
;---------------------------------------------------------------------------
; SUPERS
;---------------------------------------------------------------------------

; Super Fire Shoot
[Statedef 2000]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 3
pos = 41,-40
time = 30
movetime = 30
poweradd = -1000
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 15

[State 6000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 2001
ctrl = 0

;--------
; SFS - Disparos!!
[Statedef 2001]
Type = S
Movetype = A
physics = S
anim = 2001
sprpriority = -2

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 50
lenght = 25

[State 6000, grito]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
value = 2,6

[State 1000, bolita]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = animelem = 4
anim = 1001
pos = 41,-40
sprpriority = 4
postype = p1
persistent = 0
shadow = -1

[State 1001, bola]
type = Projectile
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
projanim = 1002
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projid = 1000
projpriority = 1
projshadow = 0
offset = 41,-40
velocity = 8
attr = A, SP
damage = 50,6
animtype = heavy
guardflag = MA
hitflag = MAF
pausetime = 15, 15
guard.pausetime = 14, 14
sparkxy = 0,0
sparkno = s11100
guard.sparkno = s11200
hitsound = S3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 9
ground.hittime = 15
ground.velocity = -5.5
air.velocity = -3.3, -4
guard.ctrltime = 39
airguard.velocity = -3, -3
air.fall = 0
getpower = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1001, bola]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1002
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projid = 1001
projpriority = 1
projshadow = 0
offset = 41,-40
velocity = 8
attr = A, SP
damage = 50,6
animtype = heavy
guardflag = MA
hitflag = MAF
pausetime = 15, 15
guard.pausetime = 14, 14
sparkxy = 0,0
sparkno = s11100
guard.sparkno = s11200
hitsound = S3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 9
ground.hittime = 15
ground.velocity = -10
air.velocity = -3.3, -4
guard.ctrltime = 39
airguard.velocity = -3, -3
air.fall = 1
air.juggle = 15
fall = 1
getpower = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1030, ann]
type = PlaySnd
trigger1 = animelem = 5 && projhit(1001) = 1
value = 4,2+random%5

[State 1151, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Super EWJ Punch
[Statedef 2100]
type    = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
anim = 2100
ctrl = 0
sprpriority = 4

[State 1800, 8]
type = SuperPause
trigger1 = animelem = 1
time = 30
movetime = 30
pos = -3,-24
sound = s2,3
p2defmul = 1
poweradd = -1000
anim = s11500

[State 6400, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 15

[State 6400, Super E]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 2101
ctrl = 0

;---------------------------------------------------------------------------
; SEWJP - Uppers
[Statedef 2101]
Type = S
Movetype = A
physics = N
anim = 2101
sprpriority = 4

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 100
lenght = 25

[State 1000, vels1]
type = Velset
trigger1 = animelem = 2
trigger2 = animelem = 8
trigger3 = animelem = 14
trigger4 = animelem = 20
x = 4

[State 1000, vels2]
type = Velset
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 22
x = 0

[State 1000, golpe]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 15
trigger4 = animelem = 21
value = 1,2

[State 1000, suelo]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 19
trigger4 = animelem = 25
value = 1,4

[State 220, h1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 8
trigger3 = animelem = 14
trigger4 = animelem = 20
trigger5 = animelem = 26
attr = S, HA
damage = 20, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 15, 15
sparkxy = -10, -40
sparkno = s11100
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-2
air.hittime = 18
getpower = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 220, h1]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 15
trigger4 = animelem = 21
attr = A, HA
damage = 20, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 15, 15
sparkxy = -10, -40
sparkno = s11100
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-2
air.hittime = 18
getpower = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 2102
ctrl = 0

;-----------------
[Statedef 2102] ;elevandose
type = A
movetype = A
physics = N
juggle = 4
poweradd = 0
anim = 1101

[State 1030, hit]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 1030, Jim]
type = PlaySnd
trigger1 = time = 0
value = 0,3

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = A, SA 
damage   = 20,10
guardflag = HA
animtype = heavy
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -10,0
air.velocity = -3,-6
guard.velocity = -6
airguard.velocity = -3,-2
fall = 1
fall.recover = 0
air.juggle = 0
air.fall = 1
getpower = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1030, ann]
type = PlaySnd
triggerall = time = 1
trigger1 = movehit
value = 4,2+random%5

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 5
y = -10

[State 1101, VelSet]
Type = VelSet
trigger1 = animelem = 2
x = 0

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = .45

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stairway to Heaven
[Statedef 2200]
type    = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
anim = 2200
ctrl = 0
sprpriority = 4

[State 1800, 8]
type = SuperPause
trigger1 = animelem = 1
time = 30
movetime = 30
pos = 3,-64
sound = s2,3
p2defmul = 1
poweradd = -1000
anim = s11500

[State 6400, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 15

[State 6400, Super E]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 2201
ctrl = 0

;---------------------------------------------------------------------------
; STH - Saltito
[Statedef 2201]
Type = A
Movetype = A
physics = N
anim = 2201
sprpriority = 4

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 3
y = -3

[State 1101, VelSet]
Type = VelSet
trigger1 = animelem = 4
x = 0

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(3) > 0
y = .45

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 30
lenght = 25

[State 1051, golpe piso]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,0

[State 250, 1]
type = HitDef
trigger1 = animelem = 3
attr = A, HA
damage = 50, 5
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15,15
sparkxy = -10, -55
sparkno = s11100
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = hard
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -2,-6
airguard.velocity = -1.9,-.8
air.type = high
air.velocity = -2,-6
air.hittime = 12
p1stateno = 2202
getpower = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
; STH - Hit!!
[Statedef 2202]
Type = A
Movetype = A
physics = N
anim = 2202
sprpriority = 4

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 2
y = -2

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 100
lenght = 25

[State 220, h1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 5
trigger3 = animelem = 8
trigger4 = animelem = 10
trigger5 = animelem = 13
attr = A, HA
damage = 20, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 15, 15
sparkxy = -10, -40
sparkno = s11100
guard.sparkno = s11200
hitsound = s3,0
guardsound = s1,5
ground.type = low
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -2,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-3
air.hittime = 18
getpower = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 220, h2]
type = HitDef
trigger1 = animelem = 16
attr = A, HA
damage = 30, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 15, 15
sparkxy = -10, -40
sparkno = s11100
guard.sparkno = s11200
hitsound = s3,0
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -10,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -10,-2
air.hittime = 18
getpower = 0
fall = 1
air.fall = 1
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1030, ann]
type = PlaySnd
triggerall = animelem = 17
trigger1 = movehit
value = 4,2+random%5

[State 1101, VelSet]
Type = VelSet
trigger1 = animelem = 17
x = 0

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(17) > 0
y = .45

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Super Propeller
[Statedef 2300]
type    = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
anim = 2300
ctrl = 0
sprpriority = 4

[State 1800, 8]
type = SuperPause
trigger1 = animelem = 1
time = 30
movetime = 30
pos = 35,-35
sound = s2,3
p2defmul = 1
poweradd = -1000
anim = s11500

[State 6400, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 15

[State 6400, Super E]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 2301
ctrl = 0

;---------------------------------------------------------------------------
; SP - Helicoptero
[Statedef 2301]
Type = S
Movetype = A
physics = N
anim = 2301
sprpriority = 4

[State 6001, Super A]
type = AfterImage
trigger1 = AnimElem = 1
time = 70
lenght = 25

[State 6400, Super B]
type = VelSet
trigger1 = AnimElemTime(11) < 0
x = 5

[State 640, 3]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
value = 1,1

[State 640, 3]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
value = 1,0

[State 640, 3]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
attr = S, HA
damage    = 20,5
guardflag = HA
priority = 4
pausetime = 10, 10
guard.pausetime = 10, 10
sparkxy = 0,-50
sparkno = s11100
guard.sparkno = s11200
hitsound = s3,5
guardsound = s1,5
animtype = Med
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-1
getpower = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 640, 3]
type = HitDef
trigger1 = animelem = 10
attr = S, HA
damage    = 20,10
guardflag = HA
priority = 4
pausetime = 5, 5
guard.pausetime = 4, 4
sparkno = s3020
guard.sparkno = s3110
sparkxy = 0,-35
sparkno = s11100
guard.sparkno = s11200
hitsound = s3,5
guardsound = s1,5
animtype = Med
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -10
air.velocity = -8,-5
getpower = 0
p1stateno = 2302
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1151, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SP - Salto
[Statedef 2302]
Type = A
Movetype = I
physics = N
anim = 2302
sprpriority = 4
velset = -3,-5

[State 1030, ann]
type = PlaySnd
trigger1 = time = 1
value = 4,2+random%5

[State 640, 3]
type = Gravity
trigger1 = animelemtime(1) > 0

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50
