime = 15
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8213
scale = .5-(0.1*time), 1-(0.2*time)
ignorehitpause = 1
persistent = 1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8220
ID =   8214
pos = 0,-60
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 5
supermove = 1
pausemovetime = 15
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8214
scale = .5-(0.1*time), 1-(0.2*time)
ignorehitpause = 1
persistent = 1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8220
ID =   8215
pos = 0,-75
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 5
supermove = 1
pausemovetime = 15
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8215
scale = .5-(0.1*time), 1-(0.2*time)
ignorehitpause = 1
persistent = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 6
;--------------------------------------------------------------------------
;Afterimage Effect
[StateDef 8211]
type = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
;anim = parent, Anim
poweradd = 0;0
sprpriority = 2

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


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = parent, Anim
elem = parent, AnimElemNo(0)
ignorehitpause = 1
;persistent =

[State 0, Trans]
type = Trans
trigger1 = time <= 10
trans = addalpha
alpha = 256-(time*25),256

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10

;--------------------------------------------------------------------------
;Shockwave
[StateDef 8200]
type = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = -1
poweradd = 0;0
sprpriority = 2

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


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

[State 0, EnvColor]
type = EnvColor
trigger1 = !time
value = 255,255,255
time = 3

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8210
ID =   8210
pos = 0,0
scale = 1, 1
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 9
supermove = 1
pausemovetime = 999
ontop = 1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8200+(random%8)
ID =   8200
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 14
supermove = 1
pausemovetime = 999
ontop = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8200
scale = .6+(0.2*time), .6+(0.2*time)
ignorehitpause = 1
persistent = 1
supermove = 1
pausemovetime = 999

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8200+(random%8)
ID =   8201
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 14
supermove = 1
pausemovetime = 999
ontop = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8201
scale = .2+(0.1*time), .2+(0.1*time)
ignorehitpause = 1
persistent = 1
supermove = 1
pausemovetime = 999

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8200+(random%8)
ID =   8202
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 14
supermove = 1
pausemovetime = 999
ontop = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8202
scale = .1+(0.09*time), .1+(0.09*time)
ignorehitpause = 1
persistent = 1
supermove = 1
pausemovetime = 999

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 30
;--------------------------------------------------------------------------
;Shockwave
[StateDef 9200]
type = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = -1
poweradd = 0;0
sprpriority = 2

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


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

[State 0, EnvColor]
type = EnvColor
trigger1 = !time
value = 255,110,200
time = 8


[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8210
ID =   8210
pos = 0,0
scale = 1, 1
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 9
supermove = 1
pausemovetime = 999
ontop = 1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8200+(random%8)
ID =   8200
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 14
supermove = 1
pausemovetime = 999
ontop = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8200
scale = .6+(0.2*time), .6+(0.2*time)
ignorehitpause = 1
persistent = 1
supermove = 1
pausemovetime = 999

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8200+(random%8)
ID =   8201
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 14
supermove = 1
pausemovetime = 999
ontop = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8201
scale = .2+(0.1*time), .2+(0.1*time)
ignorehitpause = 1
persistent = 1
supermove = 1
pausemovetime = 999

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8200+(random%8)
ID =   8202
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 14
supermove = 1
pausemovetime = 999
ontop = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8202
scale = .1+(0.09*time), .1+(0.09*time)
ignorehitpause = 1
persistent = 1
supermove = 1
pausemovetime = 999

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 30
;--------------------------------------------------------------------------
;Rock
[Statedef 8201]
type 			        = S
movetype		        = I
physics		            = N
anim			        = 8211
ctrl			        = 0
poweradd		        = 0
juggle		            = 0
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 0

[State 0:	SprPriority]
type			        = SprPriority
trigger1		        = (!Time)
value			        = (IfElse(Random <= 499,3,-3))

[State 0: Spinning the Rocks]
type                    = VelAdd
trigger1                = (vel y < 50)
x                       = ifelse(parentdist x<=0,-3,3)
y                       = ifelse(random>500,-0.05,ifelse(random>500,-0.04,ifelse(random>500,-0.03,-0.02)))

[State 0:	VarRandom]
type			        =  VarRandom
trigger1		        = (!Time)
v			            = 0
range			        = -200,200

[State 0:	VarSet]
type			        =  VarSet
trigger1		        = (!Time)
var(1)		            = (Parent, StateNo)

[State 0:	PosSet]
type			        = PosSet
trigger1		        = (!Time)
x			            = var(0)
y			            = 0

[State 0:	VelSet]
type			        = VelSet
trigger1		        = (Time = 1)
x			            = (IfElse(Random <= 799,0,IfElse((Random = [800,900]),-0.2,0.2)))
y			            = (IfElse(Random <= 499,-.5,-1))

[State 0:	VelAdd]
type			        = VelAdd
trigger1		        = (Parent, StateNo != Var(1))
y			            = .5

[State 0:	VelSet]
type			        = VelSet
trigger1		        = (Parent, StateNo != Var(1))
x			            = 0

[State 0:	PlaySnd]
type			        = PlaySnd
trigger1		        = (!Time) && (Const(Size.XScale) <= 1)
value			        = S8200,3

[State 0:	PlaySnd]
type			        = PlaySnd
trigger1		        = (!Time) && (Const(Size.XScale) > 1)
value			        = S8200,1

[State 0:	PlaySnd]
type			        = PlaySnd
trigger1		        = (Pos Y >= 1)
value			        = S8200,2

[State 0:	AfterImage]
type			        = AfterImage
trigger1 		        = (!Time)
time 			        = 15
timegap		            = 1
framegap 		        = 2
length 		            = 10
paladd 		            = 0, 0, 0
palmul 		            = .50, .50, .50
palcontrast 	        = 110,110,110
trans 		            = add

[State 0:	DestroySelf]
type			        = DestroySelf
trigger1		        = (Pos Y < -210) || (Pos Y >= 1) || (!AnimTime)

;---------------------------------------------------------------------------
;Rock 1
[Statedef 8202]
type 			        = S
movetype		        = I
physics		            = N
anim			        = 8212
ctrl			        = 0
poweradd		        = 0
juggle		            = 0
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 0

[State 0:	SprPriority]
type			        = SprPriority
trigger1		        = (!Time)
value			        = (IfElse(Random <= 499,3,-3))

[State 0: Spinning the Rocks]
type                    = VelAdd
trigger1                = (vel y < 50)
x                       = ifelse(parentdist x<=0,-3,3)
y                       = ifelse(random>500,-0.05,ifelse(random>500,-0.04,ifelse(random>500,-0.03,-0.02)))

[State 0:	VarRandom]
type			        =  VarRandom
trigger1		        = (!Time)
v			            = 0
range			        = -200,200

[State 0:	VarSet]
type			        =  VarSet
trigger1		        = (!Time)
var(1)		            = (Parent, StateNo)

[State 0:	PosSet]
type			        = PosSet
trigger1		        = (!Time)
x			            = var(0)
y			            = 0

[State 0:	VelSet]
type			        = VelSet
trigger1		        = (Time = 1)
x			            = (IfElse(Random <= 799,0,IfElse((Random = [800,900]),-0.2,0.2)))
y			            = (IfElse(Random <= 499,-1.5,-2.5))

[State 0:	VelAdd]
type			        = VelAdd
trigger1		        = (Parent, StateNo != Var(1))
y			            = .1

[State 0:	VelSet]
type			        = VelSet
trigger1		        = (Parent, StateNo != Var(1))
x			            = 0

[State 0:	AfterImage]
type			        = AfterImage
trigger1 		        = (!Time)
time 			        = 15
timegap		            = 1
framegap 		        = 2
length 		            = 10
paladd 		            = 0, 0, 0
palmul 		            = .50, .50, .50
palcontrast 	        = 110,110,110
trans 		            = add

[State 0:	PlaySnd]
type			        = PlaySnd
trigger1		        = (!Time)
value			        = S8200,1

[State 0:	PlaySnd]
type			        = PlaySnd
trigger1		        = (Pos Y >= 1)
value			        = S8200,2

[State 0:	DestroySelf]
type			        = DestroySelf
trigger1		        = (Pos Y < -210) || (Pos Y >= 1) || (!AnimTime)

;---------------------------------------------------------------------------
;Rock 2
[Statedef 8220]
type 			        = S
movetype		        = I
physics		            = N
anim			        = 8213
ctrl			        = 0
poweradd		        = 0
juggle		            = 0
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 0

[State 0:	SprPriority]
type			        = SprPriority
trigger1		        = (!Time)
value			        = (IfElse(Random <= 499,3,-3))

[State 0: Spinning the Rocks]
type                    = VelAdd
trigger1                = (vel y < 50)
x                       = ifelse(parentdist x<=0,-3,3)
y                       = ifelse(random>500,-0.05,ifelse(random>500,-0.04,ifelse(random>500,-0.03,-0.02)))

[State 0:	VarRandom]
type			        =  VarRandom
trigger1		        = (!Time)
v			            = 0
range			        = -200,200

[State 0:	VarSet]
type			        =  VarSet
trigger1		        = (!Time)
var(1)		            = (Parent, StateNo)

[State 0:	PosSet]
type			        = PosSet
trigger1		        = (!Time)
x			            = var(0)
y			            = 0

[State 0:	PosSet]
type			        = PosSet
trigger1		        = (!Time)
y			            = 0

[State 0:	VelSet]
type			        = VelSet
trigger1		        = (Time = 1)
x			            = (IfElse(Random <= 799,0,IfElse((Random = [800,900]),-0.2,0.2)))
y			            = (IfElse(Random <= 499,-2,-3))

[State 0:	VelAdd]
type			        = VelAdd
trigger1		        = (Parent, StateNo != Var(1))
y			            = .1

[State 0:	VelSet]
type			        = VelSet
trigger1		        = (Parent, StateNo != Var(1))
x			            = 0

[State 0:	PlaySnd]
type			        = PlaySnd
trigger1		        = (!Time)
value			        = S8200,1

[State 0:	PlaySnd]
type			        = PlaySnd
trigger1		        = (Pos Y >= 1)
value			        = S8200,2

[State 0:	AfterImage]
type			        = AfterImage
trigger1 		        = (!Time)
time 			        = 15
timegap		            = 1
framegap 		        = 2
length 		            = 10
paladd 		            = 0, 0, 0
palmul 		            = .50, .50, .50
palcontrast 	        = 110,110,110
trans 		            = add

[State 0:	DestroySelf]
type			        = DestroySelf
trigger1		        = (Pos Y < -210) || (Pos Y >= 1) || (!AnimTime) 

;---------------------------------------------------------------------------
;Aura up
[StateDef 8300]
type = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = -1
poweradd = 0;0
sprpriority = 2

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

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y

[State 0, PalFXWiz]
type =  PalFX
trigger1 = Parent, Var(27) = 1
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 5,10


[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 5,10

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 0
value = .1*var(0)

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

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8300
ID = 8300
pos = 0-(random%20),-20-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8301
ID = 8301
pos = 0+(random%20),-10-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8302
ID = 8302
pos = 0-(random%10),0-(random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8303
ID = 8303
pos = 10-(random%20),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8304
ID = 8304
pos = 0+(random%20),-20-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8305
ID = 8305
pos = 0-(random%20),-10-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8306
ID = 8306
pos = 0+(random%10),0-(random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8307
ID = 8307
pos = 15-(random%30),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 2001 
ignorehitpause = 1

;--------------------------------------------------------------------------
;Aura side
[StateDef 8301]
type = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = -1
poweradd = 0;0
sprpriority = 2

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

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y

[State 0, PalFXWiz]
type =  PalFX
trigger1 = Parent, Var(27) = 1
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 5,10

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 0
value = .1*var(0)

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


[State 0, ]
type = Explod
trigger1 = random < 500
anim = 8059
ID = 8302
pos = floor(30+parent, vel X)-(random%50),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,0)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 900
anim = 8055
ID = 8305
pos = floor(30+parent, vel X)-(random%50),-10-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,0)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 500
anim = 8062
ID = 8308
pos = floor(30+parent, vel X)-(random%50),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,0)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random > 700
anim = 8061
ID = 8309
pos = floor(30+parent, vel X)-(random%50),-30-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,0)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random > 700
anim = 8062
ID = 8308
pos = floor(-30+parent, vel X)-(random%50),-20-(random%20)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0)*.7,Fvar(0)*.7
sprpriority = ifelse(random<500,-3,0)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random = [50,20]
anim = 8062
ID = 8308
pos = floor(-50+parent, vel X)-(random%50),-20-(random%20)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0)*.7,Fvar(0)*.7
sprpriority = ifelse(random<500,-3,0)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 100
anim = 8059
ID = 8309
pos = floor(-10+parent, vel X)-(random%50),-20-(random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0)*.7,Fvar(0)*.7
sprpriority = ifelse(random<500,-3,0)
ownpal = 0
ignorehitpause= 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 300
trigger1 = parent, stateno != 304
trigger1 = parent, stateno != 1100
ignorehitpause = 1

;--------------------------------------------------------------------------
;Aura up
[StateDef 8302]
type = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = -1
poweradd = 0;0
sprpriority = 2

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

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y

[State 0, PalFXWiz]
type =  PalFX
trigger1 = Parent, Var(27) = 1
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 5,10

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 0
value = .1*var(0)

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

[State 0, Horiz, top]
type = Explod
trigger1 = random > 700
anim = 8308
ID = 8308
pos = floor(0+parent, vel X)-(random%50),floor(-100+parent, vel Y)+(random%40)
postype = p1
facing = -1
vfacing = -1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,0)
ownpal = 0
ignorehitpause= 1

[State 0, Diagdown, top]
type = Explod
trigger1 = random < 200
anim = 8302
ID = 8302
pos = floor(0+parent, vel X)-(random%50),floor(-80+parent, vel Y)+(random%30)
postype = p1
facing = -1
vfacing = -1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,0)
ownpal = 0
ignorehitpause= 1

[State 0, down, top]
type = Explod
trigger1 = random < 400
anim = 8303
ID = 8303
pos = floor(0+parent, vel X)-(random%50),floor(-80+parent, vel Y)+(random%50)
postype = p1
facing = -1
vfacing = -1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,0)
ownpal = 0
ignorehitpause= 1

[State 0, down 2, mid]
type = Explod
trigger1 = random > 700
anim = 8304
ID = 8304
pos = floor(0+parent, vel X)-(random%40),floor(-60+parent, vel Y)+(random%50)
postype = p1
facing = -1
vfacing = -1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,0)
ownpal = 0
ignorehitpause= 1

[State 0, diagdown, mid]
type = Explod
trigger1 = random > 700
anim = 8306
ID = 8306
pos = floor(0+parent, vel X)-(random%40),floor(-60+parent, vel Y)+(random%50)
postype = p1
facing = -1
vfacing = -1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,0)
ownpal = 0
ignorehitpause= 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 302
ignorehitpause = 1


;--------------------------------------------------------------------------
;Aura up
[StateDef 8303]
type = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = -1
poweradd = 0;0
sprpriority = 2

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

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y

[State 0, PalFXWiz]
type =  PalFX
trigger1 = Parent, Var(27) = 1
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 5,10

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 0
value = .1*var(0)

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

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8300
ID = 8300
pos = 0-(random%20),-20-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8301
ID = 8301
pos = 0+(random%20),-10-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8302
ID = 8302
pos = 0-(random%10),0-(random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8303
ID = 8303
pos = 10-(random%20),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8304
ID = 8304
pos = 0+(random%20),-20-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8305
ID = 8305
pos = 0-(random%20),-10-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8306
ID = 8306
pos = 0+(random%10),0-(random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8307
ID = 8307
pos = 15-(random%30),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno!= 3101
ignorehitpause = 1

;-------------------------------------------------------------------------
;Galick Gun - Charge
[StateDef 8506]
type = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 8506
poweradd = 0;0
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x-17*facing
y = parent, pos y-66

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3001,0
volume = 0
channel = 3

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = nobardisplay

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 3000
ignorehitpause = 1
;persistent =

;--------------------------------------------------------------------------
;Galick Gun - Charge
[StateDef 8507]
type = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 8506
poweradd = 0;0
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x+25*facing
y = parent, pos y-60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3001,0
volume = 0
channel = 3

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = nobardisplay

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 3003
ignorehitpause = 1

;-------------------------------------------------------------------------
;Kamehameha (Ball charge) 
[StateDef 8500]
physics = N
anim = -1
sprpriority = 5

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = nobardisplay
flag3 = noshadow

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8320
ID = 8500
postype = p1
removetime = -1
supermovetime = 999
pausemovetime = 999
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 0, Modifyexplod]
type = modifyexplod
trigger1 = 1
ID = 8500
scale = .75-(.010*time), .75-(.010*time)

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8321
ID = 85011
postype = p1
removetime = 48
supermovetime = 999
pausemovetime = 999
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 0, Modifyexplod]
type = modifyexplod
trigger1 = 1
ID = 85011
scale = .25+(.0075*time), .25+(.0075*time)


[State 0, Explod]
type = Explod
trigger1 = time = 14
anim = 8321
ID = 85012
postype = p1
removetime = 48
supermovetime = 999
pausemovetime = 999
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 0, Modifyexplod]
type = modifyexplod
trigger1 = 1
ID = 85012
scale = .25+(.0075*(time-14)), .25+(.0075*(time-14))


[State 0, Explod]
type = Explod
trigger1 = time = 28
anim = 8321
ID = 85013
postype = p1
removetime = 48
supermovetime = 999
pausemovetime = 999
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 0, Modifyexplod]
type = modifyexplod
trigger1 = 1
ID = 85013
scale = .25+(.0075*(time-28)), .25+(.0075*(time-28))



[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 40 || parent,movetype = H

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 41 || parent,movetype = H 


;-------------------------------------------------------------------------
;Kamehameha - Fire!
[StateDef 18500]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9502
poweradd = 0
sprpriority = 5
juggle = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x+28*facing
y = parent, pos y-62

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3001,2

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

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

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

[State 0, ]
type = Explod
trigger1 = !time
anim = 8101
ID = 8100
pos = 0,15
vel = 11,-10
facing = 1
scale = .4,.4
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 1 || animelem = 2 || animelem = 3
trigger2 = animelem = 4 || animelem = 5 || animelem = 6
trigger3 = animelem = 7 || animelem = 8
ID = 8516
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0;0,0
givepower = 0,0
;affectteam = E          ;B,E,F
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = Hard
;fall.animtype = Back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = ceil(15*parent, fvar(13)),ceil(15*parent, fvar(13))
pausetime = 0,0
;guard.pause,0
air.juggle = 1
sparkno = -1
guard.sparkno = S8345+(random%4)
sparkxy = -20,0
hitsound = S300,7
;guardsound = S3001,2
ground.type = Low      ;Low,Trip,None
ground.slidetime = 20
ground.hit = 35
air.hittime = 35
Fall = 1
ground.velocity = -8,-7
air.velocity = -6,-4
sprpriority = 5
envshake.time = 35
envshake.freq = 120
envshake.ampl = 8



[State 0, HitDef]
type = HitDef
trigger1 = animelem = 9
ID = 8516
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0;0,0
givepower = 0,0
;affectteam = E          ;B,E,F
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = Hard
;fall.animtype = Back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = ceil(45*parent, fvar(13)),ceil(15*parent, fvar(13))
pausetime = 0,5
;guard.pause,0
air.juggle = 1
sparkno = -1
guard.sparkno = S8345+(random%4)
sparkxy = -20,0
hitsound = S300,4
;guardsound = S3001,2
ground.type = Low      ;Low,Trip,None
ground.slidetime = 20
ground.hit = 35
air.hittime = 35
Fall = 1
ground.velocity = -15,-4
air.velocity = -15,-7
sprpriority = 5
envshake.time = 35
envshake.freq = 120
envshake.ampl = 8

[State 1000, spark]
type = helper
trigger1 = movehit  
helpertype = normal
stateno = 8033
ID = 8034
name = "hitspark"
postype = p1
pos = 25,-25
facing =-1
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, animelem = 4
trigger2 = parent, movetype = H
ignorehitpause = 1
;--------------------------------------------------------------------------
;-Galick Gun - Destroy
[StateDef 8317]
type = S
movetype= A
physics = N
velset = 0,0
Anim = -1
ctrl = 0
sprpriority = 5


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

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

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >=0
value = 2516
ctrl = 0
ignorehitpause = 1
;--------------------------------------------------------------------------
;Galic Gun push (Kamekaze code thanks!)
[Statedef 8318]
physics = N
velset = 0,0
anim = 5333
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 30

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 161

[State 0, VelMul]
type = VelMul
trigger1 = time > 20
x = .85

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

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

[State 4003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1
persistent = 1

[State 911, Destroy]
type = destroyself
trigger1 = time >= 35
;--------------------------------------------------------------------------
[Statedef 9000]
;type                    = U
;movetype                = U
;physics                 = N
anim                    = 1;ifelse(random>500,8056,ifelse(random>500,8055,8057))
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 1
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 4

[state 7001, varset]
type = varset
trigger1 = !time
var(7) = 1


[State 7001, VarAdd]
type = VarAdd
trigger1 = command = "up"
v = 7
value = 1


[State 7001, VarAdd]
type = VarAdd
trigger1 = command = "down"
v = 7
value = -1



[State 9000, Varset]
type = Varset
trigger1 = Var(7) > 9
var(7) = 1

[State 7001, VarSet]
type = VarSet
trigger1 = var(7) < 1
var(7) = 9



[State 9000, DestroySelf]
type = DestroySelf
trigger1 = roundstate > 1 
trigger2 = root, command = "a" || root, command = "b" || root, command = "c" || root, command = "x" || root, command = "y" || root, command = "z"
;----------------------------------------------------------------------------------------------
;Galick Ho Blast - AIR
[StateDef 2515]
type = A
movetype= A
physics = N
juggle  = 0
velset = 11,12
ctrl = 0
anim = 8334
poweradd = 0;0
sprpriority = 5

[State 0, PalFXWiz]
type =PalFX
trigger1 = Parent, Var(6) = 0
time = 999
add = 0,0,0
mul = 380,230,512
sinadd = 0,0,0,10
invertall = 0
color = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Parent, Var(6) = 0
trigger1 = time = [0,1]
flag = invisible
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 2516
time = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time 
value = S1000,2

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

[State 0, HitDef]
type = HitDef
trigger1 = !time
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium         ;light,medium,hard,back,up,diagup
air.animtype = Hard
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 225
pausetime = 0,8
;guard.pause,0
sparkno = -1
guard.sparkno = S8340+(random%4)
sparkxy = -20,0
hitsound = S1000,3
guardsound = S300,2
ground.type = Low      ;Low,Trip,None
Air.type = Low      ;Low,Trip,None
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
ground.velocity = -7,0
air.velocity = -9,8
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
getpower = 0;0
Fall = 1




[State 9050:	Explode]
type			= Changestate
trigger1		= movecontact  || pos Y >= 0
value			= 9051

;--------------------------------------------------------------------------
;Galick Ho blast destroy hitting ground
[StateDef 2516]
type = S
movetype= A
physics = N
velset = 0,0
Anim = 8335
ctrl = 0
sprpriority = 5

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


[State 9050]
type 			= trans
trigger1 		= time = 0
trans 		= add

[State 9051:	End]
type			= Destroyself
trigger1		= animtime = 0
;-------------------------------------------------------------------------------
;Galick Ho blast destroy
[StateDef 2511]
type = S
movetype= A
physics = N
velset = 0,0
Anim = 8335
ctrl = 0
sprpriority = 5

[State 0, PalFXWiz]
type =PalFX
trigger1 = Parent, Var(6) = 0
time = 999
add = 0,0,0
mul = 256,126,512
sinadd = 0,0,0,1
invertall = 0
color = 1

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

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

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 45


;-----------------------------------------------------------------------
;ki blast hard
[StateDef 1335]
type = A
movetype= A
physics = N
juggle  = 0
velset = 10,0
ctrl = 0
anim = 70312
poweradd = 0;0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S3003,1
volume = 255
channel = 2

[State 0, ]
type = Explod
trigger1 = (time%6)=0
anim = 8100
ID = 8100
pos = 0,0-ceil(pos Y)
facing = 1
scale = 1,.5
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1


[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8310
ID = 8310
pos = -25,-4
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = .6,.6
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1311
time = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 1

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

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

[State 0, HitDef]
type = HitDef
trigger1 = !time
attr = A,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = Hard
;fall.animtype = Back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 5
pausetime = 0,25
;guard.pause,0
sparkno = S8340
guard.sparkno = S8340+(random%4)
sparkxy = -20,0
hitsound = S815,0
guardsound = S815,0
ground.type = Low      ;Low,Trip,None
ground.slidetime = 25
ground.hittime = 25
air.hittime = 25
ground.velocity = -7,-8
fall = 1
air.velocity = -7,-2
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
getpower = 0;0


[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1331
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 35
value = 1332
ctrl = 0
ignorehitpause = 1
;persistent =

;-----------------------------------------------------------------------
;ki blast hard
[StateDef 1340]
type = A
movetype= A
physics = N
juggle  = 0
velset = 10,0
ctrl = 0
anim = 8330
poweradd = 0;0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S1000,0
volume = 255
channel = 2

[State 0, ]
type = Explod
trigger1 = (time%6)=0
anim = 8100
ID = 8100
pos = 0,0-ceil(pos Y)
facing = 1
scale = 1,.5
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1


[State 0, PalFXWiz]
type = PalFX
trigger1 = !Var(6)
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1311
time = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 1

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

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

[State 0, HitDef]
type = HitDef
trigger1 = !time
attr = A,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = Hard
;fall.animtype = Back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 50
pausetime = 0,10
;guard.pause,0
sparkno = S8340
guard.sparkno = S8340+(random%4)
sparkxy = -20,0
hitsound = S815,0
guardsound = S815,0
ground.type = Low      ;Low,Trip,None
ground.slidetime = 25
ground.hittime = 25
air.hittime = 25
ground.velocity = -10,-6
fall = 1
air.velocity = -7,-2
sprpriority = 3
palfx.time = 15
palfx.add = -100,-100,-100
palfx.mul = 350,350,256
palfx.sinadd = 100,100,0,15
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
getpower = 0;0


[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1331
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 35
value = 1332
ctrl = 0
ignorehitpause = 1


;--------------------------------------------------------------------------
;Renzoku
[StateDef 1360]
type = A
movetype= A
physics = N
juggle  = 2
velset = 9+(random%2),4-(random%8)
ctrl = 0
anim = 8330
poweradd = 0;0
sprpriority = 5


[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 1
y = .7
;ignorehitpause =
;persistent =



[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8310
ID = 8310
pos = -27,2
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = .4,.4
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PalFXWiz]
type = null; PalFX
trigger1 = Parent, Var(6) = 0
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Parent, Var(6) = 0
trigger1 = time = [0,1]
flag = invisible
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1351
time = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 1

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

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

[State 0, HitDef]
type = HitDef
;nochainid = 1370
trigger1 = parent,anim =3101 &&!time
attr = A,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = diagup
;fall.animtype = diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 5,1
pausetime = 0,15
;guard.pause,0
sparkno = -1
guard.sparkno = -1
sparkxy = -20,0
hitsound = S300,2
guardsound     = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2)) 
ground.type = High      ;Low,Trip,None
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
ground.velocity = -4
air.velocity = -2,-1
palfx.time = 15
palfx.add = -100,-100,-100
palfx.mul = 350,350,256
palfx.sinadd = 100,100,0,15
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
getpower = 0;0
fall = 0
fall.recover = 0

[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1361
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 45
value = 1362
ctrl = 0
ignorehitpause = 1
;persistent =

;--------------------------------------------------------------------------
;Renzoku bigger blast
[StateDef 1365]
type = A
movetype= A
physics = N
juggle  = 8
velset = 12
ctrl = 0
anim = 8330
poweradd = 0;0
sprpriority = 5


[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 1
y = .7
;ignorehitpause =
;persistent =



[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8310
ID = 8310
pos = -27,2
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = .4,.4
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PalFXWiz]
type = null; PalFX
trigger1 = Parent, Var(6) = 0
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Parent, Var(6) = 0
trigger1 = time = [0,1]
flag = invisible
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1351
time = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 1

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

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

[State 0, HitDef]
type = HitDef
trigger1 = parent,anim =3101 &&!time
attr = A,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = diagup
;fall.animtype = diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 5,1
pausetime = 0,9
;guard.pause,0
sparkno = s8345
guard.sparkno = S8020+(random%2)
sparkxy = -20,0
hitsound = S300,2
guardsound          = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2)) 
ground.type = High      ;Low,Trip,None
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
ground.velocity = -2,-12
air.velocity = -1,-11
palfx.time = 15
palfx.add = -100,-100,-100
palfx.mul = 350,350,256
palfx.sinadd = 100,100,0,15
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
getpower = 0;0
fall = 1
fall.recover = 0

[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1361
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 45
value = 1362
ctrl = 0
ignorehitpause = 1
;persistent =

;-------------------------------------------------------------------------
;Ki Bullet
[StateDef 1370]
type = A
movetype= A
physics = N
juggle  = 8
velset = 19.5,
ctrl = 0
anim = 8336
poweradd = 0;0
sprpriority = 5


[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 1
y = .7
;ignorehitpause =
;persistent =


[State 0, ]
type = Explod
trigger1 = (time%6)=0
anim = 8100
ID = 8100
pos = 0,0-ceil(pos Y)
facing = 1
scale = .7,.3
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1


[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8310
ID = 8310
pos = -27,6
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = .4,.4
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PalFXWiz]
type = null; PalFX
trigger1 = Parent, Var(6) = 0
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 0: Dust]
type                    = MakeDust
trigger1                = (1)
pos                     = 20,floor(-pos y)
spacing                 = 2

[State 0: 	AfterImage]
type 			        = AfterImage
trigger1 		        = !Time
time 			        = 99999
framegap 		        = 2
length 		            = 20
paladd 		            = 0, 0, 0
palmul 		            = .50, .50, .50
palcontrast 	        = 50, 50, 50
trans 		            = add


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Parent, Var(6) = 0
trigger1 = time = [0,1]
flag = invisible
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr =,HP
slot = 0
stateno = 1351
time = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = ,HP
time = 1

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

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

[State 0, HitDef]
type = HitDef
ID = 1370
trigger1 = !time
attr = A,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = diagup        ;light,medium,hard,back,up,diagup
air.animtype = diagup
fall.animtype = diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 125,15
pausetime = 0,12
;guard.pause,0
sparkno = s8345
guard.sparkno = S8020+(random%2)
sparkxy = -20,0
hitsound = S1000,3
guardsound     = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2)) 
ground.type = High      ;Low,Trip,None
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
ground.velocity = -2,-5
air.velocity = -7,-7
palfx.time = 15
;p1stateno               = 70231
;p2stateno               = 1022
palfx.add = -100,-100,-100
palfx.mul = 350,350,256
palfx.sinadd = 100,100,0,15
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
getpower = 0;0
fall =1
fall.recover = 1

[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1361
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 45
value = 1362
ctrl = 0
ignorehitpause = 1
;persistent =

;-------------------------------------------------------------------------
;Ki blast destroy
[StateDef 1361]
type = S
movetype= A
physics = N
velset = 0,0
Anim = 1
ctrl = 0
sprpriority = 5



[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8331
ID = 8310
pos = 27,-5
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = .35,.35
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, PalFXWiz]
type = null; PalFX
trigger1 = Parent, Var(6) = 0
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

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


[State 9050]
type 			= trans
trigger1 		= time = 0
trans 		= add

[State 9051:	End]
type			= Destroyself
trigger1		= numtarget = 0
trigger2            = time = 15
;-------------------------------------------------------------------------
;Kiblast fade away
[StateDef 1362]
type = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5

[State 0, ]
type = Explod
triggerall = time<10
trigger1 = (time%6)=0
anim = 8100
ID = 8100
pos = 0,0-ceil(pos Y)
facing = 1
scale = .7-(time*.1),.3-(time*.05)
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, PalFXWiz]
type = null;PalFX
trigger1 = Parent, Var(6) = 0
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Parent, Var(6) = 0
trigger1 = time = [0,1]
flag = invisible
ignorehitpause = 1

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

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

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .9
y = .9

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

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1-(time*.05),1-(time*.05)

[State 0, PalFX]
type = PalFX
trigger1 = !time
time = 20
sinadd = -255,-255,-255,80
invertall = 0
color = 256

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

;--------------------------------------------------------------------------
;Buu bomb (Kirby bomb,Thanks Cyanide!)
[statedef 11041]
type = S
movetype = A
physics = N
ctrl = 0
anim = 6500 
velset = 0,0
sprpriority = 4


[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 21
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 22
range = -5,5

[State 12150, Sparkles]
type = Explod
trigger1 = Time % 3=0 && !movecontact
anim = ifelse(random>300,11550,11559)
id = 11550
postype = p1
pos = var(21), var(22)
vel = (vel x)*0.1, (vel y)*0.1
accel = 0, 0
ownpal = 1
scale = 0.25, 0.25
sprpriority = 5

[state 1041]
type = bindtoparent
trigger1 = time = 0
pos = -18,-55
time = 2

[state 1041]
type = bindtoparent
trigger1 = time = 6
pos = -23,-59
time = 2

[state 1041]
type = bindtoparent
trigger1 = time = 8
pos = -26,-62
time = 15

[state 1041]
type = bindtoparent
trigger1 = time = 19
pos = -18,-79
time = 4

[state 1031]
type = velset
trigger1 = parent, animelem = 7
x = 9.5
y = -5

[state 1031]
type = velset
trigger1 = frontedgebodydist < -5
x = -4.5

[state 1031]
type = gravity
trigger1 = parent, animelemtime(7) > 0
trigger2 = parent, stateno != 1080

[state 1031]
type = velset
trigger1 = pos Y>= 0
y = 0

[state 1031]
type = posset
trigger1 = pos Y>= 0
y = 0

[state 1031]
type = changestate
trigger1 = pos Y>= 0
value = 11042
ctrl = 0

[statedef 11042]
type = S
movetype = A
physics = S
ctrl = 0
anim = 6500
velset = 0,0
sprpriority = 4

[state 1042]
type = playsnd
trigger1 = time = 5
value = 1050,2
volume = 255

[state 1031]
type = explod
trigger1 = time%11 = 0 && anim != 6504
anim = 6506
bindtime = 3
vel = 0,-0.2
postype = p1
pos = -8,-14
removetime = -2
ownpal = 1
ID = 5
sprpriority = 5

[state 1042]
type = explod
trigger1 = time = 5
anim = 6504
pos = 0,0
bindtime = 1
removetime = -2
removeongethit = 0
ownpal = 1
postype = p1
sprpriority = 4
scale = .5,.8

[state 1042]
type = assertspecial
trigger1 = time >= 5
flag = invisible
flag2 = noshadow

[State 0, EnvShake]
type = EnvShake
trigger1 = anim = 6504
time = 15
freq = 60
ampl = -4
phase = 90
persistent = 0

[state 1042]
type = changeanim
trigger1 = time = 5
value = 6504

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = back
damage    = 90,20
guardflag = MAFD
pausetime = 0,12
sparkno                 = -1
sparkxy                 = -1,1
hitsound   = -1
guardsound = -1
ground.type = low
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -1,-6
air.velocity = -1.5,-6
fall = 1
getpower = 40,25
givepower = 25,30

[state 1032]
type = destroyself
trigger1 = time = 10

;------------------------------------------------------------
;ki blast hard -charge effect
[StateDef 11400]
type = S
movetype= I
physics = N
velset = 0,0
Anim = 8460
ctrl = 0
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x-0*facing
y = parent, pos y-110


[State 0, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S3003,0
volume = 255
channel = 2

[State 0, PalFXWiz]
type = PalFX
trigger1 = !Var(6)
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

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

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 1261
trigger2 = (parent, stateno = 1261) && (parent, Animelem = 2)
ignorehitpause = 1
;----------------------------------------------------------------------
;ki blast hard
[StateDef 11410]
type = A
movetype= A
physics = N
juggle  = 0
velset = 10,0
ctrl = 0
anim = 8330
poweradd = 0;0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S3003,1
volume = 255
channel = 2

[State 0, ]
type = Explod
trigger1 = (time%6)=0
anim = 8100
ID = 8100
pos = 0,0-ceil(pos Y)
facing = 1
scale = 1,.5
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1


[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8310
ID = 8310
pos = -55,-5
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = .5,.5
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PalFXWiz]
type = PalFX
trigger1 = !Var(6)
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1311
time = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 1

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

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

[State 0, HitDef]
type = HitDef
trigger1 = !time
attr = A,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = Hard
;fall.animtype = Back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 60
pausetime = 0,10
;guard.pause,0
sparkno = -1
guard.sparkno = S8340+(random%4)
sparkxy = -20,0
hitsound = S300,2
guardsound = S815,0
ground.type = Low      ;Low,Trip,None
ground.slidetime = 25
ground.hittime = 25
air.hittime = 25
ground.velocity = -7
fall = 0
air.velocity = -7,-2
sprpriority = 3
palfx.time = 15
palfx.add = -100,-100,-100
palfx.mul = 350,350,256
palfx.sinadd = 100,100,0,15
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
getpower = 0;0

[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1331
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 35
value = 1332
ctrl = 0
ignorehitpause = 1

;-------------------------------------------------------------------------
;Kneel! Ki
[Statedef 9050]
type 			= A
movetype 		= A
physics 		= N
ctrl 			= 0
anim 			= 70312
sprpriority		= 4


[State 0:    NotHitBy]
type                    = NotHitBy
trigger1                = 1
time                    = 2
value                   = SCA,AA,AT
ignorehitpause          = 1

[State 0:    HitBy]
type                    = HitBy
trigger1                = 1
value                   = SCA,AP
time                    = 2


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

[State 12310, AngleSet]
type = AngleSet
trigger1 = !time
value = -90-var(5)

[State 12310, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 12310, Trans]
type = Trans
trigger1 = 1
trans = add

[State 12310, VarSet]
type = VarRandom
triggerall = parent, stateno = 1500
trigger1 = !time
v = 5
range = -5,5

[state 9050:	Accel]
type			= velset
trigger1		= time = 0
y			= 15




[State 9050:	NoShadow]
type 			= AssertSpecial
trigger1 		= 1
flag 			= NoShadow
ignorehitpause 	= 1
persistent = 1

[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 21
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 22
range = -5,5

[State 12150, Sparkles]
type = Explod
trigger1 = Time % 3=0 && !movecontact
anim = ifelse(random>300,11550,11559)
id = 11550
postype = p1
pos = var(21), var(22)
vel = (vel x)*0.1, (vel y)*0.1
accel = 0, 0
ownpal = 1
scale = 0.25, 0.25
sprpriority = 5

[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0



[State 9050:	HitDef]
type			= HitDef
trigger1		= !time
attr			= A, SP
hitflag		= MAFD
ID                  = 9050
nochainid           = 9050
guardflag		= H
animtype		= Hard
priority		= 3, Hit
damage		= ceil((115-(parent, var(13)*2))*parent, fvar(13)),ceil(5*parent, fvar(13))
pausetime		= 0,6
guard.pausetime	= 1,12
sparkno		= -1
guard.sparkno	= S8020+(random%2)
sparkxy		= -32,0
hitsound		= S300,3
guardsound          = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.type         = Low
air.type		= high
ground.slidetime	= 25
ground.hittime	= 10
air.hittime         = 10
ground.velocity	= -1,9
guard.velocity	= -1
air.velocity	= -2,4
airguard.velocity	= -2,4
ground.cornerpush.veloff = 0
down.velocity	= -1,-2
getpower		= 0
givepower		= 0
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -6
fall = 1

[State 9050:	Stop]
type			= null; velset
trigger1		= movecontact
y			= 0

[State 9050:	Explode]
type			= Changestate
trigger1		= movecontact || pos Y >= 0
value			= 9051

;-------------------------------------------------------------------------
;Explosion
[Statedef 9051]
type = S
movetype= A
physics = N
velset = 0,0
Anim = 1
ctrl = 0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S815,0

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8332
ID = 8310
pos = 0,0
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = 1.2,1.2
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno = 9052
trigger1 = !time
anim = 8332
ID = 8310
pos = 40,7
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = .8,.6
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno = 9053
trigger1 = !time
anim = 8332
ID = 8310
pos = 20,-5+(random%2)
postype = p1  ;p2,front,back,left,right
removetime = -2
bindtime = 1
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, PalFXWiz]
type = null; PalFX
trigger1 = 1
time = 999
add = 0,0,0
mul = 256,356,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 13000, No Shadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow
supermovetime = 9999
pausemovetime = 9999

[State 13000, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 30
length = 5
palinvertall = 0
palbright = 0,0,0
palcontrast = 128,128,128
paladd = 0,0,0
timegap = 1
framegap = 1
trans = Add

[State 13000, Disperse Effect]
type = Helper
trigger1 = time = 0
name = "DisperseEffect"
stateno = 14501
postype = p1
pos = 20, 0
keyctrl = 0
ownpal = 0
id = 14500
bindtime = 0
size.xscale         = 1.9   
size.yscale         = 1.9


[State 13000, Flash! AhhAHHHH!]
type = Explod
trigger1 = (!time)
Anim = 13105
Pos = 0,0
Id = 13105
velocity = 0,0
sprpriority = 5
removeongethit = 0
;removetime = 9
bindtime = 1
Postype = p1
supermovetime  = 9999
pausemovetime  = 9999
persistent = 0
ownpal = 1
scale = 0.03, 0.03




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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15

;--------------------------------------------------------------------------
;Bow! Ki
[Statedef 9052]
type 			= A
movetype 		= A
physics 		= N
ctrl 			= 0
anim 			= 70312
sprpriority		= 4


[State 0:    NotHitBy]
type                    = NotHitBy
trigger1                = 1
time                    = 2
value                   = SCA,AA,AT
ignorehitpause          = 1

[State 0:    HitBy]
type                    = HitBy
trigger1                = 1
value                   = SCA,AP
time                    = 2


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

[State 12310, AngleSet]
type = AngleSet
trigger1 = !time
value = -37-var(5)

[State 12310, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 12310, Trans]
type = Trans
trigger1 = 1
trans = add

[State 12310, VarSet]
type = VarRandom
triggerall = parent, stateno = 1500
trigger1 = !time
v = 5
range = -10,10

[state 9050:	Accel]
type			= velset
trigger1		= time = 0
y			= 7.2
X                             = 9




[State 9050:	NoShadow]
type 			= AssertSpecial
trigger1 		= 1
flag 			= NoShadow
ignorehitpause 	= 1
persistent = 1

[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 21
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 22
range = -5,5

[State 12150, Sparkles]
type = Explod
trigger1 = Time % 3=0 && !movecontact
anim = ifelse(random>300,11550,11559)
id = 11550
postype = p1
pos = var(21), var(22)
vel = (vel x)*0.1, (vel y)*0.1
accel = 0, 0
ownpal = 1
scale = 0.25, 0.25
sprpriority = 5


[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0



[State 9050:	HitDef]
type			= HitDef
trigger1		= !time 
attr			= A, SP
hitflag		= MAFD
guardflag		= H
animtype		= Hard
ID                  = 9052
NoChainID           = 9052
priority		= 3, Hit
damage		= ceil((110-(parent, var(13)*2))*parent, fvar(13)),ceil(5*parent, fvar(13))
pausetime		= 0,12
guard.pausetime	= 1,12
sparkno		= S8030+(random%5)
guard.sparkno	= S8020+(random%2)
sparkxy		= -32,0
hitsound		= S300,3
guardsound          = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.type         = High
air.type		= high
ground.slidetime	= 25
ground.hittime	= 10
air.hittime         = 10
ground.velocity	= -9
guard.velocity	= -7
air.velocity	= -7,4
airguard.velocity	= -2,4
ground.cornerpush.veloff = 0
down.velocity	= -1,-2
getpower		= 0
givepower		= 0
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4
fall = 0



[State 9050:	Stop]
type			= null; velset
trigger1		= movecontact
y			= 0

[State 9050:	Explode]
type			= Changestate
trigger1		= movecontact || pos Y >= 0
value			= 9051

;-------------------------------------------------------------------------
;Submit! Ki
[Statedef 9053]
type 			= A
movetype 		= A
physics 		= N
ctrl 			= 0
anim 			= 70312
sprpriority		= 4



[state 9050:	Accel]
type			= velset
trigger1		= time = 0
X                             = 12




[State 9050:	NoShadow]
type 			= AssertSpecial
trigger1 		= 1
flag 			= NoShadow
ignorehitpause 	= 1
persistent = 1

[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 21
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 22
range = -5,5

[State 12150, Sparkles]
type = Explod
trigger1 = Time % 3=0 && !movecontact
anim = ifelse(random>300,11550,11559)
id = 11550
postype = p1
pos = var(21), var(22)
vel = (vel x)*0.1, (vel y)*0.1
accel = 0, 0
ownpal = 1
scale = 0.25, 0.25
sprpriority = 5

[State 0:    NotHitBy]
type                    = NotHitBy
trigger1                = 1
time                    = 2
value                   = SCA,AA,AT
ignorehitpause          = 1

[State 0:    HitBy]
type                    = HitBy
trigger1                = 1
value                   = SCA,AP
time                    = 2


[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0



[State 9050:	HitDef]
type			= HitDef
trigger1		= !time
attr			= A, SP
ID = 9053
NochainID = 9053
hitflag		= MAFD
guardflag		= H
animtype		= Hard
priority		= 3, Hit
damage		= ceil((125-(parent, var(13)*2))*parent, fvar(13)),ceil(5*parent, fvar(13))
pausetime		= 0,12
guard.pausetime	= 1,12
sparkno		= S8030+(random%5)
guard.sparkno	= S8020+(random%2)
sparkxy		= -32,0
hitsound		= S300,3
guardsound          = S400, Ifelse (Random < 500, 0, Ifelse (Random < 500, 1, 2))
ground.type         = High
air.type		= high
ground.slidetime	= 25
ground.hittime	= 10
air.hittime         = 10
ground.velocity	= -12,-3
guard.velocity	= -7
air.velocity	= -12,-3
airguard.velocity	= -2,4
ground.cornerpush.veloff = 0
down.velocity	= -1,-2
getpower		= 0
air.fall= 1
givepower		= 0
envshake.time 	= 12
envshake.freq 	= 120
envshake.ampl 	= -4
fall = 1
fall.recover = 0
;p2stateno = 6000





[State 9050:	Stop]
type			= null; velset
trigger1		= movecontact
y			= 0


[State 9050:	Explode]
type			= Changestate
trigger1		= movecontact 
value			= 9051

[State 0:    End]
type                    = DestroySelf
trigger1                = ((frontedgedist <= -75) || (backedgedist <= -75))



;-------------------------------------------------------------------------
;Bakuhatsuha
[Statedef 9310]
type 		= S
movetype 		= A
physics 		= N
ctrl 		= 0
anim 		= 8700
sprpriority	= 4

[State 3102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
persistent = 1
flag = noshadow

[State 9310, PosSet]
type = PosSet
triggerall = p2bodydist x < 180
trigger1 = !time
x = enemynear, Pos X-0
y = 0



[State 9310:	Ground]
type		= null
trigger1		= time = 0
y		= 0



[State 9310:	SND]
type		= playSND
trigger1		= time = 0
value		= S1900,0

[State 9310:	Hit]
type 		= HitDef
trigger1 		= time = 0
attr 		= S,HA
hitflag 		= MAFD
guardflag 	= MA 
animtype 		= Hard
priority 		= 9999,Hit
ID                  = 3201
hitsound 		= S203,2
guardsound 	= S1611,0
sparkno 		= S IfElse(random<500,IfElse(random<500,8015,8016),IfElse(random<500,8017,8018))
guard.sparkno 	= -1
sparkxy 		= -22,-40
spark.postype	= p2
damage 		= 80
pausetime 	= 0,10
ground.type 	= High
ground.velocity     = 12,-12
air.velocity 	= 5,-12
fall 		= 1
fall.recover	= 1
envshake.time 	= 10
envshake.freq 	= 60
envshake.ampl 	= -4
ignorehitpause      = 1

[state 9091,pause]
type = pause
trigger1 = animelem = 8
trigger2 = time%4 = 0
time = 3

[State 1000:    	Screen Flash]
type          	= EnvColor
trigger1      	= movecontact && animelem = 5
value         	= 255,255,255
time            	= 1
under           	= 0

[State 800, 1]
type = Explod
trigger1 = movecontact && numexplod(6069) = 0
Anim = 8111
pos = 0,0
postype = p2
Id = 6069
sprpriority = 1
removeongethit = 1
removetime = -2
scale = 1,1
bindtime = 1
SuperMove = 1
ownpal = 1
persistent = 0

[State 9310]
type			= destroyself
trigger1		= !animtime

;---------------------------------------------------------------------------
;Bakuhatsuha
[Statedef 9311]
type 		= S
movetype 		= A
physics 		= N
ctrl 		= 0
anim 		= 9998
sprpriority	= 4

[State 3102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
persistent = 1
flag = noshadow

[State 9310, PosSet]
type = PosSet
triggerall = p2bodydist x < 180
trigger1 = !time
x = enemynear, Pos X-0
y = 0



[State 9310:	Ground]
type		= null
trigger1		= time = 0
y		= 0



[State 9310:	SND]
type		= playSND
trigger1		= time = 0
value		= S1900,0

[State 9310:	Hit]
type 		= HitDef
trigger1 		= time = 0
attr 		= S,HA
hitflag 		= MAFD
guardflag 	= MA 
animtype 		= diagup
priority 		= 9999,Hit
ID                  = 3201
hitsound 		= S203,2
guardsound 	= S1611,0
sparkno 		= -1
guard.sparkno 	= -1
sparkxy 		= -22,-40
spark.postype	= p2
damage 		= ceil((55-(parent, var(13)*2))*parent, fvar(13)),ceil(5*parent, fvar(13))
pausetime 	= 0,8
ground.type 	= High
ground.velocity     = 12,-12
air.velocity 	= 5,-9
fall 		= 1
fall.recover	= 0
envshake.time 	= 10
envshake.freq 	= 60
envshake.ampl 	= -4
ignorehitpause      = 1
yaccel = 0.45
p1getp2facing = 1



[State 1000:    	Screen Flash]
type          	= EnvColor
trigger1      	= !time 
value         	= 255,255,255
time            	= 2
under           	= 0

[State 800, 1]
type = Explod
trigger1 = movecontact && numexplod(6069) = 0
Anim = 8332
pos = floor(p2bodydist X +(5+const(size.ground.front))), -85
postype = p1
Id = 6069
sprpriority = 1
removeongethit = 1
removetime = -2
scale = .9,.9
bindtime = 1
SuperMove = 1
ownpal = 1
persistent = 0

[State 9310]
type			= destroyself
trigger1		= time = 10

;---------------------------------------------------------------------------
;Bakuhatsuha
[Statedef 9312]
type 		= S
movetype 		= A
physics 		= N
ctrl 		= 0
anim 		= 9998
sprpriority	= 4

[State 3102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
persistent = 1
flag = noshadow

[State 9310, PosSet]
type = PosSet
triggerall = p2bodydist x < 180
trigger1 = !time
x = enemynear, Pos X-0
y = enemynear, Pos y-0


[State 9310:	Ground]
type		= null
trigger1		= time = 0
y		= 0



[State 9310:	SND]
type		= playSND
trigger1		= time = 0
value		= S1900,0

[State 9310:	Hit]
type 		= HitDef
trigger1 		= time = 0
attr 		= S,HA
hitflag 		= MAFD
guardflag 	= MA 
animtype 		= back
priority 		= 9999,Hit
ID                  = 3201
hitsound 		= S203,2
guardsound 	= S1611,0
sparkno 		= -1
guard.sparkno 	= -1
sparkxy 		= -22,-40
spark.postype	= p2
damage 		= ceil((55-(parent, var(13)*2))*parent, fvar(13)),ceil(5*parent, fvar(13))
pausetime 	= 0,12
ground.type 	= High
ground.velocity     = 0
air.velocity 	= ifelse(enemy,Facing = 0, -12,12),-7
fall 		= 1
fall.recover	= 0
envshake.time 		= 15
envshake.freq 		= 120
envshake.ampl 		= 6
ignorehitpause      = 1
yaccel = 0.49





[State 1000:    	Screen Flash]
type          	= EnvColor
trigger1      	= !time 
value         	= 255,255,255
time            	= 6
under           	= 0

[State 800, 1]
type = Explod
trigger1 = movecontact && numexplod(6069) = 0
Anim = 8332
pos = floor(p2bodydist X +(5+const(size.ground.front))), -85
postype = p1
Id = 6069
sprpriority = 1
removeongethit = 1
removetime = -2
scale = .9,.9
bindtime = 1
SuperMove = 1
ownpal = 1
persistent = 0

[State 9310]
type			= destroyself
trigger1		= time = 10

;---------------------------------------------------------------------------
;Bakuhatsuha
[Statedef 9313]
type 		= S
movetype 		= A
physics 		= N
ctrl 		= 0
anim 		= 9998
sprpriority	= 4

[State 3102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
persistent = 1
flag = noshadow

[State 9310, PosSet]
type = PosSet
triggerall = p2bodydist x < 180
trigger1 = !time
x = enemynear, Pos X-0
y = enemynear, Pos y-0


[State 9310:	Ground]
type		= null
trigger1		= time = 0
y		= 0



[State 9310:	SND]
type		= playSND
trigger1		= time = 0
value		= S1900,0

[State 9310:	Hit]
type 		= HitDef
trigger1 		= time = 0
attr 		= S,HA
hitflag 		= MAFD
guardflag 	= MA 
animtype 		= diagup
priority 		= 9999,Hit
ID                  = 3201
hitsound 		= S203,2
guardsound 	= S1611,0
sparkno 		= -1
guard.sparkno 	= -1
sparkxy 		= -22,-40
spark.postype	= p2
damage 		= ceil((55-(parent, var(13)*2))*parent, fvar(13)),ceil(5*parent, fvar(13))
pausetime 	= 0,10
ground.type 	= High
ground.velocity     = 12,-12
air.velocity 	= 10,-8
fall 		= 1
fall.recover	= 1
envshake.time 	= 10
envshake.freq 	= 60
envshake.ampl 	= -4
ignorehitpause      = 1
yaccel = 0.51




[State 1000:    	Screen Flash]
type          	= EnvColor
trigger1      	= !time 
value         	= 255,255,255
time            	= 5
under           	= 0

[State 800, 1]
type = Explod
trigger1 = movecontact && numexplod(6069) = 0
Anim = 8332
pos = floor(p2bodydist X +(5+const(size.ground.front))), -85
postype = p1
Id = 6069
sprpriority = 1
removeongethit = 1
removetime = -2
scale = .9,.9
bindtime = 1
SuperMove = 1
ownpal = 1
persistent = 0

[State 9310]
type			= destroyself
trigger1		= time = 10

;---------------------------------------------------------------------------
;FF Ball
[Statedef 80051]
type                    = U
movetype                = U
physics                 = U
anim                    = 70231
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 3
;---------------




[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3100,0


[State 0:     VelSet]
type                    = VelSet
trigger1                = (!Time)
x		                = 0
y		                = 0

[State 0: VarSet]
type 			        = VarSet
trigger1 		        = (!Time)
fv 			            = 1
value 		            = 1

[State 0: VarAdd]
type 			        = VarAdd
trigger1 		        = (TimeMod = 2,0)
fv 			            = 1
value 		            = -1

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

[State 0: AngleDraw]
type                    = AngleDraw
trigger1                = 1
scale                   = fvar(1), fvar(1)

[State 0, ]
type                    = BindToParent
trigger1                = 1
time                    = 1
pos		                = 20,-52

[State 0: 	AfterImage]
type 			        = AfterImage
trigger1 		        = (!Time)
time 			        = 9999999
framegap 		        = 4
length 		            = 20
paladd 		            = 0, 0, 0
palmul 		            = .60, .60, .60
palcontrast 	        = 50, 50, 50
trans 		            = add

[State 0, AfterImage]
type                    = AfterImageTime
trigger1                = 1
time                    = 2

[State 0:     Turn]
type                    = Turn
trigger1                = (P2BodyDist X < 0)

[State 0:    No Shadow]
Type                    = AssertSpecial
Trigger1                = 1
Flag                    = NoShadow

[State 0:        DestroySelf]
type 			        = DestroySelf
trigger1 		        = parent, animelem = 13, > 31
trigger2 		        = parent,stateno != 3401
trigger3 		        = parent,movetype = H
;------------------------------------------------------------------------
;FF Ball - Left Arm
[Statedef 80052]
type                    = U
movetype                = U
physics                 = U
anim                    = 70232
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------




[State 0:     VelSet]
type                    = VelSet
trigger1                = (!Time)
x		                = 0
y		                = 0

[State 0: VarSet]
type 			        = VarSet
trigger1 		        = (!Time)
fv 			            = 1
value 		            = 1

[State 0: VarAdd]
type 			        = VarAdd
trigger1 		        = (TimeMod = 1,0)
fv 			            = 1
value 		            = -1

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

[State 0: AngleDraw]
type                    = AngleDraw
trigger1                = 1
scale                   = fvar(1), fvar(1)

[State 0, ]
type                    = BindToParent
trigger1                = 1
time                    = 1
pos		                = -20, -70






[State 0: 	AfterImage]
type 			        = AfterImage
trigger1 		        = (!Time)
time 			        = 9999999
framegap 		        = 4
length 		            = 20
paladd 		            = 0, 0, 0
palmul 		            = .60, .60, .60
palcontrast 	        = 50, 50, 50
trans 		            = add

[State 0, AfterImage]
type                    = AfterImageTime
trigger1                = 1
time                    = 2

[State 0:     Turn]
type                    = Turn
trigger1                = (P2BodyDist X < 0)

[State 0:    No Shadow]
Type                    = AssertSpecial
Trigger1                = 1
Flag                    = NoShadow

[State 0:        DestroySelf]
type 			        = DestroySelf
trigger1 		        = parent, animelem = 4
trigger2 		        = parent,stateno != 3401
trigger3 		        = parent,movetype = H
;------------------------------------------------------------------------
;FF Ball - Right arm
[Statedef 80053]
type                    = U
movetype                = U
physics                 = U
anim                    = 70232
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------




[State 0:     VelSet]
type                    = VelSet
trigger1                = (!Time)
x		                = 0
y		                = 0

[State 0: VarSet]
type 			        = VarSet
trigger1 		        = (!Time)
fv 			            = 1
value 		            = 1

[State 0: VarAdd]
type 			        = VarAdd
trigger1 		        = (TimeMod = 1,0)
fv 			            = 1
value 		            = -1

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

[State 0: AngleDraw]
type                    = AngleDraw
trigger1                = 1
scale                   = fvar(1), fvar(1)

[State 0, ]
type                    = BindToParent
trigger1                = 1
time                    = 1
pos		                = 34,-63

[State 0: 	AfterImage]
type 			        = AfterImage
trigger1 		        = (!Time)
time 			        = 9999999
framegap 		        = 4
length 		            = 20
paladd 		            = 0, 0, 0
palmul 		            = .60, .60, .60
palcontrast 	        = 50, 50, 50
trans 		            = add

[State 0, AfterImage]
type                    = AfterImageTime
trigger1                = 1
time                    = 2

[State 0:     Turn]
type                    = Turn
trigger1                = (P2BodyDist X < 0)

[State 0:    No Shadow]
Type                    = AssertSpecial
Trigger1                = 1
Flag                    = NoShadow

[State 0:        DestroySelf]
type 			        = DestroySelf
trigger1 		        = parent, animelem = 4
trigger2 		        = parent,stateno != 3401
trigger3 		        = parent,movetype = H
;------------------------------------------------------------------------

; Final Flash Beam
[Statedef 8402]
type 		= U
movetype		= A
physics		= U
juggle	    	= 1
anim    	          = 8388
velset		= 0,0
ctrl	          = 0
poweradd		= 0
facep2		= 0
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority         = 3

[State 0, ]
type                    = BindToParent
trigger1                = 1
time                    = 1
pos                     = -11, -72

[State 0:    No Shadow]
Type                    = AssertSpecial
Trigger1                = 1
Flag                    = NoShadow

[State 0: 	AfterImage]
type 		= AfterImage
trigger1 		= (!Time)
time 	          = 9999999
framegap 		= 4
length 		= 20
paladd 		= 0, 0, 0
palmul 		= .60, .60, .60
palcontrast 	= 50, 50, 50
trans 		= add


[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0


[State 0, AfterImage]
type                    = AfterImageTime
trigger1                = 1
time                    = 2

[State 0, ]
type                    = HitDef
trigger1                = !Time
attr                    = A, HP
damage                  = ceil((350-(parent, var(13)*2))*parent, fvar(13)),ceil(5*parent, fvar(13))
animtype                = Heavy
guardflag               = M
hitflag                 = MAF, NP, SP, HP, NT, ST, HT
priority                = 5, Hit
pausetime               = 0, 12
sparkno                 = -1
guard.sparkno           = -1
sparkxy                 = 0, 40
hitsound                = S3000, 3
guardsound              = S3000, 3
ground.type             = High
ground.slidetime        = 12
ground.hittime          = 12
ground.velocity         = -12, -12
airguard.velocity       = -3.9,-4
air.type                = High
air.velocity            = -12,-12
air.hittime             = 12
getpower                = 0
givepower		        = 0
yaccel		            = 0.5
Fall                    = 1
fall.recover            = 0
envshake.time           = 30
envshake.freq           = 90
envshake.ampl           = 10
id                      = 8320
p1sprpriority           = 6

[State 0: Helper]
type                    = Helper
trigger1                = MoveContact
helpertype              = normal
ID                      = 8403
stateno                 = 8403
postype                 = p2
ownpal                  = 1
size.xscale             = 1.5
size.yscale             = 1.5
Persistent              = 0

[State 0:        DestroySelf]
type 			        = DestroySelf
trigger1 		        = parent,stateno != 3403
trigger2 		        = parent,movetype = H
;---------------------------------------------------------------------------
; Final Flash Explode
[Statedef 8403]
type                    = U
movetype                = U
physics                 = U
anim                    = 90
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------

[State 0: Helper]
type                    = Helper
trigger1                = !Time
helpertype              = normal
ID                      = 8404
stateno                 = 8404
ownpal                  = 1
size.xscale             = 1
size.yscale             = 1

;---------------
;Effects
;---------------

[State 0, PalFXWiz]
type 				    = AllPalFX
trigger1 			    = Time = 15
time 				    = 40
add 				    = 200,200,256
mul 				    = 200,200,256
sinadd 			        = 200,200,256,150
invertall 			    = 0
color 			        = 256

;---------------
[State 0:    Done]
type                    = DestroySelf
trigger1                = (Time >= 200)

;---------------------------------------------------------------------------
;Final Flash Explode Helper
[Statedef 8404]
type                    = U
movetype                = U
physics                 = U
anim                    = 8530
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------

[State 0, ]
type                    = BindToTarget
trigger1                = 1
time                    = 1
pos		                = 0,0

[State 0: VarSet]
type 			        = VarSet
trigger1 		        = (!Time)
fv 			            = 1
value 		            = -1

[State 0: VarAdd]
type 			        = VarAdd
trigger1 		        = (TimeMod = 5,0)
fv 			            = 1
value 		            = -1

[State 0: AngleDraw]
type                    = AngleDraw
trigger1                = 1
scale                   = fvar(1), fvar(1)

[State 0:    No Shadow]
Type                    = AssertSpecial
Trigger1                = 1
Flag                    = NoShadow

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

[State 0:        DestroySelf]
type 			        = DestroySelf
trigger1 		        = Time = 40

;---------------------------------------------------------------------------
;Slow down
[Statedef 8405]
type                    = U
movetype                = U
physics                 = U
anim                    = 90
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------

[State 0: Pause]
type                    = Pause
triggerall              = 1
trigger1                = gametime%2 = 0
time                    = 1

[State 0:        DestroySelf]
type 			        = DestroySelf
trigger1 		        = Time = 100
trigger2 		        = parent,stateno != 3401
trigger3 		        = parent,movetype = H

;---------------------------------------------------------------------------
;Aura up
[StateDef 8304]
type = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = -1
poweradd = 0;0
sprpriority = 2

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

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y

[State 0, PalFXWiz]
type =  PalFX
trigger1 = Parent, Var(27) = 1
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 5,10

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 0
value = .1*var(0)

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

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8300
ID = 8300
pos = 0-(random%20),-20-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermovetime = 999
pausemovetime = 999
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8301
ID = 8301
pos = 0+(random%20),-10-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermovetime = 999
pausemovetime = 999
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8302
ID = 8302
pos = 0-(random%10),0-(random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermovetime = 999
pausemovetime = 999
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8303
ID = 8303
pos = 10-(random%20),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8304
ID = 8304
pos = 0+(random%20),-20-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8305
ID = 8305
pos = 0-(random%20),-10-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8306
ID = 8306
pos = 0+(random%10),0-(random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8307
ID = 8307
pos = 15-(random%30),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno!= [3400,3403]
ignorehitpause = 0

;-------------------------------------------------------------------------
;Super Portrait
[Statedef 19004]
physics  = N
anim     = 90
sprpriority = 5

[State 19004, VarSet]
type = VarSet
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
fv = 1
value = 0

[State 19004, VarAdd]
type = VarAdd
trigger1 = time >= 40
persistent = 1
ignorehitpause = 1
fv = 1
value = 0.04

[State 19004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 19004, Picture]
type = Explod
trigger1 = time = 0
anim = 19000
id = 19000
pos = -170,190
postype = back
ownpal = 0
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999
persistent = 1
ignorehitpause = 1
scale = .9,.9
ontop = 1

[State 700,5 speed lines]
type = Explod
trigger1 = !time
Anim = 15000
pos = -120,210
postype = front ;p2,front,back,left,right
bindtime = -1
id=  7015
removetime = 57
scale =1.4, 1.111
pausemovetime = 999
sprpriority = 5
removeongethit = 1
ownpal=1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0
;ignorehitpause = 
;persistent = 


[State 19002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 80
id = 19002

[State 19002, DestroySelf]
type = DestroySelf
trigger1 = time = 80
;---------------------------------------------------------------------------
;Shockwave
[StateDef 8201]
type = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = -1
poweradd = 0;0
sprpriority = 2

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = nobardisplay

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

[State 0, EnvColor]
type = EnvColor
trigger1 = !time
value = 255,255,255
time = 3

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8210
ID =   8210
pos = 0,0
scale = 1, 1
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 9
supermove = 1
pausemovetime = 999
ontop = 1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8200+(random%8)
ID =   8200
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 14
supermove = 1
pausemovetime = 999
ontop = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8200
scale = .6+(0.2*time), .6+(0.2*time)
ignorehitpause = 1
persistent = 1
supermove = 1
pausemovetime = 999

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8200+(random%8)
ID =   8201
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 14
supermove = 1
pausemovetime = 999
ontop = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8201
scale = .2+(0.1*time), .2+(0.1*time)
ignorehitpause = 1
persistent = 1
supermove = 1
pausemovetime = 999

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8200+(random%8)
ID =   8202
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 10
ownpal = 1
removetime = 14
supermove = 1
pausemovetime = 999
ontop = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8202
scale = .1+(0.09*time), .1+(0.09*time)
ignorehitpause = 1
persistent = 1
supermove = 1
pausemovetime = 999

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 60
;-------------------------------------------------------------------------
; BBA Ball
[Statedef 8014]
type 			        = A
movetype		        = A
physics		            = N
juggle	    	        = 1
anim    			    = 8150
velset		            = 0,0
ctrl			        = 0
poweradd		        = 0
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 3



[State 0:	VelSet]
type			        = VelSet
trigger1		        = 1
x			            = 7
y                       = 7

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

;---------------

[State 0:    HitOverride]
type                    = HitOverride
trigger1                = 1
slot                    = 1
time                    = -1
stateno                 = 8014
attr                    = SCA,AA,SP,AT

[State 0:    NotHitBy]
type                    = NotHitBy
trigger1                = 1
time                    = 2
value                   = SCA,AA,AT
ignorehitpause          = 1

[State 0:    HitBy]
type                    = HitBy
trigger1                = 1
value                   = SCA,AP
time                    = 2

;---------------

[State 0: Dust]
type                    = MakeDust
trigger1                = (1)
pos                     = 20,floor(-pos y)
spacing                 = 2

[State 0: 	AfterImage]
type 			        = AfterImage
trigger1 		        = !Time
time 			        = 99999
framegap 		        = 2
length 		            = 20
paladd 		            = 0, 0, 0
palmul 		            = .50, .50, .50
palcontrast 	        = 50, 50, 50
trans 		            = add

;---------------





[State 0, ]
type                    = HitDef
triggerall              = p2stateno != 1024
trigger1                = !Time
attr                    = S, SP
damage                  = 0, 20
animtype                = hard
guardflag               = MAFD
hitflag                 = MAF, NP, SP, NT, ST, HT
priority                = 5, Miss
pausetime               = 0, 0
sparkno                 = -1
guard.sparkno           = S7113
sparkxy                 = 0, 0
guardsound              = S400, 0
guardsound              = S2010, 3
ground.type             = High
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -7, -7
airguard.velocity       = -7, -7
air.type                = High
air.velocity            = -7, -7
air.hittime             = 12
getpower                = 27
givepower		        = 0
Fall                    = 1
Fall.recover            = 0
yaccel		            = 0.5
envshake.time           = 20
envshake.freq           = 80
envshake.ampl           = 10
id                      = 8014
p2facing                = 1
p1stateno               = 80141
p2stateno               = 3013

[State 0:    End]
type                    = DestroySelf
trigger1                = MoveGuarded || ((frontedgedist <= -175) || (backedgedist <= -175))

;---------------------------------------------------------------------------
; BBA - Grab
[Statedef 80141]
type 			        = U
movetype		        = A
physics		            = N
juggle	    	        = 1
anim    			    = 8150
velset		            = 5,7
ctrl			        = 0
poweradd		        = 0
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2

[State 0: TargetBind]
type                    = TargetBind
trigger1                = 1
pos                     = 40,40
ID                      = 8014

[State 0]
type                    = AfterImageTime
trigger1                = 1
time                    = 1
ignorehitpause          = 1


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

[State 0: MakeDust]
type                    = MakeDust
trigger1                = 1
pos                     = 20,floor(-pos y)
spacing                 = 2

[State 0:       Big S Dust Right]
type                    = Explod
trigger1                = TimeMod = 3, 0
anim                    = 8100
ID                      = 7011
pos                     = 10,floor(-pos y)
removetime              = -2
pausemovetime           = 999
sprpriority             = 3
ownpal                  = 1
removeongethit          = 1

[State 0: Width]
type                    = width
trigger1                = 1
edge                    = 2,0

[State 0: ChangeState]
type                    = ChangeState
trigger1                = Pos y > -20
value                   = 80142

;---------------------------------------------------------------------------
; Ground Explode
[Statedef 80142]
type 			        = U
movetype		        = I
physics		            = U
juggle	    	        = 1
anim    			    = 90
velset		            = 0,0
ctrl			        = 0
poweradd		        = 0
facep2		            = 0
hitdefpersist	        = 0
movehitpersist	        = 0
hitcountpersist	        = 0
sprpriority		        = 2

[State 0: AssertSpecial]
type                    = AssertSpecial
trigger1                = 1
flag                    = Invisible

[State 0: TargetBind]
type                    = TargetBind
trigger1                = !Time
pos                     = 30,40
ID                      = 7023

[State 0: Width]
type                    = width
trigger1                = 1
edge                    = 10,0

[State 0: TargetLifeAdd]
type                    = TargetLifeAdd
trigger1                = !Time
value                   = -220
ID                      = 8014

[State 0: TargetState]
type                    = Targetstate
trigger1                = !Time
value                   = 3014
ID                      = 8014

[State 0, Sound]
type                    = PlaySnd
trigger1                = !Time
value                   = 3002,2

[State 0: Helper]
type                    = Helper
triggerall              = !NumHelper(8103)
trigger1                = !Time
helpertype              = normal
ID                      = 84031
stateno                 = 84031
postype                 = p2
ownpal                  = 1
size.xscale             = 1
size.yscale             = 1
Persistent              = 0

[State 0:       EnvShake]
type 			        = EnvShake
trigger1 		        = !Time
time 			        = 20
freq 			        = 100
ampl 			        = 10
phase                   = 20

[State 0:    End]
type                    = DestroySelf
trigger1                = Time = 200

;---------------------------------------------------------------------------
; BBA Explode
[Statedef 84031]
type                    = U
movetype                = U
physics                 = U
anim                    = 90
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------

[State 0: Helper]
type                    = Helper
trigger1                = !Time
helpertype              = normal
ID                      = 84041
stateno                 = 84041
ownpal                  = 1
size.xscale             = 1
size.yscale             = 1
supermovetime = 999
pausemovetime = 999

;---------------
;Effects
;---------------

[State 0, PalFXWiz]
type 				    = AllPalFX
trigger1 			    = Time = 10
time 				    = 30
add 				    = 200,200,256
mul 				    = 200,200,256
sinadd 			        = 200,200,256,150
invertall 			    = 0
color 			        = 256

;---------------
[State 0:    Done]
type                    = DestroySelf
trigger1                = (Time >= 200)

;---------------------------------------------------------------------------
;BBA Explode Helper
[Statedef 84041]
type                    = U
movetype                = U
physics                 = U
anim                    = 8150
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------




[State 0, ]
type = Explod
trigger1 = time = 30
anim = 8111
ID = 8100
pos = 0,-25
facing = 1
scale = 1.8,1
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999


[State 0, ]
type                    = BindToTarget
trigger1                = 1
time                    = 1
pos		                = 0,0



[State 0: VarSet]
type 			        = VarSet
trigger1 		        = (!Time)
fv 			            = 1
value 		            = -1

[State 0: VarAdd]
type 			        = VarAdd
trigger1 		        = (TimeMod = 5,0)
fv 			            = 1
value 		            = -1

[State 0: AngleDraw]
type                    = AngleDraw
trigger1                = 1
scale                   = fvar(1), fvar(1)

[State 0:    No Shadow]
Type                    = AssertSpecial
Trigger1                = 1
Flag                    = NoShadow

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

[State 0:        DestroySelf]
type 			        = DestroySelf
trigger1 		        = Time = 20

;---------------------------------------------------------------------------
;BBA Ball
[Statedef 80055]
type                    = U
movetype                = U
physics                 = U
anim                    = 8151
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------

[State 0:     VelSet]
type                    = VelSet
trigger1                = (!Time)
x		                = 0
y		                = 0

[State 0: AngleDraw]
type                    = AngleDraw
trigger1                = 1

[State 0: AngleAdd]
type                    = AngleAdd
trigger1                = 1
value                   = -25

[State 0: VarSet]
type 			        = VarSet
trigger1 		        = (!Time)
fv 			            = 1
value 		            = 1

[State 0: VarAdd]
type 			        = VarAdd
trigger1 		        = (TimeMod = 2,0)
fv 			            = 1
value 		            = -1

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

[State 0: AngleDraw]
type                    = AngleDraw
trigger1                = 1
scale                   = fvar(1), fvar(1)

[State 0, ]
type                    = BindToParent
trigger1                = 1
time                    = 1
pos		                = 32,-55

[State 0: 	AfterImage]
type 			        = AfterImage
trigger1 		        = (!Time)
time 			        = 9999999
framegap 		        = 4
length 		            = 20
paladd 		            = 0, 0, 0
palmul 		            = .60, .60, .60
palcontrast 	        = 50, 50, 50
trans 		            = add

[State 0, AfterImage]
type                    = AfterImageTime
trigger1                = 1
time                    = 2

[State 0:     Turn]
type                    = Turn
trigger1                = (P2BodyDist X < 0)

[State 0:    No Shadow]
Type                    = AssertSpecial
Trigger1                = 1
Flag                    = NoShadow

[State 0:        DestroySelf]
type 			        = DestroySelf
trigger1 		        = parent, animelem = 4, > 40
trigger2 		        = parent,stateno != 3302
trigger3 		        = parent,movetype = H

;-------------------------------------------------------------------------
;Aura up (bba Attack)
[StateDef 8305]
type = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = -1
poweradd = 0;0
sprpriority = 2

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

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y

[State 0, PalFXWiz]
type =  PalFX
trigger1 = Parent, Var(27) = 1
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1


[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 5,10

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 0
value = .1*var(0)

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

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8300
ID = 8300
pos = 0-(random%20),-20-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1
supermovetime = 999
pausemovetime = 999

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8301
ID = 8301
pos = 0+(random%20),-10-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
ignorehitpause= 1
supermovetime = 999
pausemovetime = 999

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8302
ID = 8302
pos = 0-(random%10),0-(random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1
supermovetime = 999
pausemovetime = 999

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8303
ID = 8303
pos = 10-(random%20),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1
supermovetime = 999
pausemovetime = 999

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8304
ID = 8304
pos = 0+(random%20),-20-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1
supermovetime = 999
pausemovetime = 999

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8305
ID = 8305
pos = 0-(random%20),-10-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1
supermovetime = 999
pausemovetime = 999

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8306
ID = 8306
pos = 0+(random%10),0-(random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1
supermovetime = 999
pausemovetime = 999

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8307
ID = 8307
pos = 15-(random%30),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1
supermovetime = 999
pausemovetime = 999

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 3302 
ignorehitpause = 1

;--------------------------------------------------------------------------
;Aura up (Intro)
[StateDef 8306]
type = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = -1
poweradd = 0;0
sprpriority = 2

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

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y

[State 0, PalFXWiz]
type =  PalFX
trigger1 = Parent, Var(27) = 1
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1


[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 5,10

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 0
value = .1*var(0)

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

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8300
ID = 8300
pos = 0-(random%20),-20-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8301
ID = 8301
pos = 0+(random%20),-10-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8302
ID = 8302
pos = 0-(random%10),0-(random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8303
ID = 8303
pos = 10-(random%20),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8304
ID = 8304
pos = 0+(random%20),-20-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8305
ID = 8305
pos = 0-(random%20),-10-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8306
ID = 8306
pos = 0+(random%10),0-(random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8307
ID = 8307
pos = 15-(random%30),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 0 || parent, stateno = 197 && time = 200
ignorehitpause = 1

;--------------------------------------------------------------------------
;Aura up (Intro)
[StateDef 8307]
type = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = -1
poweradd = 0;0
sprpriority = 2

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

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y

[State 0, PalFXWiz]
type =  PalFX
trigger1 = Parent, Var(27) = 1
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1


[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 5,10

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 0
value = .1*var(0)

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

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8300
ID = 8300
pos = 0-(random%20),-20-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8301
ID = 8301
pos = 0+(random%20),-10-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8302
ID = 8302
pos = 0-(random%10),0-(random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8303
ID = 8303
pos = 10-(random%20),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8304
ID = 8304
pos = 0+(random%20),-20-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8305
ID = 8305
pos = 0-(random%20),-10-(random%60)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8306
ID = 8306
pos = 0+(random%10),0-(random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, ]
type = Explod
trigger1 = random < 200
anim = 8307
ID = 8307
pos = 15-(random%30),0-(random%50)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
supermove = 1
scale = Fvar(0),Fvar(0)
sprpriority = ifelse(random<500,-3,3)
ownpal = 0
ignorehitpause= 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 925 || parent, stateno = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;Slow down
[Statedef 8405]
type                    = U
movetype                = U
physics                 = U
anim                    = 90
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------

[State 0: Pause]
type                    = Pause
triggerall              = 1
trigger1                = gametime%2 = 0
time                    = 1

[State 0:        DestroySelf]
type 			        = DestroySelf
trigger1 		        = Time = 100
trigger2 		        = parent,stateno != 195
trigger3 		        = parent,movetype = H

;---------------------------------------------------------------------------
;Dash Lines-RunFwd [State 100 && 102]
[StateDef 10200]
type = A
physics = N
movetype = I
velset = 0, 0
anim = 1
ctrl = 0
sprpriority = 2

[State 10200, VarSet]
type = VarRandom
trigger1 = 1
v = 10
range = 0, 71

[State 10200, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
pos = 0,0



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




[State 10200, DashLine]
type = Explod
trigger1 = !(time%2)
Anim = 8221
Postype = p1
Pos = -15+floor(Var(10)*0.4), -var(10)
velocity = 1, 0
Id = 10200
sprpriority = 3
removeongethit = 0
Bindtime = 1
SuperMove = 1
ownpal=0
scale = 0.4,0.5

[State 10200, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 10200, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 10200, DestroySelf]
type = DestroySelf
triggerall = (parent, stateno != 100 && parent, stateno != 110)
trigger1 = (parent, stateno != 101 && parent, stateno != 111)
trigger1 = (parent, stateno != 1100 && parent, stateno != 1101) 

;--------------------------------------------------------------------------------------
;Dash Lines-RunBack [States 105 && 107]
[StateDef 10201]
type = A
physics = N
movetype = I
velset = 0, 0
anim = 1
ctrl = 0
sprpriority = 2

[State 10201, VarSet]
type = VarRandom
trigger1 = 1
v = 10
range = 0, 72

[State 10201, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
pos = -3,0





[State 10201, DashLine]
type = Explod
trigger1 = time%2
Anim = 8222
Postype = p1
Pos = 45-floor(Var(10)*0.5), -var(10)
velocity = -1, 0
Id = 10200
sprpriority = 3
removeongethit = 0
Bindtime = 1
SuperMove = 1
ownpal=0
scale = 0.4,0.5

[State 10201, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 10201, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 10201, DestroySelf]
type = DestroySelf
trigger1 = (parent, stateno != 105 && parent, stateno != 112)
;--------------------------------------------------------------------------------------
;Dash Lines-RunUp [State 109]
[StateDef 10205]
type = A
physics = N
movetype = I
velset = 0, 0
anim = 1
ctrl = 0
sprpriority = 2

[State 10205, VarSet]
type = VarRandom
trigger1 = 1
v = 10
range = 0, 30

[State 10205, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
pos = 0,0



[State 10205, DashLine]
type = Explod
trigger1 = !(time%2)
Anim = 8223
Postype = p1
Pos = -15+Var(10), 5-var(10)
velocity = 0, -1
Id = 10200
sprpriority = 3
removeongethit = 0
Bindtime = 1
SuperMove = 1
ownpal=0
scale = 0.5,0.4

[State 10205, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 10205, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 10205, DestroySelf]
type = DestroySelf
trigger1 = (parent, stateno != 115)
;--------------------------------------------------------------------------------------
;Dash Lines-SuperJump [State 41]
[StateDef 10206]
type = A
physics = N
movetype = I
velset = 0, 0
anim = 1
ctrl = 0
sprpriority = 2

[State 10206, VarSet]
type = VarRandom
trigger1 = 1
v = 10
range = 0, 30

[State 10206, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
pos = 0,0

[State 10206, DashLine]
type = Explod
trigger1 = time%2
Anim = 10205
Postype = p1
Pos = -15+Var(10), 5-var(10)
velocity = 0, -1
Id = 10200
sprpriority = 3
removeongethit = 0
Bindtime = 1
SuperMove = 1
ownpal=0
scale = 0.5,0.4

[State 10206, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 10206, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 10206, DestroySelf]
type = DestroySelf
trigger1 = time >= 12
;-------------------------------------------------------------------------
;Dash Lines-RunFwd [State 100 && 102]
[StateDef 10300]
type = A
physics = N
movetype = I
velset = 0, 0
anim = 1
ctrl = 0
sprpriority = 2

[State 10200, VarSet]
type = VarRandom
trigger1 = 1
v = 10
range = 0, 71

[State 10200, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
pos = 0,0



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




[State 10200, DashLine]
type = Explod
trigger1 = !(time%2)
Anim = 8221
Postype = p1
Pos = -15+floor(Var(10)*0.4), -var(10)
velocity = 1, 0
Id = 10200
sprpriority = 3
removeongethit = 0
Bindtime = 1
SuperMove = 1
ownpal=0
scale = 0.4,0.5

[State 10200, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 10200, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 10200, DestroySelf]
type = DestroySelf
trigger1 = (parent, stateno != 1200)

;--------------------------------------------------------------------------------------
; Ki Lance
[Statedef 70311]
type                    = U
movetype                = A
physics                 = U
anim                    = 70311
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------

[State 0:	VelSet]
type			        = VelSet
trigger1		        = 1
x			            = 15

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

;---------------

[State 0:    HitOverride]
type                    = HitOverride
trigger1                = 1
slot                    = 1
time                    = -1
stateno                 = 70311
attr                    = SCA,AA,SP,AT

[State 0:    NotHitBy]
type                    = NotHitBy
trigger1                = 1
time                    = 2
value                   = SCA,AA,AT
ignorehitpause          = 1

[State 0:    HitBy]
type                    = HitBy
trigger1                = 1
value                   = SCA,AP
time                    = 2

;---------------

[State 0: Dust]
type                    = MakeDust
trigger1                = (1)
pos                     = 20,floor(-pos y)
spacing                 = 2

[State 0: 	AfterImage]
type 			        = AfterImage
trigger1 		        = !Time
time 			        = 99999
framegap 		        = 2
length 		            = 20
paladd 		            = 0, 0, 0
palmul 		            = .50, .50, .50
palcontrast 	        = 100, 100, 100
trans 		            = add

[State 0]
type                    = AfterImageTime
trigger1                = 1
time                    = 5
ignorehitpause          = 1


[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0




;---------------
;Hit Details
;---------------

[State 0, ]
type                    = HitDef
trigger1                = !time
attr                    = S, SP
damage                  = ceil((25-(parent, var(13)*2))*parent, fvar(13)),ceil(5*parent, fvar(13))
animtype                = hard
guardflag               = MAFD
hitflag                 = MAF, NP, SP, HP, NT, ST, HT
priority                = 3, Hit
pausetime               = 0, 9
sparkno                 = S IfElse(random<500,IfElse(random<500,7104,7105),IfElse(random<500,7106,7107))
guard.sparkno           = S7113
sparkxy                 = -10, 0
hitsound                = S1000, 3
guardsound              = S1000, 3
ground.type             = High
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -7, -4
airguard.velocity       = -7, -4
air.type                = low
air.velocity            = -6, -5
air.hittime             = 12
getpower                = 27
givepower		        = 0
Fall                    = 1
air.fall                = 1
Fall.recover            = 0
yaccel		            = 0.5
envshake.time           = 20
envshake.freq           = 100
envshake.ampl           = 10
envshake.phase          = 10
id                      = 73011

[State 0: Helper]
type                    = Helper
triggerall              = !NumHelper(8101)
trigger1                = NumTarget(73011) && MoveHit
id                      = 8101
pos                     = floor(p2bodydist X +(15+const(size.ground.front))), -31
postype                 = p1
stateno                 = 8101
ownpal                  = 1
size.xscale             = 1
size.yscale             = 1
ignorehitpause          = 1
persistent              = 0

;---------------

[State 0:    End]
type                    = DestroySelf
trigger1                = MoveContact || ((frontedgedist <= -75) || (backedgedist <= -75))

;---------------------------------------------------------------------------
; Ki Up 
[Statedef 70312]
type                    = U
movetype                = A
physics                 = U
anim                    = 70233
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 2
;---------------

[State 0:	VelSet]
type			        = VelSet
trigger1		        = 1
x			            = 10
y                           = -8

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

;---------------

[State 0:    HitOverride]
type                    = HitOverride
trigger1                = 1
slot                    = 1
time                    = -1
stateno                 = 70311
attr                    = SCA,AA,SP,AT

[State 0:    NotHitBy]
type                    = NotHitBy
trigger1                = 1
time                    = 2
value                   = SCA,AA,AT
ignorehitpause          = 1

[State 0:    HitBy]
type                    = HitBy
trigger1                = 1
value                   = SCA,AP
time                    = 2

;---------------

[State 12310, AngleSet]
type = AngleSet
trigger1 = !time
value = 35-var(5)

[State 12310, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 12310, Trans]
type = Trans
trigger1 = 1
trans = add

[State 12310, VarSet]
type = VarRandom
triggerall = parent, stateno = 1258
trigger1 = !time
v = 5
range = -6,6

[State 0: Dust]
type                    = MakeDust
trigger1                = (1)
pos                     = 20,floor(-pos y)
spacing                 = 2

[State 0: 	AfterImage]
type 			        = AfterImage
trigger1 		        = !Time
time 			        = 99999
framegap 		        = 2
length 		            = 20
paladd 		            = 0, 0, 0
palmul 		            = .50, .50, .50
palcontrast 	        = 100, 100, 100
trans 		            = add

[State 0]
type                    = AfterImageTime
trigger1                = 1
time                    = 5
ignorehitpause          = 1


[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0




;---------------
;Hit Details
;---------------

[State 0, ]
type                    = HitDef
trigger1                = !time
attr                    = S, SP
damage                  = ceil((25-(parent, var(13)*2))*parent, fvar(13)),ceil(5*parent, fvar(13))
animtype                = hard
guardflag               = MAFD
hitflag                 = MAF, NP, SP, HP, NT, ST, HT
priority                = 3, Hit
pausetime               = 0, 9
sparkno                 = S IfElse(random<500,IfElse(random<500,7104,7105),IfElse(random<500,7106,7107))
guard.sparkno           = S7113
sparkxy                 = -10, 0
hitsound                = S1000, 3
guardsound              = S1000, 3
ground.type             = High
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -7, -4
airguard.velocity       = -7, -4
air.type                = low
air.velocity            = -6, -5
air.hittime             = 12
getpower                = 27
givepower		        = 0
Fall                    = 1
air.fall                = 1
Fall.recover            = 0
yaccel		            = 0.5
envshake.time           = 20
envshake.freq           = 100
envshake.ampl           = 10
envshake.phase          = 10
id                      = 73011

[State 0: Helper]
type                    = Helper
triggerall              = !NumHelper(8101)
trigger1                = NumTarget(73011) && MoveHit
id                      = 8101
pos                     = floor(p2bodydist X +(15+const(size.ground.front))), -31
postype                 = p1
stateno                 = 8101
ownpal                  = 1
size.xscale             = 1
size.yscale             = 1
ignorehitpause          = 1
persistent              = 0

;---------------

[State 0:    End]
type                    = DestroySelf
trigger1                = MoveContact || ((frontedgedist <= -75) || (backedgedist <= -75))

;---------------------------------------------------------------------------
; Ki shot
[Statedef 70313]
type = A
movetype= A
physics = N
anim                    = 70312
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------


[State 0:	VelSet]
type			        = VelSet
trigger1		        = 1
x			            = ifelse(p2movetype = H,9,8.2)

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

;---------------

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 1
y = .7
;ignorehitpause =
;persistent =

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1311
time = 1

[State 0:    NotHitBy]
type                    = NotHitBy
trigger1                = 1
time                    = 2
value                   = SCA,AA,AT
ignorehitpause          = 1

[State 0:    HitBy]
type                    = HitBy
trigger1                = 1
value                   = SCA,AP
time                    = 2



[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0



;---------------



[State 12150, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 180
length = 30
palinvertall = 0
palbright = 0,0,0
palcontrast = 128,128,128
paladd = 0,0,0
timegap = 1
framegap = 1
trans = Add





;---------------
;Hit Details
;---------------

[State 0, ]
type                    = HitDef
trigger1                = !time
attr                    = A, SP
damage                  = ceil((15-(parent, var(13)*2))*parent, fvar(13)),ceil(5*parent, fvar(13))
animtype                = Heavy
guardflag               = MAFD
hitflag                 = MAFD
priority                = 4, Hit
pausetime               = 0, 10
sparkxy                 = -20, 0
hitsound                = -1
guardsound              = S1000,3
sparkno                 = -1
guard.sparkno          = -1
ground.type             = High
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -5
airguard.velocity       = -5, -5
air.type                = High
air.velocity            = -5, -2
air.hittime             = 12
getpower                = 27
givepower		        = 0
air.Fall                    = 1
Fall.recover            = 0
yaccel		            = 0.5
envshake.time = 15
envshake.freq = 120
envshake.ampl = 6
id                      = 73013


[State 12150, VarSet]
type = VarRandom
trigger1 = Time % 3=0
v = 21
range = -12,0

[State 12150, VarSet2]
type = VarRandom
trigger1 = Time % 3=0
v = 22
range = -5,5

[State 12150, Sparkles]
type = Explod
trigger1 = Time % 3=0 && !movecontact
anim = ifelse(random>300,11550,11559)
id = 11550
postype = p1
pos = var(21), var(22)
vel = (vel x)*0.1, (vel y)*0.1
accel = 0, 0
ownpal = 1
scale = 0.25, 0.25
sprpriority = 5




;---------------

;[State 0, VelSet]
;type = VelSet
;trigger1 = movecontact
;x = 0
;y = 0
;ignorehitpause = 1
;persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1311
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 1312
ctrl = 0
ignorehitpause = 1
;persistent =

;---------------------------------------------------------------------------
; Million Dollar renzoku Blasts
[Statedef 70315]
type                    = U
movetype                = A
physics                 = U
anim                    = 70312
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------





[State 0:	VelSet]
type			        = VelSet
trigger1		        = 1
x			            = 12

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

;---------------

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 8101
time = 1

[State 0:    NotHitBy]
type                    = NotHitBy
trigger1                = 1
time                    = 2
value                   = SCA,AA,AT
ignorehitpause          = 1

[State 0:    HitBy]
type                    = HitBy
trigger1                = 1
value                   = SCA,AP
time                    = 2



[State -2, ComboDampener-Increase]
type = ParentVarAdd
trigger1 = MoveType = A
trigger1 = MoveHit = 1
trigger1 = FVar(10) < 31
trigger1 = NumTarget
fv = 10
value = 1
persistent = 0

[State 0: Pause]
type                    = Pause
triggerall              = AnimElem = 1,>  0 && AnimElem = 4,<  0
trigger1                = gametime%1 = 0
time                    = 1
movetime                = 1

;---------------

[State 0: Dust]
type                    = MakeDust
trigger1                = (1)
pos                     = 20,floor(-pos y)
spacing                 = 2

[State 0: 	AfterImage]
type 			        = AfterImage
trigger1 		        = !Time
time 			        = 99999
framegap 		        = 2
length 		            = 10
paladd 		            = 0, 0, 0
palmul 		            = .50, .50, .50
palcontrast 	        = 100, 100, 100
trans 		            = add




[State 0]
type                    = AfterImageTime
trigger1                = 1
time                    = 3
ignorehitpause          = 1

;---------------
;Hit Details
;---------------

[State 0, ]
type                    = HitDef
trigger1                = !time
attr                    = S, SP
damage                  = ceil((100-(parent, var(13)*2))*parent, fvar(13)),ceil(5*parent, fvar(13))
animtype                = Heavy
guardflag               = MAFD
hitflag                 = MAF
priority                = 4, Hit
pausetime               = 0, 12
sparkno                 = S8000+(random%4)
sparkxy                 = -30, 0
hitsound                = S815,0
guardsound              = S815,0
guard.sparkno           = S8020+(random%2)
ground.type             = High
ground.slidetime        = 20
ground.hittime          = 20
ground.velocity         = -5,-8
airguard.velocity       = -5, -5
air.type                = High
air.velocity            = -4, -5
air.hittime             = 12
getpower                = 27
givepower		        = 0
air.Fall                    = 1
Fall.recover            = 0
fall                    = 1
yaccel		            = 0.3
envshake.time           = 3
envshake.freq           = 10
envshake.ampl           = 10
envshake.phase          = 10
id                      = 73012

[State 0: Helper]
type                    = Helper
trigger1                = NumTarget(73012) && MoveHit || NumTarget(73012) && Movecontact
id                      = 8102
pos                     = 0-random%30,-30-random%50
postype                 = p2
stateno                 = 8101
ownpal                  = 1
size.xscale             = .7
size.yscale             = .7
ignorehitpause          = 1
persistent              = 0

;---------------

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
value = 1311
ctrl = 0
ignorehitpause = 1
;persistent =

[State 0:    End]
type                    = DestroySelf
trigger1                = ((frontedgedist <= -75) || (backedgedist <= -75))

;---------------------------------------------------------------------------
;Pink Energy In - 
[Statedef 70222]
type                    = U
movetype                = U
physics                 = U
anim                    = 8433
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------

[State 0: BGPalFX]
type                    = BGPalFX
trigger1                = Time < 4
time                    = 1
add                     = 220,30,140
color                   = 246
invertall               = 0




[State 0, ]
type                    = BindToParent
trigger1                = 1
time                    = 1
pos		                = 45, -57

[State 0: VarSet]
type 			        = VarSet
trigger1 		        = (!Time)
fv 			            = 1
value 		            = 1

[State 0: VarAdd]
type 			        = VarAdd
trigger1 		        = (TimeMod = 2,0)
fv 			            = 1
value 		            = -0.1

[State 0: AngleDraw]
type                    = AngleDraw
trigger1                = 1
scale                   = fvar(1), fvar(1)

[State 0:    No Shadow]
Type                    = AssertSpecial
Trigger1                = 1
Flag                    = NoShadow

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

[State 0:        DestroySelf]
type 			        = DestroySelf
trigger1 		        = Time = 19

;---------------------------------------------------------------------------
;Pink Energy In  - Buu bomb 
[Statedef 70223]
type                    = U
movetype                = U
physics                 = U
anim                    = 8433
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------

[State 0: BGPalFX]
type                    = BGPalFX
trigger1                = Time < 4
time                    = 1
add                     = 220,30,140
color                   = 246
invertall               = 0




[State 0, ]
type                    = BindToParent
trigger1                = 1
time                    = 1
pos		                = -25, -67

[State 0: VarSet]
type 			        = VarSet
trigger1 		        = (!Time)
fv 			            = 1
value 		            = 1

[State 0: VarAdd]
type 			        = VarAdd
trigger1 		        = (TimeMod = 2,0)
fv 			            = 1
value 		            = -0.1

[State 0: AngleDraw]
type                    = AngleDraw
trigger1                = 1
scale                   = fvar(1), fvar(1)

[State 0:    No Shadow]
Type                    = AssertSpecial
Trigger1                = 1
Flag                    = NoShadow

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

[State 0:        DestroySelf]
type 			        = DestroySelf
trigger1 		        = Time = 19

;---------------------------------------------------------------------------
;Green Energy - Out
[Statedef 7022]
type                    = U
movetype                = U
physics                 = U
anim                    = 8433
velset                  = 0,0
ctrl                    = 0
poweradd                = 0
juggle                  = 0
facep2                  = 0
hitdefpersist           = 0
movehitpersist          = 0
hitcountpersist         = 0
sprpriority             = 5
;---------------

[State 0: VarSet]
type 			        = VarSet
trigger1 		        = (!Time)
fv 			            = 1
value 		            = 1

[State 0: VarAdd]
type 			        = VarAdd
trigger1 		        = (TimeMod = 5,0)
fv 			            = 1
value 		            = -6

[State 0: AngleDraw]
type                    = AngleDraw
trigger1                = 1
scale                   = fvar(1), fvar(1)

[State 0:    No Shadow]
Type                    = AssertSpecial
Trigger1                = 1
Flag                    = NoShadow

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

[State 0:        DestroySelf]
type 			        = DestroySelf
trigger1 		        = Time = 10

;---------------------------------------------------------------------------
; Pulse AfterImage Aura
[Statedef 10260]
type = U
movetype = U
physics = U
velset = 0,0
ctrl = 0
poweradd = 0
juggle = 0
facep2 = 0
hitdefpersist = 0
movehitpersist = 0
hitcountpersist = 0
sprpriority = 0

[State 10260, VarSet-ParentState]
type = VarSet
trigger1 = !time
v = 1
value = parent, stateno

[State 10260, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 10260, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
ignorehitpause = 1

[State 10250, Turn]
type = Turn
trigger1 = facing!=parent,facing
ignorehitpause = 1

[State 10260, BindToParent]
type = BindToParent
trigger1 = !time
time = 1
pos = -2+random%5,-2+random%5
ignorehitpause = 1

[State 10260, AfterImage]
type = AfterImage
trigger1 = time%2
time = 2
length = 2
;palbright = -64,-64,-64
palcontrast = 128,128,128
palmul = 0.80,0.80,0.80
palinvertall = 0
timegap = 1
framegap = 1
trans = Addalpha
alpha = 256,256
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 10260, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(parent,anim)
value = parent,anim
elem = parent,animelemno(0)

[State 10260, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1.0+(time*0.02),1.0+(time*0.02)

[State 10260, PalFX.Var]
type = VarSet
trigger1 = !time
v = 10
value = 0
[State 10260, PalFX.VarAdd]
type = VarSet
trigger1 = time
v = 10
value = -25
[State 10260, PalFX]
type = PalFX
trigger1 = 1
time=1
add = var(10),var(10),var(10)
persistent = 1
ignorehitpause = 1

[State 10260, DestroySelf]
type = DestroySelf
trigger1 = time>=16
;---------------------------------------------------------------------------
;Hit Spark-Small
[StateDef 11000]
type = A
physics = N
movetype = A
velset = 0, 0
anim = 8000+(random%3)
ctrl = 0
sprpriority = 3

[State 11000, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 11000, VarSet]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,3

[State 11000, AngleSet]
type = AngleSet
trigger1 = time = 0
value = var(4)*90

[State 11000, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 11000, Hit_Particle.Helper]
type = Helper
trigger1 = time = [1,3]
name = "Hit Particles"
stateno = 11050
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
id = 11050
ignorehitpause = 1
supermovetime  = 9999
pausemovetime  = 9999
size.xscale = 1
size.yscale = 1

[State 11000, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 11000, Bubble]
type = Explod
trigger1 = time = 2
Anim = 10100
Pos = 0, 0
Id = 10100
sprpriority = 3
removeongethit = 1
;removetime = 75
Postype = p1
Bindtime = -1
SuperMove = 1
ownpal = 1
scale =(time*0.04), (time*0.04)

[State 11010, Modify.Bubble]
type = ModifyExplod
trigger1 = time
ID = 10100
scale = (time*0.04), (time*0.04)

[State 11000, End]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;Hit Spark-Medium
[StateDef 11010]
type = A
physics = N
movetype = A
velset = 0, 0
anim = 8005+(random%2)
ctrl = 0
sprpriority = 3

[State 11010, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 11010, VarSet]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,3

[State 11010, AngleSet]
type = AngleSet
trigger1 = time = 0
value = var(4)*90

[State 11010, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 0, PalFXWiz]
type =  PalFX
trigger1 = (Parent,Stateno = [1200,1506])
time = 999
add = 0,0,0
mul = 256,256,512
sinadd = 0,0,0,1
invertall = 0
color = 1

[State 11010, Hit_Particle.Helper]
type = Helper
trigger1 = time = [1,3]
name = "Hit Particles"
stateno = 11050
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
id = 11050
ignorehitpause = 1
supermovetime  = 9999
pausemovetime  = 9999
size.xscale = 1
size.yscale = 1

[State 11010, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 11010, Bubble]
type = Explod
trigger1 = time = 2
Anim = 10100
Pos = 0, 0
Id = 10100
sprpriority = 3
removeongethit = 1
;removetime = 75
Postype = p1
Bindtime = -1
SuperMove = 1
ownpal = 1
scale =(time*0.05), (time*0.05)

[State 11010, Modify.Bubble]
type = ModifyExplod
trigger1 = time
ID = 10100
scale = (time*0.05), (time*0.05)

[State 11010, End]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;Hit Spark-Large
[StateDef 11020]
type = A
physics = N
movetype = A
velset = 0, 0
anim = 8015
ctrl = 0
sprpriority = 3

[State 11020, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 11020, VarSet]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,3

[State 11020, AngleSet]
type = AngleSet
trigger1 = time = 0
value = var(4)*90

[State 11020, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 11020, Hit_Particle.Helper]
type = Helper
trigger1 = time = [1,4]
name = "Hit Particles"
stateno = 11050
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
id = 11050
ignorehitpause = 1
supermovetime  = 9999
pausemovetime  = 9999
size.xscale = 1.3
size.yscale = 1.3

[State 11020, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 11020, Bubble]
type = Explod
trigger1 = time = 2
Anim = 10100
Pos = 0, 0
Id = 10100
sprpriority = 3
removeongethit = 1
;removetime = 75
Postype = p1
Bindtime = -1
SuperMove = 1
ownpal = 1
scale =(time*0.09), (time*0.09)

[State 11020, Modify.Bubble]
type = ModifyExplod
trigger1 = time
ID = 10100
scale = (time*0.09), (time*0.09)

[State 11020, End]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;Hit Spark-Large
[StateDef 11021]
type = A
physics = N
movetype = A
velset = 0, 0
anim = 8011+(random%2)
ctrl = 0
sprpriority = 3

[State 11020, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 11020, VarSet]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,3

[State 11020, AngleSet]
type = AngleSet
trigger1 = time = 0
value = var(4)*90

[State 11020, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 11020, Hit_Particle.Helper]
type = Helper
trigger1 = time = [1,4]
name = "Hit Particles"
stateno = 11050
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
id = 11050
ignorehitpause = 1
supermovetime  = 9999
pausemovetime  = 9999
size.xscale = 1.3
size.yscale = 1.3

[State 11020, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 11020, Bubble]
type = Explod
trigger1 = time = 2
Anim = 10100
Pos = 0, -5
Id = 10100
sprpriority = 3
removeongethit = 1
;removetime = 75
Postype = p1
Bindtime = -1
SuperMove = 1
ownpal = 1
scale =(time*0.09), (time*0.09)

[State 11020, Modify.Bubble]
type = ModifyExplod
trigger1 = time
ID = 10100
scale = (time*0.09), (time*0.09)

[State 11020, End]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;Hit Spark Particles
[StateDef 11050]
type = A
physics = N
movetype = A
velset = 0, 0
anim = 11050
ctrl = 0
sprpriority = 3

;-----------
[State 11050, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 11050, VarSet]
type = VarSet
trigger1 = time = 0
v = 4
value = 0

[State 11050, VarSet]
type = VarAdd
trigger1 = 1
v = 4
value = 25

[State 11050, PalFX]
type = PalFX
trigger1 = 1
time=1
add = -Var(4),-Var(4),-Var(4)
persistent = 1
ignorehitpause = 1
;-----------

[State 11050, VarSet]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,359


[State 11050, FVarSet]
type = VarSet
trigger1 = time = 0
fv = 6
value = var(5)*(3.142/180)

[State 11050, AngleSet]
type = AngleSet
trigger1 = time = 0
value = var(5)

[State 11050, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 11050, VelAdd]
type = VelAdd
trigger1 = 1
x = cos(fvar(6))
y = -sin(fvar(6))


[State 11050, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 11050, End]
type = DestroySelf
trigger1 = time = 10
;--------------------------------------------------------------------------
;Special Hit Spark-Small
[StateDef 12000]
type = A
physics = N
movetype = A
velset = 0, 0
anim = 8000+(random%3)
ctrl = 0
sprpriority = 3

[State 11000, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 11000, VarSet]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,3

[State 11000, AngleSet]
type = AngleSet
trigger1 = time = 0
value = var(4)*90

[State 11000, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 11000, Hit_Particle.Helper]
type = Helper
trigger1 = time = [1,3]
name = "Hit Particles"
stateno = 12050
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
id = 12050
ignorehitpause = 1
supermovetime  = 9999
pausemovetime  = 9999
size.xscale = 1
size.yscale = 1

[State 11000, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 11000, Bubble]
type = Explod
trigger1 = time = 2
Anim = 10101
Pos = 0, 0
Id = 10101
sprpriority = 3
removeongethit = 1
;removetime = 75
Postype = p1
Bindtime = -1
SuperMove = 1
ownpal = 1
scale =(time*0.04), (time*0.04)

[State 11010, Modify.Bubble]
type = ModifyExplod
trigger1 = time
ID = 10101
scale = (time*0.04), (time*0.04)

[State 11000, End]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;Special Hit Spark-Medium
[StateDef 12010]
type = A
physics = N
movetype = A
velset = 0, 0
anim = 8005+(random%2)
ctrl = 0
sprpriority = 3

[State 11010, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 11010, VarSet]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,3

[State 11010, AngleSet]
type = AngleSet
trigger1 = time = 0
value = var(4)*90

[State 11010, AngleDraw]
type = AngleDraw
trigger1 = 1



[State 11010, Hit_Particle.Helper]
type = Helper
trigger1 = time = [1,3]
name = "Hit Particles"
stateno = 12050
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
id = 12050
ignorehitpause = 1
supermovetime  = 9999
pausemovetime  = 9999
size.xscale = 1
size.yscale = 1

[State 11010, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 11010, Bubble]
type = Explod
trigger1 = time = 2
Anim = 10101
Pos = 0, 0
Id = 10101
sprpriority = 3
removeongethit = 1
;removetime = 75
Postype = p1
Bindtime = -1
SuperMove = 1
ownpal = 1
scale =(time*0.05), (time*0.05)

[State 11010, Modify.Bubble]
type = ModifyExplod
trigger1 = time
ID = 10101
scale = (time*0.05), (time*0.05)

[State 11010, End]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;Special Hit Spark-Large
[StateDef 12020]
type = A
physics = N
movetype = A
velset = 0, 0
anim = 8015
ctrl = 0
sprpriority = 3

[State 11020, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 11020, VarSet]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,3

[State 11020, AngleSet]
type = AngleSet
trigger1 = time = 0
value = var(4)*90

[State 11020, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 11020, Hit_Particle.Helper]
type = Helper
trigger1 = time = [1,4]
name = "Hit Particles"
stateno = 12050
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
id = 12050
ignorehitpause = 1
supermovetime  = 9999
pausemovetime  = 9999
size.xscale = 1.3
size.yscale = 1.3

[State 11020, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 11020, Bubble]
type = Explod
trigger1 = time = 2
Anim = 10101
Pos = 0, 0
Id = 10101
sprpriority = 3
removeongethit = 1
;removetime = 75
Postype = p1
Bindtime = -1
SuperMove = 1
ownpal = 1
scale =(time*0.09), (time*0.09)

[State 11020, Modify.Bubble]
type = ModifyExplod
trigger1 = time
ID = 10101
scale = (time*0.09), (time*0.09)

[State 11020, End]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;Special Hit Spark-Large
[StateDef 12021]
type = A
physics = N
movetype = A
velset = 0, 0
anim = 8011+(random%2)
ctrl = 0
sprpriority = 3

[State 11020, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 11020, VarSet]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,3

[State 11020, AngleSet]
type = AngleSet
trigger1 = time = 0
value = var(4)*90

[State 11020, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 11020, Hit_Particle.Helper]
type = Helper
trigger1 = time = [1,4]
name = "Hit Particles"
stateno = 12050
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
id = 12050
ignorehitpause = 1
supermovetime  = 9999
pausemovetime  = 9999
size.xscale = 1.3
size.yscale = 1.3

[State 11020, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 11020, Bubble]
type = Explod
trigger1 = time = 2
Anim = 10101
Pos = 0, -5
Id = 10101
sprpriority = 3
removeongethit = 1
;removetime = 75
Postype = p1
Bindtime = -1
SuperMove = 1
ownpal = 1
scale =(time*0.09), (time*0.09)

[State 11020, Modify.Bubble]
type = ModifyExplod
trigger1 = time
ID = 10101
scale = (time*0.09), (time*0.09)

[State 11020, End]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;Special Hit Spark Particles
[StateDef 12050]
type = A
physics = N
movetype = A
velset = 0, 0
anim = 11051
ctrl = 0
sprpriority = 3

;-----------
[State 11050, Trans]
type = Trans
trigger1 = 1
trans = add
persistent = 1
ignorehitpause = 1

[State 11050, VarSet]
type = VarSet
trigger1 = time = 0
v = 4
value = 0

[State 11050, VarSet]
type = VarAdd
trigger1 = 1
v = 4
value = 25

[State 11050, PalFX]
type = PalFX
trigger1 = 1
time=1
add = -Var(4),-Var(4),-Var(4)
persistent = 1
ignorehitpause = 1
;-----------

[State 11050, VarSet]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,359


[State 11050, FVarSet]
type = VarSet
trigger1 = time = 0
fv = 6
value = var(5)*(3.142/180)

[State 11050, AngleSet]
type = AngleSet
trigger1 = time = 0
value = var(5)

[State 11050, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 11050, VelAdd]
type = VelAdd
trigger1 = 1
x = cos(fvar(6))
y = -sin(fvar(6))


[State 11050, No Shadow]
type = AssertSpecial
trigger1 = 1
persistent = 1
ignorehitpause = 1
flag = noshadow

[State 11050, End]
type = DestroySelf
trigger1 = time = 10
;--------------------------------------------------------------------------

;Circular Disperse Effect 1
[StateDef 14500]
type = S
physics = N
movetype = I
velset = 0, 0
anim = 9999
ctrl = 0
sprpriority = 0

[State 14500, RandomVariable-1]
type = VarRandom
trigger1 = 1
v = 14
range = -8,8

[State 14500, RandomVariable-2]
type = VarRandom
trigger1 = 1
v = 15
range = -8,8

[State 14500, Sparkle-1]
type = Explod
triggerall = time < 12
trigger1 = Timemod = 2,0
anim = 11550
id = 11550
postype = p1
pos = 0, 0
ownpal = 1
velocity = Var(14)*0.5, var(15)*0.5
scale = 0.25, 0.25
sprpriority = 3

[State 14500, Sparkle-2]
type = Explod
triggerall = time < 12
trigger1 = Timemod = 2,1
anim = 11559
id = 11555
postype = p1
pos = 0, 0
ownpal = 1
velocity = Var(14)*0.75, var(15)*0.75
scale = 0.25, 0.25
sprpriority = 3

[State 14500, DestroySelf]
type = DestroySelf
trigger1 = time = 20
;---------------------------------------------------------------------------
;Circular Disperse Effect 2
[StateDef 14501]
type = S
physics = N
movetype = I
velset = 0, 0
anim = 9999
ctrl = 0
sprpriority = 0

[State 14501, RandomVariable-1]
type = VarRandom
trigger1 = 1
v = 14
range = -8,8

[State 14501, RandomVariable-2]
type = VarRandom
trigger1 = 1
v = 15
range = -8,8

[State 14501, Sparkle-1]
type = Explod
triggerall = time < 12
trigger1 = Timemod = 2,0
anim = 11550
id = 11550
postype = p1
pos = 0, 0
ownpal = 1
velocity = Var(14)*0.25, var(15)*0.25
scale = 0.45, 0.45
sprpriority = 3

[State 14501, Sparkle-2]
type = Explod
triggerall = time < 12
trigger1 = Timemod = 2,1
anim = 11559
id = 11555
postype = p1
pos = 0, 0
ownpal = 1
velocity = Var(14)*0.4, var(15)*0.4
scale = 0.25, 0.25
sprpriority = 3

[State 14501, DestroySelf]
type = DestroySelf
trigger1 = time = 16
;---------------------------------------------------------------------------
;Circular Disperse Effect 3 (For Ki Barrage)
[StateDef 14503]
type = S
physics = N
movetype = I
velset = 0, 0
anim = 9999
ctrl = 0
sprpriority = 0

[State 14501, RandomVariable-1]
type = VarRandom
trigger1 = 1
v = 14
range = -8,8

[State 14501, RandomVariable-2]
type = VarRandom
trigger1 = 1
v = 15
range = -8,8

[State 14501, Sparkle-1]
type = Explod
triggerall = time < 12
trigger1 = Time%2
anim = 11550
id = 11550
postype = p1
pos = 0, 0
ownpal = 1
velocity = Var(14)*0.25, var(15)*0.25
scale = 0.25, 0.25
sprpriority = 3

[State 14501, Sparkle-2]
type = Explod
triggerall = time < 12 
trigger1 = Time%2
anim = 11555
id = 11555
postype = p1
pos = 0, 0
ownpal = 1
velocity = Var(14)*0.4, var(15)*0.4
scale = 0.25, 0.25
sprpriority = 3

[State 14501, DestroySelf]
type = DestroySelf
trigger1 = time = 13
;---------------------------------------------------------------------------



