;Contains the coding for all the attacks

;The teleporting mechanic. The bread of every attacks featured in the character.
[StateDef 200]
Type = S
MoveType = A
Physics = N
Ctrl = 0

;Invisible helper the prevent the song being played during the pause (7-12p only)
[State 0, Helper]
type = Helper
triggerall = palno = [7,12]
trigger1 = time = 0
helpertype = normal ;player
name = "Nothing"
ID = 30220
stateno = 30220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999

;This pauses the game while the static is played
[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 32
movetime = 1

;Actually, the teleportation code
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = -150+random%300 ;Teleport value from left to right
y = 0-random%80 ;Teleport value from up and down

;This makes the camera follow her during the teleportation
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

;This plays the static sound
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9002,0
volumescale = 100
channel = -1

[State NoMusicFailSafe] 
type = AssertSpecial 
triggerall = palno = [7,12]
trigger1 = time >=1 
flag = nomusic 

;This plays the static animation
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 160,120
postype = left  
facing = 1
vfacing = 1
bindtime = 32
removetime = 32
pausemovetime = 99999
supermovetime = 99999
scale = 1.1,1.1
sprpriority = 9
ontop = 1
ownpal = 1
removeongethit = 0

[State 0, ChangeState]
type = ChangeState 
trigger1 = time = 14
value = 210
ctrl = 0

;Ze Arrows (Animation)
[StateDef 210]
Type = S
MoveType = A
Physics = N
Ctrl = 0
Anim = 8001

;This spawns the arrow helpers
[State 0, Helper]
type = Helper
triggerall = time > 13
triggerall = time < 142
trigger1 = time%14 = 0
helpertype = normal ;player
name = "STATE 211" ;The Spear (1)
ID = 211
stateno = 211
pos = -55,-78
postype = p1    
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
triggerall = time > 13
triggerall = time < 142
trigger1 = time%14 = 0
helpertype = normal ;player
name = "STATE 212";The Spear (2)
ID = 212
stateno = 212
pos = -55,-78
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 213, Helper]
type = Helper
triggerall = time > 13
triggerall = time < 142
trigger1 = time%14 = 0
helpertype = normal ;player
name = "STATE 213";The Spear (3)
ID = 213
stateno = 213
pos = -55,-78
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
triggerall = time > 13
triggerall = time < 142
trigger1 = time%14 = 0
helpertype = normal ;player
name = "STATE 214";The Spear (4)
ID = 214
stateno = 214
pos = -55,-78
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
triggerall = time > 13
triggerall = time < 142
trigger1 = time%14 = 0
helpertype = normal ;player
name = "STATE 215";The Spear (5)
ID = 215
stateno = 215
pos = -55,-78
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = time > 13
triggerall = time < 142
trigger1 = time%14 = 0
value = S100,16
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0

;This makes Y.A.E.T.E faces the opponent for the attack.
[State 210]
Type = Turn
trigger1 = (Pos X - EnemyNear,Pos X) >= 0
trigger1 = Facing != -1
trigger2 = (Pos X - EnemyNear,Pos X) < 0
trigger2 = Facing != 1

;Animations for this attack
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 142
value = 3062 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 164
value = 3063

[State 0, VarSet]
type = VarSet
trigger1 = time = 172
v = 42
value = 0
 
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 172
value = 0
ctrl = 1

;Ze Arrows (Attack (1st arrow)
[StateDef 211]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 8002
VelSet = 15,0
sprpriority = 7

;That's a lot of damage ! How about a little more ! - Phil Swift
[State 211, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,AA,AP       ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 25,2
pausetime = 0,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,0
hitsound = S100,9
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 5,20

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 216

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

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

;No ! We can't let the arrows travel infinitely, even when they are now offscreen.
[State 211, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = time = 48
trigger3 = moveguarded

;2nd arrow
[StateDef 212]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 8006
VelSet = 15,15
sprpriority = 7

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 216

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

[State 212, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 25,2
pausetime = 0 ,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,30
hitsound = S100,9
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 5,20

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 212, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = pos y > 0
trigger3 = time = 48
trigger4 = moveguarded

;3rd arrow
[StateDef 213]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 8005
VelSet = 0,15
sprpriority = 7

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 216

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

[State 213, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,AA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 25,2
pausetime = 0 ,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,0
hitsound = S100,9
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 5,20

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 213, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = pos y > 0
trigger3 = time = 30
trigger4 = moveguarded

;4th arrow
[StateDef 214]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 8004
VelSet = 0,-15
sprpriority = 7

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 216

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

[State 214, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,AA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 25,2
pausetime = 0 ,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,0
hitsound = S100,9
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 5,20

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 214, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = time = 30
trigger3 = moveguarded

;5th arrow
[StateDef 215]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 8003
VelSet = 15,-15
sprpriority = 7

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 216

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

[State 215, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,AA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 25,2
pausetime = 0 ,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,-30
hitsound = S100,9
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 5,20

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 215, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = time = 48
trigger3 = moveguarded

;ZeArrow(DestroySelf)
[StateDef 216]
Type = S
MoveType = A
Physics = N
Ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = f1
ID = 216
pos = 5,-25
postype = p2  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S100,9
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = -2


;The teleporting mechanic. 
[StateDef 201]
Type = S
MoveType = A
Physics = N
Ctrl = 0

;Invisible helper that prevents the song from being played during the pause (7-12p only)
[State 0, Helper]
type = Helper
triggerall = palno = [7,12]
trigger1 = time = 0
helpertype = normal ;player
name = "Nothing"
ID = 30220
stateno = 30220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999

;This pauses the game while the static is played
[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 32
movetime = 1

;Actually, the teleportation code
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = -150+random%300 ;Teleport value from left to right
y = 0-random%80 ;Teleport value from up and down

;This makes the camera follow her during the teleportation
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

;This plays the static sound
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9002,0
volumescale = 100
channel = -1

[State NoMusicFailSafe] 
type = AssertSpecial 
triggerall = palno = [7,12]
trigger1 = time >=1 
flag = nomusic 

;This plays the static animation
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 160,120
postype = left  
facing = 1
vfacing = 1
bindtime = 32
removetime = 32
pausemovetime = 99999
supermovetime = 99999
scale = 1.1,1.1
sprpriority = 9
ontop = 1
ownpal = 1
removeongethit = 0

[State 0, ChangeState]
type = ChangeState 
trigger1 = time = 0
value = 220
ctrl = 0

;Ze Beam (Animation)
[StateDef 220]
Type = S
MoveType = A
Physics = N
Ctrl = 0
Anim = 11600

[State 220]
Type = Turn
triggerall = time < 1
trigger1 = (Pos X - EnemyNear,Pos X) >= 0
trigger1 = Facing != -1
trigger2 = (Pos X - EnemyNear,Pos X) < 0
trigger2 = Facing != 1

;More animations for this attack
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 394
value = 11601

[State 0, VarSet]
type = VarSet
trigger1 = time = 398
v = 42
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 398
value = 0
ctrl = 1

;How about a little more ? - Phil Swift
[State 220, Beam]
type = Projectile
trigger1 = time = [59,282]
trigger1 = time%2 = 0
projanim = 11604
offset = 28,-46
velocity = 20,0
; HitDef part of projectile info
attr = SCA,AA,AP 
damage = 5,3
animtype = hard
pausetime = 0,2
getpower = 0,0
givepower = 2,7
guardflag = MA
ground.type = Low
ground.velocity = -0.4,0
ground.slidetime = 0
ground.hittime = 3
ground.velocity = -2
air.animtype = Back
air.velocity = -0.4,0
air.hittime = 4
air.juggle = 2


;The teleporting mechanic. 
[StateDef 202]
Type = S
MoveType = A
Physics = N
Ctrl = 0

;Invisible helper that prevents the song from being played during the pause (7-12p only)
[State 0, Helper]
type = Helper
triggerall = palno = [7,12]
trigger1 = time = 0
helpertype = normal ;player
name = "Nothing"
ID = 30220
stateno = 30220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999

;This pauses the game while the static is played
[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 32
movetime = 1

;Actually, the teleportation code
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = -150+random%300 ;Teleport value from left to right
y = 0-random%80 ;Teleport value from up and down

;This makes the camera follow her during the teleportation
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

;This plays the static sound
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9002,0
volumescale = 100
channel = -1

;This plays the static animation
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 160,120
postype = left  
facing = 1
vfacing = 1
bindtime = 32
removetime = 32
pausemovetime = 99999
supermovetime = 99999
scale = 1.1,1.1
sprpriority = 9
ontop = 1
ownpal = 1
removeongethit = 0

[State 0, ChangeState]
type = ChangeState 
trigger1 = time = 1
value = 230
ctrl = 0

;Ze Meteors (Animation)
[StateDef 230]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 13001

[State 230]
Type = Turn
triggerall = time < 1
trigger1 = (Pos X - EnemyNear,Pos X) >= 0
trigger1 = Facing != -1
trigger2 = (Pos X - EnemyNear,Pos X) < 0
trigger2 = Facing != 1

;This spawns the Meteor Helper
[State 0, Helper]
type = Helper
triggerall = time > 6
triggerall = time < 174
trigger1 = time%24 = 0
helpertype = normal ;player
name = "STATE 231" ;The Meteor
ID = 231
stateno = 231
pos = -20+random%370,-270
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

;Animations for this attack
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 222
value = 13002

[State 0, VarSet]
type = VarSet
trigger1 = time = 234
v = 42
value = 0

[State 0, ChangeState]
type = ChangeState 
trigger1 = time = 234
value = 0
ctrl = 1

;Ze Meteors (Attack)
[StateDef 231]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 13000
VelSet = 0,11
sprpriority = 7

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 232

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

;Ka-BEEEEEEEEEEEEEMM ! - TF2 Demoman
[State 0, HitDef]
type = HitDef
trigger1 = time = 6
attr = SCA,AA,AP       
hitflag = MAF       
guardflag =         
animtype = hard          
air.animtype = hard
damage = 140,0
pausetime = 0 ,0
sparkno = 1
guard.sparkno = S3100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = High      
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,-5
air.velocity = 0,-5
p1getp2facing = 0
fall = 1
fall.yvelocity = -4.5
fall.recover = 0
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
id = 0
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
palfx.time = 0
envshake.time = 0
fall.envshake.time = 0
givepower = 75,0

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y > 0
trigger2 = movehit = 1
trigger3 = time = 180;Failsafe in case of a glitch
value = 232
ctrl = 0

;Ze Meteors (DestroySelf)
[StateDef 232]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 13003
VelSet = 0,0
sprpriority = 7

[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = -2
trigger2 = time = 60

;This plays some sounds when the meteor explodes
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S11000,0+random%2
volumescale = 100
channel = 30

;The teleportation mechanic
[StateDef 203]
Type = S
MoveType = A
Physics = N
Ctrl = 0

;Invisible helper that prevents the song from being played during the pause (7-12p only)
[State 0, Helper]
type = Helper
triggerall = palno = [7,12]
trigger1 = time = 0
helpertype = normal ;player
name = "Nothing"
ID = 30220
stateno = 30220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999

;This pauses the game while the static is played
[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 32
movetime = 1

;Actually, the teleportation code
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = -150+random%300 ;Teleport value from left to right
y = -45 ;Teleport value from up and down

;This makes the camera follow her during the teleportation
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

;This plays the static sound
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9002,0
volumescale = 100
channel = -1

;This plays the static animation
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 160,120
postype = left  
facing = 1
vfacing = 1
bindtime = 32
removetime = 32
pausemovetime = 99999
supermovetime = 99999
scale = 1.1,1.1
sprpriority = 9
ontop = 1
ownpal = 1
removeongethit = 0

[State 0, ChangeState]
type = ChangeState 
trigger1 = time = 1
value = 240
ctrl = 0

;Ze Cross (Animations)
[StateDef 240]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 11600
VelSet = 0,0
sprpriority = -2

;Animations for this attack
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 1
value = 14000

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 25
value = 14001

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 243
value = 14003

[State 0, VarSet]
type = VarSet
trigger1 = time = 250
v = 42
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 250
value = 0
ctrl = 1

;The variable that is explained in -2
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = var(56) >= 3
v = 56
value = 0

;This is the helper that spawn the cross.
[State 0, Helper]
type = Helper
trigger1 = time = 25
helpertype = normal 
name = "Cross" ;The cross
ID = 241
stateno = 241
pos = 0,35
postype = p1    
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

;Ze Cross (Attack)
[StateDef 241]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 14004
VelSet = 0,0
sprpriority = 7

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 2
scale = 2.1,1.5

;The sound
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S206,10
volumescale = 100
channel = -1

;Disappearing cross animation 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 183;...after this period of time
trigger2 = !root, alive;...if Y.A.E.T.E got KOed
trigger2 = anim != 14005
value = 14005

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 196
trigger2 = anim = 14005
trigger2 = animtime = -2

;Asserting Dominance
[State 220, Beam]
type = Projectile
trigger1 = time = [10,183]
trigger1 = time%2 = 0
projanim = 14006
offset = 0,0
velocity = 0,-15
; HitDef part of projectile info
attr = SCA,AA,AP 
damage = 6,2
animtype = hard
pausetime = 0,1
givepower = 3,5
guardflag = MA
ground.type = Low
ground.velocity = 0,-0.6
ground.slidetime = 0
ground.hittime = 3
ground.velocity = -2
air.animtype = Back
air.velocity = 0,-0.6
air.hittime = 5
air.juggle = 2

;The teleporting mechanic. 
[StateDef 204]
Type = S
MoveType = A
Physics = N
Ctrl = 0

;Invisible helper that prevents the song from being played during the pause (7-12p only)
[State 0, Helper]
type = Helper
triggerall = palno = [7,12]
trigger1 = time = 0
helpertype = normal ;player
name = "Nothing"
ID = 30220
stateno = 30220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999

;This pauses the game while the static is played
[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 32
movetime = 1

;Actually, the teleportation code
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = -150+random%300 ;Teleport value from left to right
y = 0-random%80 ;Teleport value from up and down

;This makes the camera follow her during the teleportation
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

;This plays the static sound
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9002,0
volumescale = 100
channel = -1

;This plays the static animation
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 160,120
postype = left  
facing = 1
vfacing = 1
bindtime = 32
removetime = 32
pausemovetime = 99999
supermovetime = 99999
scale = 1.1,1.1
sprpriority = 9
ontop = 1
ownpal = 1
removeongethit = 0

[State 0, ChangeState]
type = ChangeState 
trigger1 = time = 1
value = 250
ctrl = 0

;Ze Skulls (Animation)
[StateDef 250]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 16003

[State 250]
Type = Turn
triggerall = time < 1
trigger1 = (Pos X - EnemyNear,Pos X) >= 0
trigger1 = Facing != -1
trigger2 = (Pos X - EnemyNear,Pos X) < 0
trigger2 = Facing != 1

;This is the explod aka the skulls that spawn for Y.A.M.E.T.E's hand
[State 0, Explod]
type = Explod
trigger1 = time > 11
triggerall = time < 321
trigger1 = time%6 = 0
anim = 16000
ID = 16000
pos = -4,-132
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-11
accel = 0,0
random = 0,0
removetime = 60
pausemovetime = 0
scale = 0.7,0.7
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

;Play some sounds from the skulls.
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time > 11
triggerall = time < 321
trigger1 = time%6 = 0
value = S16000,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

;This spawns the skull helpers
[State 0, Helper]
type = Helper
triggerall = time > 120
triggerall = time < 360
trigger1 = time%4 = 0
helpertype = normal ;player
name = "STATE 251" ;The Skull
ID = 251
size.xscale = 0.7
size.yscale = 0.7
stateno = 251
pos = -20+random%370,-270
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

;Animations for this attack
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 381
value = 16004

[State 0, VarSet]
type = VarSet
trigger1 = time = 396
v = 42
value = 0

[State 0, ChangeState]
type = ChangeState 
trigger1 = time = 396
value = 0
ctrl = 1

;Ze Skulls (Attack)
[StateDef 251]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 16000
VelSet = 0,20
sprpriority = 7

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 252

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

;Pew Pew Pew
[State 0, HitDef]
type = HitDef
trigger1 = time < 120
attr = S,NA        
hitflag = MAF       
guardflag = MA        
animtype = hard          
air.animtype = hard
damage = 35,0
pausetime = 5,1
sparkno = 1
guard.sparkno = S3100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = High      
ground.slidetime = 0
ground.hittime = 3
air.hittime = 3
ground.velocity = 0,0
air.velocity = 0,0
p1getp2facing = 0
fall = 0
fall.yvelocity = -1
fall.recover = 0
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
id = 0
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
palfx.time = 0
envshake.time = 0
fall.envshake.time = 0
givepower = 10,40

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y > 0
trigger2 = movehit = 1
trigger3 = time = 180;Failsafe in case of a glitch
trigger4 = moveguarded
value = 252
ctrl = 0

;Ze Skulls (DestroySelf)
[StateDef 252]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 16001
VelSet = 0,0
sprpriority = 7

[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = -2
trigger2 = time = 24

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

;This plays some sounds when the skulls explodes
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S16000,1
volumescale = 100
channel = 30

;Ze Skulls (DestroySelf)
[StateDef 10000]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 16001
VelSet = 0,0
sprpriority = 7

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AP ,AT

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 24

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

;This plays some sounds when the skulls explodes
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S16000,1
volumescale = 100
channel = 30


;The teleporting mechanic. 
[StateDef 205]
Type = S
MoveType = A
Physics = N
Ctrl = 0

;Invisible helper that prevents the song from being played during the pause (7-12p only)
[State 0, Helper]
type = Helper
triggerall = palno = [7,12]
trigger1 = time = 0
helpertype = normal ;player
name = "Nothing"
ID = 30220
stateno = 30220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999

;This pauses the game while the static is played
[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 32
movetime = 1

;Actually, the teleportation code
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = -150+random%300 ;Teleport value from left to right
y = 0-random%110 ;Teleport value from up and down

;This makes the camera follow her during the teleportation
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

;This plays the static sound
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9002,0
volumescale = 100
channel = -1

;This plays the static animation
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 160,120
postype = left  
facing = 1
vfacing = 1
bindtime = 32
removetime = 32
pausemovetime = 99999
supermovetime = 99999
scale = 1.1,1.1
sprpriority = 9
ontop = 1
ownpal = 1
removeongethit = 0

[State 0, ChangeState]
type = ChangeState 
trigger1 = time = 1
value = 260
ctrl = 0

;Ze Light (Animation)
[StateDef 260]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 17002

[State 260]
Type = Turn
triggerall = time < 1
trigger1 = (Pos X - EnemyNear,Pos X) >= 0
trigger1 = Facing != -1
trigger2 = (Pos X - EnemyNear,Pos X) < 0
trigger2 = Facing != 1

;Explod animations that showcase the light 
[State 0, Explod]
type = Explod
trigger1 = Time = 22
anim = 17000
id = 17000
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

;The sound that plays during the attack
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 22
value = S17000,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

;Animations for Y.A.M.E.T.E for this attack.
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 220
value = 17003

[State 0, VarSet]
type = VarSet
trigger1 = time = 232
v = 42
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 232
value = 0
ctrl = 1

;The light is not holy at all.
[State 0, HitDef]
type = HitDef
triggerall = time = [1,120]
trigger1 = time%2 = 0
attr = S,NA        ;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 = hard
damage = 10,2
pausetime = 0,15
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,-0.2
air.velocity = 0,-0.4
p1getp2facing = 0
fall = 1
fall.yvelocity = -4.5
fall.recover = 0
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
id = 0
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
palfx.time = 0
envshake.time = 0
fall.envshake.time = 0
givepower = 0,10

;The variable that is explained in -2
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = var(55) >= 3
v = 55
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 232 
value = 0
ctrl = 1

;The teleporting mechanic. 
[StateDef 206]
Type = S
MoveType = A
Physics = N
Ctrl = 0

;Invisible helper that prevents the song from being played during the pause (7-12p only)
[State 0, Helper]
type = Helper
triggerall = palno = [7,12]
trigger1 = time = 0
helpertype = normal ;player
name = "Nothing"
ID = 30220
stateno = 30220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999

;This pauses the game while the static is played
[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 32
movetime = 1

;Actually, the teleportation code
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = -150+random%300 ;Teleport value from left to right
y = -40-random%40 ;Teleport value from up and down

;This makes the camera follow her during the teleportation
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

;This plays the static sound
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9002,0
volumescale = 100
channel = -1

;This plays the static animation
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 160,120
postype = left  
facing = 1
vfacing = 1
bindtime = 32
removetime = 32
pausemovetime = 99999
supermovetime = 99999
scale = 1.1,1.1
sprpriority = 9
ontop = 1
ownpal = 1
removeongethit = 0

[State 0, ChangeState]
type = ChangeState 
trigger1 = time = 1
value = 270
ctrl = 0

;Ze Balls (Animation)
[StateDef 270]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 18000
VelSet = 0,0
sprpriority = 7

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 23
value = 18001

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 240
value = 18002

[State 0, VarSet]
type = VarSet
trigger1 = time = 247
v = 42
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 247
value = 0
ctrl = 1

[State 0, Helper]
type = Helper
triggerall = time > 23
triggerall = time < 240
trigger1 = time%7 = 0
helpertype = normal ;player
name = "STATE 271" ;The Ball
ID = 271
size.xscale = 0.5
size.yscale = 0.5
stateno = 271
pos = -20,-88
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = time > 23
triggerall = time < 240
trigger1 = time%7 = 0
value = S18000,0
volumescale = 180
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

;Ze Balls (Attack)
[StateDef 271]
MoveType = A
Physics = N
Ctrl = 0
Anim = 18003
VelSet = -12+random%24,-4

[State 0, VelAdd]
type = VelAdd
trigger1 = time >= 1
x = 0
y = 1

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 272

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

[State 211, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,AA,AP        ;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 = medium
damage = 38,6
pausetime = 1,1
sparkno = 0
guardsound = 6,0
guard.sparkno = 0
sparkxy = 0,0
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 3
ground.velocity = 0,0
air.velocity = 0,1
givepower = 25,55

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y > 0
trigger2 = movehit = 1
trigger3 = time = 180;Failsafe in case of a glitch
trigger4 = moveguarded
value = 272
ctrl = 0

;Ze Balls (DestroySelf)
[StateDef 272]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 18004
VelSet = 0,0
sprpriority = 5

[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = -2
trigger2 = time = 24

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S16000,1
volumescale = 100
channel = 30

;The teleporting mechanic. 
[StateDef 207]
Type = S
MoveType = A
Physics = N
Ctrl = 0

;Invisible helper that prevents the song from being played during the pause (7-12p only)
[State 0, Helper]
type = Helper
triggerall = palno = [7,12]
trigger1 = time = 0
helpertype = normal ;player
name = "NoSong"
ID = 30220
stateno = 30220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999

;This pauses the game while the static is played
[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 32
movetime = 1

;Actually, the teleportation code
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = -150+random%300 ;Teleport value from left to right
y = -40-random%40 ;Teleport value from up and down

;This makes the camera follow her during the teleportation
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

;This plays the static sound
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9002,0
volumescale = 100
channel = -1

;This plays the static animation
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 160,120
postype = left  
facing = 1
vfacing = 1
bindtime = 32
removetime = 32
pausemovetime = 99999
supermovetime = 99999
scale = 1.1,1.1
sprpriority = 9
ontop = 1
ownpal = 1
removeongethit = 0

[State 0, ChangeState]
type = ChangeState 
trigger1 = time = 1
value = 280
ctrl = 0

;Ze Charging Ball (Animation)
[StateDef 280]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 19000
VelSet = 0,0
sprpriority = 7

;This makes Y.A.E.T.E faces the opponent for the attack.
[State 210]
Type = Turn
triggerall = time = 1
trigger1 = (Pos X - EnemyNear,Pos X) >= 0
trigger1 = Facing != -1
trigger2 = (Pos X - EnemyNear,Pos X) < 0
trigger2 = Facing != 1

;Let's spawn the charged ball !
[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "Charged Ball"
ID = 281
stateno = 281
pos = -40,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 0, VarSet]
type = VarSet
trigger1 = time = 93
v = 42
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 93
value = 0
ctrl = 1

;Ze Charging Ball (Attack)
[StateDef 281]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 19001
VelSet = 0,0
sprpriority = 5

;Nope, it cannot be hit.
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999999999

;Let's move it a little bit
[State 0, PosAdd]
type = PosAdd
trigger1 = time = [32,33]
x = 5
y = -5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = [34,35]
x = 25
y = -5

;Then, make it fall.
[State 0, PosAdd]
type = PosAdd
trigger1 = time >= 36
x = 2
y = 12

;This is the helper that spawn the beam
[State 0, Helper]
type = Helper
trigger1 = pos y >= 0
helpertype = normal ;player
name = "Beam Explosion"
ID = 282
stateno = 282
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

;Some sounds
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 36
value = S100,16
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 0
trigger2 = time = 200

;Ze Charging Ball (Attack2)
[StateDef 282]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 19002
VelSet = 0,0
sprpriority = 4

;Nope.avi
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999999999

;Nice skull explod !
[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 19003
sprpriority = 6
postype = p1
pos = 0,-150
bindtime = -1
supermove = 0
ignorehitpause =1
under = 0

;Some sounds
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S19000,0
volumescale = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0


;and damage
[State 211, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag =          ;HLA
animtype = medium        ;light,medium,hard,back,up,diagup
air.animtype = medium
damage = 110,
pausetime = 1,1
sparkno = -1
guardsound = 6,0
guard.sparkno = -1
sparkxy = 0,0
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 30
air.hittime = 30
ground.velocity = -5,0
air.velocity = -5,0
givepower = 10,


;Make the beam spawn another beam. Wait what ?
[State 0, Helper]
type = Helper
trigger1 = time = 5
helpertype = normal ;player
name = "Beam Explosion"
ID = 283
stateno = 283
pos = 100,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = -2

;Ze Charging Ball (Attack3)
[StateDef 283]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 19002
VelSet = 0,0
sprpriority = 4

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999999999


[State 0, Explod];???????
type = Explod
trigger1 = time = 1
anim = 19003
sprpriority = 6
postype = p1
pos = 0,-150
bindtime = -1
supermove = 0
ignorehitpause =1
under = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S19000,0
volumescale = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 211, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag =          ;HLA
animtype = medium        ;light,medium,hard,back,up,diagup
air.animtype = medium
damage = 110,
pausetime = 1,1
sparkno = -1
guardsound = 6,0
guard.sparkno = -1
sparkxy = 0,0
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 30
air.hittime = 30
ground.velocity = -5,0
air.velocity = -5,0
givepower = 10,

[State 0, Helper]
type = Helper
trigger1 = time = 5
helpertype = normal ;player
name = "Beam Explosion"
ID = 284
stateno = 284
pos = 100,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = -2

;Ze Charging Ball (Attack4)
[StateDef 284]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 19002
VelSet = 0,0
sprpriority = 4

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999999999

[State 0, Explod];???????
type = Explod
trigger1 = time = 1
anim = 19003
sprpriority = 6
postype = p1
pos = 0,-150
bindtime = -1
supermove = 0
ignorehitpause =1
under = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S19000,0
volumescale = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 211, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag =          ;HLA
animtype = medium        ;light,medium,hard,back,up,diagup
air.animtype = medium
damage = 110,
pausetime = 1,1
sparkno = -1
guardsound = 6,0
guard.sparkno = -1
sparkxy = 0,0
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 30
air.hittime = 30
ground.velocity = -5,0
air.velocity = -5,0
givepower = 10,

[State 0, Helper]
type = Helper
trigger1 = time = 5
helpertype = normal ;player
name = "Beam Explosion"
ID = 285
stateno = 285
pos = 100,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = -2

;Ze Charging Ball (Attack5)
[StateDef 285]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 19002
VelSet = 0,0
sprpriority = 4

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999999999

[State 0, Explod];???????
type = Explod
trigger1 = time = 1
anim = 19003
sprpriority = 6
postype = p1
pos = 0,-150
bindtime = -1
supermove = 0
ignorehitpause =1
under = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S19000,0
volumescale = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 211, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag =          ;HLA
animtype = medium        ;light,medium,hard,back,up,diagup
air.animtype = medium
damage = 110,
pausetime = 1,1
sparkno = -1
guardsound = 6,0
guard.sparkno = -1
sparkxy = 0,0
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 30
air.hittime = 30
ground.velocity = -5,0
air.velocity = -5,0
givepower = 10,

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = -2


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

;The invinsible helper...
[statedef 30220]
type = S
movetype= I
physics = N
anim = 30200
ctrl = 0

;...that prevents the stage's BGM from being played
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

;It needs to destroy itself after the static
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 32

;The invinsible helper...
[statedef 30221]
type = S
movetype= I
physics = N
anim = 30200
ctrl = 0

;...that prevents the stage's BGM from being played
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

;It needs to destroy itself after the static
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 404

;Bar stuff
[Statedef 50000]
type = S
movetype = I
physics = N
anim = 55000
velset = 0,0
sprpriority = -7

[State 0, RemoveExplod]
type = RemoveExplod
TriggerAll = NumExplod(50000) = 1
Triggerall = Var(55) != 0
Trigger1 = 1
ID = 50000
IgnoreHitPause = 1 

[State 0, RemoveExplod]
type = RemoveExplod
TriggerAll = NumExplod(50001) = 1
Triggerall = Var(55) != 1
Trigger1 = 1
ID = 50001
IgnoreHitPause = 1 

[State 0, RemoveExplod]
type = RemoveExplod
TriggerAll = NumExplod(50002) = 1
Triggerall = Var(55) != 2
Trigger1 = 1
ID = 50002
IgnoreHitPause = 1 

[State 0, RemoveExplod]
type = RemoveExplod
TriggerAll = NumExplod(50003) = 1
Triggerall = Var(55) != 3
Trigger1 = 1
ID = 50003
IgnoreHitPause = 1 


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

[State 50000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 1
TriggerAll = NumExplod(50000) = 0
TriggerAll = Root, Var(55) = 0
trigger1 = 1
anim = 50000
ID = 50000
pos = 30,65
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 50000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 1
TriggerAll = NumExplod(50001) = 0
TriggerAll = Root, Var(55) = 1
trigger1 = 1
anim = 50001
ID = 50001
pos = 30,65
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 50000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 1
TriggerAll = NumExplod(50002) = 0
TriggerAll = Root, Var(55) = 2
trigger1 = 1
anim = 50002
ID = 50002
pos = 30,65
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 50000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 1
TriggerAll = NumExplod(50003) = 0
TriggerAll = Root, Var(55) >= 3
trigger1 = 1
anim = 50003
ID = 50003
pos = 30,65
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 50000, Explod]
type = Explod
TriggerAll = TeamSide = 1
trigger1 = time = 1
anim = 57000
ID = 57000
pos = 20,75
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.1,0.1
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 50000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 2
TriggerAll = NumExplod(50000) = 0
TriggerAll = Root, Var(55) = 0
trigger1 = 1
anim = 50000
ID = 50000
pos = -65,65
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 50000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 2
TriggerAll = NumExplod(50001) = 0
TriggerAll = Root, Var(55) = 1
trigger1 = 1
anim = 50004
ID = 50001
pos = -65,65
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 50000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 2
TriggerAll = NumExplod(50002) = 0
TriggerAll = Root, Var(55) = 2
trigger1 = 1
anim = 50005
ID = 50002
pos = -65,65
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 50000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 2
TriggerAll = NumExplod(50003) = 0
TriggerAll = Root, Var(55) >= 3
trigger1 = 1
anim = 50003
ID = 50003
pos = -65,65
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 50000, Explod]
type = Explod
TriggerAll = TeamSide = 2
trigger1 = time = 1
anim = 57001
ID = 57001
pos = -20,75
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.1,0.1
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

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


[Statedef 60000]
type = S
movetype = I
physics = N
anim = 56000
velset = 0,0
sprpriority = -7

[State 0, RemoveExplod]
type = RemoveExplod
TriggerAll = NumExplod(60000) = 1
Triggerall = Var(56) != 0
Trigger1 = 1
ID = 60000
IgnoreHitPause = 1 

[State 0, RemoveExplod]
type = RemoveExplod
TriggerAll = NumExplod(60001) = 1
Triggerall = Var(56) != 1
Trigger1 = 1
ID = 60001
IgnoreHitPause = 1 

[State 0, RemoveExplod]
type = RemoveExplod
TriggerAll = NumExplod(60002) = 1
Triggerall = Var(56) != 2
Trigger1 = 1
ID = 60002
IgnoreHitPause = 1 

[State 0, RemoveExplod]
type = RemoveExplod
TriggerAll = NumExplod(60003) = 1
Triggerall = Var(56) != 3
Trigger1 = 1
ID = 60003
IgnoreHitPause = 1 



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

[State 60000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 1
TriggerAll = NumExplod(60000) = 0
TriggerAll = Root, Var(56) = 0
trigger1 = 1
anim = 50000
ID = 60000
pos = 30,85
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 60000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 1
TriggerAll = NumExplod(60001) = 0
TriggerAll = Root, Var(56) = 1
trigger1 = 1
anim = 50001
ID = 60001
pos = 30,85
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 60000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 1
TriggerAll = NumExplod(60002) = 0
TriggerAll = Root, Var(56) = 2
trigger1 = 1
anim = 50002
ID = 60002
pos = 30,85
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 60000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 1
TriggerAll = NumExplod(60003) = 0
TriggerAll = Root, Var(56) >= 3
trigger1 = 1
anim = 50003
ID = 60003
pos = 30,85
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 60000, Explod]
type = Explod
TriggerAll = TeamSide = 1
trigger1 = time = 1
anim = 14004
ID = 14004
pos = 20,92
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.1,0.04
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 60000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 2
TriggerAll = NumExplod(60000) = 0
TriggerAll = Root, Var(56) = 0
trigger1 = 1
anim = 50000
ID = 60000
pos = -65,85
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 60000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 2
TriggerAll = NumExplod(60001) = 0
TriggerAll = Root, Var(56) = 1
trigger1 = 1
anim = 50004
ID = 60001
pos = -65,85
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 60000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 2
TriggerAll = NumExplod(60002) = 0
TriggerAll = Root, Var(56) = 2
trigger1 = 1
anim = 50005
ID = 60002
pos = -65,85
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 60000, Explod]
type = Explod
TriggerAll = RoundState = 2
TriggerAll = TeamSide = 2
TriggerAll = NumExplod(60003) = 0
TriggerAll = Root, Var(56) >= 3
trigger1 = 1
anim = 50003
ID = 60003
pos = -65,85
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.3,0.6
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

[State 60000, Explod]
type = Explod
TriggerAll = TeamSide = 2
trigger1 = time = 1
anim = 14004
ID = 14004
pos = -20,93
postype = right
facing = 1
vfacing = 1
bindtime = -1
removetime = 99999
pausemovetime = 99999
scale = 0.1,0.04
sprpriority = 8
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999

;The teleporting mechanic. The bread of every attacks featured in the character.
[StateDef 208]
Type = S
MoveType = A
Physics = N
Ctrl = 0

;Invisible helper the prevent the song being played during the pause (7-12p only)
[State 0, Helper]
type = Helper
triggerall = palno = [7,12]
trigger1 = time = 0
helpertype = normal ;player
name = "Nothing"
ID = 30220
stateno = 30220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999

;This pauses the game while the static is played
[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 32
movetime = 1

;Actually, the teleportation code
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = -150+random%300 ;Teleport value from left to right
y = 0-random%80 ;Teleport value from up and down

;This makes the camera follow her during the teleportation
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

;This plays the static sound
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9002,0
volumescale = 100
channel = -1

[State NoMusicFailSafe] 
type = AssertSpecial 
triggerall = palno = [7,12]
trigger1 = time >=1 
flag = nomusic 

;This plays the static animation
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 160,120
postype = left  
facing = 1
vfacing = 1
bindtime = 32
removetime = 32
pausemovetime = 99999
supermovetime = 99999
scale = 1.1,1.1
sprpriority = 9
ontop = 1
ownpal = 1
removeongethit = 0

[State 0, ChangeState]
type = ChangeState 
trigger1 = time = 14
value = 290
ctrl = 0

;Ze Stars (Animation)
[StateDef 290]
Type = S
MoveType = A
Physics = N
Ctrl = 0
Anim = 20000
sprpriority = 7

;This spawns the star helpers
[State 0, Helper]
type = Helper
triggerall = time > 16
triggerall = time < 240
trigger1 = time%20 = 0
helpertype = normal ;player
name = "STATE 291" ;The Star (1)
ID = 291
stateno = 291
pos = -12,-38
postype = p1    
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 0, Helper]
type = Helper
triggerall = time > 16
triggerall = time < 240
trigger1 = time%20 = 0
helpertype = normal ;player
name = "STATE 292" ;The Star (1)
ID = 292
stateno = 292
pos = -12,-38
postype = p1    
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 0, Helper]
type = Helper
triggerall = time > 16
triggerall = time < 240
trigger1 = time%20 = 0
helpertype = normal ;player
name = "STATE 293" ;The Star (1)
ID = 293
stateno = 293
pos = -12,-38
postype = p1    
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 0, Helper]
type = Helper
triggerall = time > 16
triggerall = time < 240
trigger1 = time%20 = 0
helpertype = normal ;player
name = "STATE 294" ;The Star (1)
ID = 294
stateno = 294
pos = -12,-38
postype = p1    
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
triggerall = time > 16
triggerall = time < 240
trigger1 = time%20 = 0
helpertype = normal ;player
name = "STATE 295" ;The Star (1)
ID = 295
stateno = 295
pos = -12,-38
postype = p1    
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
triggerall = time > 16
triggerall = time < 240
trigger1 = time%20 = 0
helpertype = normal ;player
name = "STATE 296" ;The Star (1)
ID = 296
stateno = 296
pos = -12,-38
postype = p1    
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
triggerall = time > 16
triggerall = time < 240
trigger1 = time%20 = 0
helpertype = normal ;player
name = "STATE 297" ;The Star (1)
ID = 297
stateno = 297
pos = -12,-38
postype = p1    
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
triggerall = time > 16
triggerall = time < 240
trigger1 = time%20 = 0
helpertype = normal ;player
name = "STATE 298" ;The Star (1)
ID = 298
stateno = 298
pos = -12,-38
postype = p1    
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

;Firing sounds for this attack
[State 0, PlaySnd]
type = PlaySnd
triggerall = time > 16
triggerall = time < 240
trigger1 = time%20 = 0
value = S29000,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

;Animations for this attack
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 250
value = 20001

[State 0, VarSet]
type = VarSet
trigger1 = time = 262
v = 42
value = 0
 
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 262
value = 0
ctrl = 1

;Ze Stars (1st one)
[StateDef 291]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 20002
VelSet = 6,0
sprpriority = 4

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 299

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

;That's a lot of damage ! How about a little more ! - Phil Swift
[State 211, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,AA,AP       ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 35,5
pausetime = 0,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,0
hitsound = S100,9
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 5,25

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

;No ! We can't let the stars travel infinitely, even when they are now offscreen.
[State 211, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = time = 100
trigger3 = moveguarded
trigger4 = pos y >= 65

;Ze Stars (2nd one)
[StateDef 292]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 20002
VelSet = 4,4
sprpriority = 4

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 299

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

;That's a lot of damage ! How about a little more ! - Phil Swift
[State 211, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,AA,AP       ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 35,5
pausetime = 0,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,0
hitsound = S100,9
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 5,25

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

;No ! We can't let the stars travel infinitely, even when they are now offscreen.
[State 211, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = time = 100
trigger3 = moveguarded
trigger4 = pos y >= 65

;Ze Stars (3rd one)
[StateDef 293]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 20003
VelSet = 4,-4
sprpriority = 4

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 299

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

;That's a lot of damage ! How about a little more ! - Phil Swift
[State 211, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,AA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 35,5
pausetime = 0,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,0
hitsound = S100,9
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 5,25

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

;No ! We can't let the stars  travel infinitely, even when they are now offscreen.
[State 211, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = time = 100
trigger3 = moveguarded
trigger4 = pos y >= 65

;Ze Stars (4th one)
[StateDef 294]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 20002
VelSet = 0,6
sprpriority = 4

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 299

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

;That's a lot of damage ! How about a little more ! - Phil Swift
[State 211, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,AA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 35,5
pausetime = 0,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,0
hitsound = S100,9
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 5,25

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

;No ! We can't let the stars  travel infinitely, even when they are now offscreen.
[State 211, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = time = 100
trigger3 = moveguarded
trigger4 = pos y >= 65

;Ze Stars (5th one)
[StateDef 295]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 20003
VelSet = 0,-6
sprpriority = 4

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 299

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

;That's a lot of damage ! How about a little more ! - Phil Swift
[State 211, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,AA,AP         ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 35,5
pausetime = 0,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,0
hitsound = S100,9
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 5,25

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

;No ! We can't let the stars  travel infinitely, even when they are now offscreen.
[State 211, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = time = 100
trigger3 = moveguarded
trigger4 = pos y >= 65

;Ze Stars (6th one)
[StateDef 296]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 20003
VelSet = -4,4
sprpriority = 4

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 299

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

;That's a lot of damage ! How about a little more ! - Phil Swift
[State 211, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,AA,AP      ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 35,5
pausetime = 0,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,0
hitsound = S100,9
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 5,20

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

;No ! We can't let the stars  travel infinitely, even when they are now offscreen.
[State 211, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = time = 100
trigger3 = moveguarded
trigger4 = pos y >= 65

;Ze Stars (7th one)
[StateDef 297]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 20003
VelSet = -6,0
sprpriority = 4

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 299

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

;That's a lot of damage ! How about a little more ! - Phil Swift
[State 211, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,AA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 35,5
pausetime = 0,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,0
hitsound = S100,9
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 5,25

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

;No ! We can't let the stars  travel infinitely, even when they are now offscreen.
[State 211, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = time = 100
trigger3 = moveguarded
trigger4 = pos y >= 65

;Ze Stars (8th one)
[StateDef 298]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 20003
VelSet = -4,-4
sprpriority = 4

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 299

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

;That's a lot of damage ! How about a little more ! - Phil Swift
[State 211, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,AA,AP         ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 35,5
pausetime = 0,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,0
hitsound = S100,9
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 5,25

;Transparency controller required for MUGEN 1.0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

;No ! We can't let the stars  travel infinitely, even when they are now offscreen.
[State 211, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = time = 100
trigger3 = moveguarded
trigger4 = pos y >= 65


;Ze Stars (DestroySelf)
[StateDef 299]
Type = S
MoveType = A
Physics = N
Ctrl = 0
VelSet = 0,0
sprpriority = 4
anim = 70000

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

[State 0, HitSpark]
type = Explod
trigger1 = time = 1
anim = F2
ID = 299
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S100,9
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

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


;The teleporting mechanic. The bread of every attacks featured in the character.
[StateDef 209]
Type = S
MoveType = A
Physics = N
Ctrl = 0

;Invisible helper the prevent the song being played during the pause (7-12p only)
[State 0, Helper]
type = Helper
triggerall = palno = [7,12]
trigger1 = time = 0
helpertype = normal ;player
name = "Nothing"
ID = 30220
stateno = 30220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999

;This pauses the game while the static is played
[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 32
movetime = 1

;Actually, the teleportation code
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = -150+random%300 ;Teleport value from left to right
y = 0-random%80 ;Teleport value from up and down

;This makes the camera follow her during the teleportation
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

;This plays the static sound
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9002,0
volumescale = 100
channel = -1

[State NoMusicFailSafe] 
type = AssertSpecial 
triggerall = palno = [7,12]
trigger1 = time >=1 
flag = nomusic 

;This plays the static animation
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
pos = 160,120
postype = left  
facing = 1
vfacing = 1
bindtime = 32
removetime = 32
pausemovetime = 99999
supermovetime = 99999
scale = 1.1,1.1
sprpriority = 9
ontop = 1
ownpal = 1
removeongethit = 0

[State 0, ChangeState]
type = ChangeState 
trigger1 = time = 1
value = 20000
ctrl = 0

;Ze Desperation (Animation)
[StateDef 20000]
Type = S
MoveType = A
Physics = N
Ctrl = 0
Anim = 40000
sprpriority = 7

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 1
value = 100+random%200
kill = 1
absolute = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 250
value = 40002

;Explosion Sound
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 250
value = S21000,1
volumescale = 100
channel = 7
freqmul = 1.0
loop = 0
pan = 0

;Boom Explosion
[State 0, Boom]
type = Explod
trigger1 = time = 250
anim = 40001
ID = 400001
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.4,1.4
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = alive = 1
trigger1 = time = 300
value = 20001
ctrl = 0

;Ze Desperation (Attack)
[StateDef 20001]
Type = S
MoveType = A
Physics = N
Ctrl = 0
Anim = 40002
sprpriority = -9

[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 120
movetime = 0
pausebg = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 40003
ID = 40003
pos = 160,125
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 121
pausemovetime = 120
scale = 0.54,0.70
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
persistent = 1
supermovetime = 120 
pausemovetime  = 120

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 40004
ID = 40004
pos = 160,125
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 272
pausemovetime = 272
scale = 0.54,0.70
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
persistent = 1
supermovetime = -1 
pausemovetime  = -1

[State 0, OHKO]
type = Helper
trigger1 = time = 14
helpertype = normal ;player
name = "OHKO"
ID = 20003
stateno = 20003
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999

[State 0, NoSound]
type = Helper
triggerall = time = 0
trigger1 = alive = 1
name = "NoSound"
ID = 20002
stateno = 20002
pos = 0,0
postype = p1
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1
ignoreHitPause = 0 
pausemovetime = 999999999999
supermovetime = 999999999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S21000,2
volumescale = 100
channel = 9
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 3119, ChangeState]
type = VarSet
triggerall = !enemy,Alive && winko  
trigger1 = !AnimTime
v = 30
value = 1

;This plays the static sound
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 272
value = S9002,0
volumescale = 100
channel = 9

;This plays the static animation
[State 0, Explod]
type = Explod
trigger1 = time = 272
anim = 8000
ID = 8000
pos = 160,120
postype = left  
facing = 1
vfacing = 1
bindtime = 32
removetime = 32
pausemovetime = 99999
supermovetime = 99999
scale = 1.1,1.1
sprpriority = 9
ontop = 1
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 304
v = 42
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 304
value = 0
ctrl = 1

;Ze Desperation (Muting stuff)
[Statedef 20002]
type = S
physics = N
ctrl = 0
juggle = 0
anim = 30220

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = palno = [1,6]
trigger1 = 1
flag = nomusic
ignorehitpause = 1


[State 0, Helper]
type = Helper
triggerall = palno = [7,12]
trigger1 = time = 0
helpertype = normal ;player
name = "Nothing"
ID = 30221
stateno = 30221
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999

;[State 0, StopSnd]
;type = StopSnd
;triggerall = palno = [7,12]
;triggerall = time = [121,424]
;trigger1 = 1
;channel = 2

[State 0, StopSnd]
type = StopSnd
triggerall = time = [1,120]
trigger1 = 1
channel = -1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 424


;Ze Desperation (HitDef)
[StateDef 20003]
Type = S
MoveType = A
Physics = N
Ctrl = 0
Anim = 40005
sprpriority = -9

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 9999999999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S12500,1
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

;Boom
[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = SCA,AA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag =          ;HLA
animtype = hard         ;light,medium,hard,back,up,diagup
air.animtype = hard
damage = 90000001,0
pausetime = 0 ,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
p1getp2facing = 0
fall = 0
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
id = 0
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
palfx.time = 0 
envshake.time = 0
fall.envshake.time = 0
givepower = 0,0
getpower = 0,0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 258

