============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB       ;NORMAL BATARANG        BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================

;;---------------------------------------------------------------------------
 /|    |\  /|    |\
( ;Normal Batarang )
 \|      \/      |/
[Statedef 10000]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0,0
anim = 999
ctrl = 0
sprpriority = 2

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = p2name = "Superman"
trigger2 = p4name = "Superman"
value = 10015
ctrl = 0




[State 0, ]
type = ChangeState
trigger1 = time = 0
value = 99999
ctrl = 0
;;---------------------------------------------------------------------------
 /|    |\  /|    |\
( ;Normal Batarang )
 \|      \/      |/
[Statedef 99999]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9,0

[State 0, 2]
type = VarSet
trigger1 = time = 0
fvar(10) = ifelse(command = "z", 8.0, ifelse(command = "y", 5.0, 2.0))
velocity = (-2.0 + fvar(10)), (-0.8 + (const(movement.yaccel)* time))

[State 0, 3]
type = Helper
trigger1 = AnimElem = 5, =1
name = "Batarang"
ID = 11111
pos = 93, -70
postype = p1
stateno = 11111

[State 0, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, width]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 45,0

;---------------------------------
;Crouching
 /|    |\  /|    |\
( ;Normal Batarang )
 \|      \/      |/
[Statedef 10001]
type    = S
movetype= A
physics = S
poweradd= 110
velset = 0,0
anim = 1007
ctrl = 0
sprpriority = 2

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9,0

[State 11000, 2]
type = VarSet
trigger1 = time = 0
fvar(10) = ifelse(command = "z", 8.0, ifelse(command = "y", 5.0, 2.0))
velocity = (-2.0 + fvar(10)), (-0.8 + (const(movement.yaccel)* time))

[State 11000, 3]
type = Helper
trigger1 = AnimElem = 7
name = "Batarang"
ID = 11111
pos = 91, -42
postype = p1
stateno = 11111


[State 11000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 10
ctrl = 1

[State 2170, width]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 45,0


;-------------------------------
;Air
 /|    |\  /|    |\
( ;Normal Batarang )
 \|      \/      |/
[Statedef 10002]
sprpriority = 2
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 110
anim = 9998
ctrl = 0

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = p2name = "Superman"
trigger2 = p4name = "Superman"
value = 10016
ctrl = 0




[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = palno != 7
trigger1 = palno != 10
value = 9998
ctrl = 0


;-------------------------------
;Air
 /|    |\  /|    |\
( ;Normal Batarang )
 \|      \/      |/
[Statedef 9998]
sprpriority = 2
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 110
anim = 1010
ctrl = 0

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9,0

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 11000, 2]
type = VarSet
trigger1 = time = 0
fvar(10) = ifelse(command = "z", 8.0, ifelse(command = "y", 5.0, 2.0))
velocity = (-2.0 + fvar(10)), (-0.8 + (const(movement.yaccel)* time))

[State 11000, 3]
type = Helper
trigger1 = AnimElem = 3, =1
name = "Batarang"
ID = 11111
pos = 70, -70
postype = p1
stateno = 11111

[State 1015, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0


; Batarang Catch
[Statedef 11112]
type = S
movetype = H
physics = S
velset = 0
ctrl = 0
anim = 11212

[State 0, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(2) = 0
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

; --- Batarang helper
[Statedef 11111]
type = A
movetype = A
physics = N
velset = 5.55 + root,fvar(10), 0
juggle  = 4
ctrl = 0
anim = 11111
poweradd = 0
sprpriority=1

[State 1000, fx]
type=explod
trigger1= time = 0
anim=3001
ID=3001
sprpriority=3
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[state 5355, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 7212
ignorehitpause = 1


;[State 11111, ChangeAnim]
;type = ChangeAnim
;trigger1 = time = 0
;value = 10050


[State 11111, Boomerang]
type = VelAdd
trigger1 = 1
x = -0.3




[State 10050, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 20
attr = A, SP
damage    = 40,15
animtype = Hard
guardflag = MA
pausetime = 0,9
sparkno = s8810
guard.sparkno = s8840
sparkxy = 10, 0
hitsound   = s2,1
guardsound = s3,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
id = 11111

[State 11111, CatchDef]
type = HitDef
trigger1 = RootDist X <= 20 && RootDist X >= -20
trigger1 = root,Statetype != A && root,Movetype = I
trigger1 = Vel X <= 0
attr = A, SP
damage = 0
animtype = Hard
guardflag =
pausetime = 0,0
sparkno = -1
sparkxy = 10, 0
hitsound   = S0,0
ground.type = High
;ground.slidetime = 14
;ground.hittime  = 16
;ground.velocity = -8
air.animtype = Back
;air.velocity = -2.5,-5
;air.juggle = 3
affectteam = F
p2stateno = 11112
p2getp1state = 0
ID = 9999
numhits = 0
givepower = 40

[State 99]
type = DestroySelf
trigger1 = BackEdgeBodyDist <= -50
trigger2 = time = 300
trigger3 = Time >= 50
trigger3 = RootDist X >= -10
trigger3 = RootDist X <= 10
trigger3 = RootDist Y >= 0
trigger3 = RootDist Y <= 150


;-------------------------------------------------------------------------------
;Batrange Hitoverride Specials
[Statedef 7212]
type = A
movetype = I
physics = N
anim = 11111
sprpriority = 4

[State 99, NoHit]
type = NotHitBy
trigger1 = Time = 0
time = 100
value = SCA

[State 99]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 99]
type = Velset
trigger1 = time = 2
y = -4

[State 99]
type = Velset
trigger1 = time >= 2
x = -1

[State 99]
type = Veladd
trigger1 = time >= 2
y = .35

[State 2050,4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 7213

;--------------------
[Statedef 7213]
type = S
movetype = I
physics = S
anim = 11112
sprpriority = 4

[State 99, NoHit]
type = NotHitBy
trigger1 = Time = 0
time = 100
value = SCA

[State 99]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 99, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 99]
type = DestroySelf
trigger1 = time = 35



;---------------------------------------------------------------------------
; Air Diagonal
 /|    |\  /|    |\
( ;Normal Batarang )
 \|      \/      |/

; CNS difficulty: medium
[Statedef 10003]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 110
anim = 1010
ctrl = 0
sprpriority = 2

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9,0

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 0, 2]
type = VarSet
trigger1 = time = 0
fvar(10) = ifelse(command = "z", 11, ifelse(command = "y",5, 2))

[State 0, 3]
type = Projectile
trigger1 = AnimElem = 4
projanim = 3001
projhitanim = 3001
projcancelanim = 11222
offset = 30, -54
velocity = (-0 + fvar(10)), (-4 + (const(movement.yaccel)* time))
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 52,8
animtype = Hard
guardflag = MA
pausetime = 0,9
sparkno = s8810
guard.sparkno = s8840
sparkxy = 10, 0
hitsound   = s2,1
guardsound = s3,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
projid = 1000


[State 0, fx]
type = Projectile
trigger1 = AnimElem = 4
projanim = 11111
sprpriority=5
offset = 30, -54
velocity = (0 + fvar(10)), (-4 + (const(movement.yaccel)* time))

[State 0, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1



;---------------------
;Upwards
 /|    |\  /|    |\
( ;Normal Batarang )
 \|      \/      |/
;---------------------------------
[Statedef 10004]
type    = S
movetype= A
physics = S
poweradd= 110
velset = 0,0
anim = 1008
ctrl = 0
sprpriority = 2

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9,0


[State 11000, 3]
type = Helper
trigger1 = AnimElem = 7
name = "Batarang"
ID = 111111
pos = 70, -80
postype = p1
stateno = 111111


[State 11000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 10
ctrl = 1

[State 2170, width]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 45,0

;---------------------------------------------------------------------------
; Batarang Helper
[Statedef 111111]
type    = S
movetype = A
physics = N
anim = 11111
velset = 0,0

[state 5355, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 7212
ignorehitpause = 1

[State 1000, fx]
type=explod
trigger1= time = 0
anim=3001
ID=3001
sprpriority=3
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 1005, Boomerang]
type = VelAdd
trigger1 = 1
x = 3
y = -2

[State 1005,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 1001, AfterImage]
type = null;AfterImage
trigger1 = Time = 0
time = 100
palcolor = 256
palbright = 256,256,256
palcontrast = 0,0,220
palpostbright = 0,0,256
paladd = 220,220,256
palmul = .65,.65,.8
timegap = 1
framegap = 1
trans = add

[State 1001, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
damage   = 20,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound = S2,2
guardsound = S3,0
sparkno = 3
sparkxy = 20,-20
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
fall = 0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0
ID = 111111

[State 1002, ]
type = DestroySelf
trigger1 = time = 50

[State 1001, ChangeState]
type = ChangeState
trigger1 = Movecontact
;trigger2 = abs(Pos X) > 150;FrontEdgeBodyDist <= -10;-120
value = 1002




============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB       SPECIAL BATARANG        BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================

;;---------------------------------------------------------------------------
 /|    |\  /|    |\
(;trapper Batarang )
 \|      \/      |/
 ;"batbolas" toss, heavily adapted from Animarez at Press Start Mugen
[Statedef 10005]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 1003
sprpriority = -1


[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9,0

[State 99, Helper]
type = Helper
trigger1 = AnimElem = 7 && p2movetype != H
stateno = 11113
ID = 11113
helpertype = Normal
postype = p1
pos = 50, -70
ownpal = 1
;size.xscale = 1
;size.yscale = 1


[State 4010, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------------

[statedef 11113]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11113
velset = 7,0
sprpriority = 2

[State 0, 3]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 0, 4]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, 5]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 0, shadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow




[state 0, hit]
type = HitDef
trigger1 = movecontact = 0
attr = S, SP
damage = 0
hitflag= MAFP
hitsound   = S800,0
sparkno = -1
guardflag = MA
pausetime = 0,9
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -2
air.animtype = Back
air.velocity = -2.5,-5
p2stateno = 11114

[State 0, Bola tie]
type = RemoveExplod
trigger1 = movehit = 1 || moveguarded = 1
trigger2 = time = 70
id= 1005

[State 0, Bola tie]
type = Explod
triggerall = !NumExplod(4016)
trigger1 = movehit = 1
anim = 11114
pos = -60, -70
postype = p2
sprpriority = 2
removeongethit = 1
bindtime = 999
removetime = 82
ownpal = 1


[state 0, destroy]
type = Destroyself
trigger1 = movecontact = 1

[state 0, destroy]
type = Destroyself
trigger1 = time = 70

;====================================================================
;---------------------------------------------------------------------------
[Statedef 11114]
type    = S
movetype= H
physics = N
velset = 0,0


[State 8560, Change]
type = ChangeAnim2
trigger1 = time = 0
value = 21114

[State 7680, 6]
type = SelfState
trigger1 = Time = 375
ctrl = 1
value = 5070


 ; hit by bola
[Statedef 11114]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5003

[State 0, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 0, ]
type = PowerAdd
trigger1 = 1
value = -5




[State 7680, 6]
type = SelfState
trigger1 = Time = 75
ctrl = 1
value = 5070





;;---------------------------------------------------------------------------
 /|    |\  /|    |\
( ;freez  Batarang )
 \|      \/      |/
[Statedef 10006]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 1003
sprpriority = -1



[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9,0

[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9,1

[State 99, Helper]
type = Helper
trigger1 = AnimElem = 7
stateno = 11115
ID = 11115
helpertype = Normal
postype = p1
pos = 50, -70
ownpal = 1
;size.xscale = 1
;size.yscale = 1

[State 10007]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;------------------------------
;------------------------------
[Statedef 11115]
type    = A
movetype= A
physics = N
juggle  = 6
anim = 11115
ctrl = 0
sprpriority = 5

[state 5355, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 11116
ignorehitpause = 1


[State 1000, fx]
type=explod
trigger1=!time
anim=11118
ID=11118
sprpriority=3
postype=p1
bindtime=-1
removeongethit=1
ownpal=1

[State 99, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 500
PalBright   = 0,0,0
PalContrast = 3000,3000,3000
trans = Add1

[State 99, Velset]
type = VelSet
trigger1 = Time >= 1
x = 5

[State 210]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Medium
damage    = 0
pausetime = 2,9
sparkno = s8810
guard.sparkno = s8840
sparkxy = 25,-4
guardsound = s3,0
hitsound = s1313,4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = -1, -2
envshake.time =  5
envshake.freq = 5
envshake.ampl = 5
envshake.phase = 5
air.juggle = 3
ID = 11115
p2stateno = 11120
fall = 0
air.fall = 1
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)

[State 2050,4]
type = ChangeState
trigger1 = movehit = 1
trigger2 = movecontact = 1
value = 11116

[State 99]
type = DestroySelf
trigger1 = time = 80

;--------------------
[Statedef 11116]
type = A
movetype = I
physics = N
anim = 11116
sprpriority = 4

[State 99, NoHit]
type = NotHitBy
trigger1 = Time = 0
time = 100
value = SCA

[State 99]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 99]
type = Velset
trigger1 = time = 2
y = -4

[State 99]
type = Velset
trigger1 = time >= 2
x = -1

[State 99]
type = Veladd
trigger1 = time >= 2
y = .35

[State 2050,4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 11117

;--------------------
[Statedef 11117]
type = S
movetype = I
physics = S
anim = 11117
sprpriority = 4

[State 99, NoHit]
type = NotHitBy
trigger1 = Time = 0
time = 100
value = SCA

[State 99]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 99, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 99]
type = DestroySelf
trigger1 = time = 35

;------------------------------
;------------------------------
;AIR freez Batarang z
;------------------------------
;------------------------------
[Statedef 10007]
type    = A
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 1010
sprpriority = -1



[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9,0

[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9,1

[State 99, Helper]
type = Helper
trigger1 = AnimElem = 4
stateno = 11118
ID = 11118
helpertype = Normal
postype = p1
pos = 55, -80
ownpal = 1
;size.xscale = 1
;size.yscale = 1

[State 0]
type = ChangeState
trigger1 = animTime = 0
value = 50
ctrl = 1


;------------------------------
;------------------------------
[Statedef 11118]
type    = A
movetype= A
physics = N
juggle  = 6
anim = 11115
ctrl = 0
sprpriority = 5

[state 5355, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 11116
ignorehitpause = 1



[State 1000, fx]
type=explod
trigger1=!time
anim=11118
ID=11118
sprpriority=3
postype=p1
bindtime=-1
removeongethit=1
ownpal=1

[State 99, Velset]
type = VelSet
trigger1 = Time >= 1
x = 4
Y = 2.4

[State 210]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Medium
damage    = 0
pausetime = 2,9
sparkno = s8810
guard.sparkno = s8840
sparkxy = 25,-4
guardsound = s3,0
hitsound = s1313,4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = -1, -2
envshake.time =  5
envshake.freq = 5
envshake.ampl = 5
envshake.phase = 5
air.juggle = 3
p2stateno = 11120
ID = 11118
fall = 0
air.fall = 1
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)


[State 2050,4]
type = ChangeState
trigger1 = movehit = 1
trigger2 = movecontact = 1
value = 11116

[State 99]
type = DestroySelf
trigger1 = time = 80


;------------------------------------------
;------------------------------------------
; Frozen (congelado)
[Statedef 11120]
type = S
movetype= U
physics = N
velset = 0,0

[State 0, attempt]
type = Varset
trigger1 = time = 0
V = 23
Value = Anim

[State 0, e in anim]
type = Changeanim
trigger1 = time != 0
value = Var(23)

[State 0, Frosty color]
type = palFX
trigger1 = time != 0
add = 49,153,221
mul = 70, 160, 170
time = 2

[State 0, VELSET]
type = velset
trigger1 = time = 0
X = 0
Y = 0

[State 0, CS]
type = SelfState
trigger1 = time = 150
trigger1 = Pos Y > -1
value = 0
ctrl = 1

[State 0, CZ]
type = ChangeState
trigger1 = time = 150
trigger1 = Pos Y < 0
value = 11119


;-------------------------------------------------------------
; Drops if
[Statedef 11119]
type    = S
movetype= H
physics = N
velset = 0,4
ctrl = 0
anim = 5070

[State 1206, VELADD]
type = Veladd
trigger1 = Pos Y < 0
Y = .75

[State 1206, Hit ground A]
type = Velset
trigger1 = Pos Y > 0
Y = 0

[State 1206, Hit ground A]
type = Posset
trigger1 = Pos Y > 0
trigger1 = Vel Y = 0
Y = 0

[State 1206, Hit Ground C]
type = SelfState
trigger1 = vel Y = 0
trigger1 = Pos Y = 0
value = 5100
ctrl = 1



;---------------------------------------------------------------------------
;;---------------------------------------------------------------------------
 /|    |\  /|    |\
(;Electric Batarang)
 \|      \/      |/
[Statedef 10008]
type    = S
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 1001
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 6004
pos = 50, -90
ontop = 1

[State 0, Batarang]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "Batarang"
ID = 11121
pos = 30,-70
postype = p1
stateno = 11121
ownpal = 1

[State 0,sound]
type = Playsnd
trigger1 = time = 0
value = 9,0

[State 0, Spark]
type = Explod
trigger1 = ProjContact1015 = 1
trigger1 = !AnimExist(7696)
anim = 1016
pos = -50, -105
postype = p2
sprpriority = 3
bindtime = -1
ownpal = 1
ontop = 1
persistent = 0


[State 0, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Air Electric Batarang Y
[Statedef 10009]
type    = A
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = 1
trigger1 = var(10) = -1
y = .4

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 6004
bindtime = -1
pos = -30, -60
ontop = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 6004
bindtime = -1
pos = 40, -60
ontop = 1

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9,0

[State 0, Batarang]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "Batarang"
ID = 11121
pos = 30,-100
postype = p1
stateno = 11121
ownpal = 1

[State 0, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; Electric Batarang Helper
[Statedef 11121]
type    = S
movetype = A
physics = N
anim = 1015
velset = 10

[State 0, fx]
type=explod
trigger1= time = 0
anim=3002
ID=3002
sprpriority=1
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 0, fx]
type=explod
trigger1 = time = 20
anim=3002
ID=3002
sprpriority=1
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 0, Boomerang]
type = VelAdd
trigger1 = 1
x = -0.2

[State 0, AfterImage]
type = null;AfterImage
trigger1 = Time = 0
time = 220
palcolor = 256
palbright = 256,256,256
palcontrast = 0,0,220
palpostbright = 0,0,256
paladd = 220,220,256
palmul = .65,.65,.8
timegap = 1
framegap = 1
trans = add

[state 5355, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 11444
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
projID = 1015
projanim = 1015
projhitanim = 1016
projcancelanim = 10116
damage = 110,35
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound = S9,3
guardsound = S3,0
guard.sparkno = S8840
sparkno = -1
sparkxy = 20,-20
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
fall = 0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0
p2stateno = 7696
ID = 11121

[State 0, ]
type = DestroySelf
trigger1 = Vel X < 0
trigger1 = Pos X = [parent, Pos X - 30, parent, Pos X + 30]
trigger1 = Pos Y = [parent, Pos Y - 80, parent, Pos Y - 30]
trigger2 = BackEdgeBodyDist <= -120

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact
;trigger2 = abs(Pos X) > 150;FrontEdgeBodyDist <= -10;-120
value = 11122

[Statedef 11444]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 10116
sprpriority = 2


[State 7212]
type = DestroySelf
trigger1 = time = 5


;Batarang Helper Hit
[Statedef 11122]
type    = S
movetype = A
physics = N
anim = 1016

[State -2, 20]
type = Explod
triggerall = !numexplod(1017)
trigger1 = p2stateno = 7696
trigger1 = time = 7
anim = 1017
ID = 1017
bindtime = 100
pos = -60, -100
size.xscale = -2.1
size.yscale = -2.1
postype = p2
ontop = 1

[State 0, VelSet]
type = VelSet
trigger1 = Time = 5
x = -2
y = -2

[State 0, ]
type = VelAdd
trigger1 = 1
y = 0.2

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


; Hit by Electric Batarang
[Statedef 7696]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5002

[State 7696, 1]
type = VelSet
trigger1 = Time = 0
x = -4
y = -5

[State 3210, Electrocuted FXs]
type = PalFX
trigger1 = Time % 4
time = 1
color = 64
invertall = 1
add = -90,0,200
sinadd = 10,10,10,10


[State 3210, Electrocuted FXs]
type = Palfx
trigger1 = TimeMod = 3, 1
time = 2
mul = 199,198,226


[State 7696, 5]
type = VelAdd
trigger1 = Time > 2
y = 0.45

[State 7696, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


; Hit by Electric Batarang
[Statedef 27696]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 7696

[State 3210, Electrocuted FXs]
type = PalFX
trigger1 = Time % 4
time = 1
color = 64
invertall = 1
add = -90,0,200
sinadd = 100,100,100,10


[State 3210, Electrocuted FXs]
type = Palfx
trigger1 = TimeMod = 3, 1
time = 2
mul = 199,198,226

[State 7696, 1]
type = VelSet
trigger1 = Time = 0
x = -4
y = -5

[State 7696, 5]
type = VelAdd
trigger1 = Time > 2
y = 0.45

[State 7696, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100



;---------------------------------------------------------------------------
 /|    |\  /|    |\
(  ;Fire Batarang  )
 \|      \/      |/
[Statedef 10010]
type    = S
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 1002
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 6004
pos = 50, -90
ontop = 1

[State 0, Batarang]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "Batarang"
ID = 11123
pos = 30,-70
postype = p1
stateno = 11123
ownpal = 1

[State 0,sound]
type = Playsnd
trigger1 = time = 0
value = 9,0


[State 0, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Air Fire Batarang
[Statedef 10011]
type    = A
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 6004
pos = 50, -90
ontop = 1

[State 0, Batarang]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "Batarang"
ID = 11123
pos = 30,-100
postype = p1
stateno = 11123
ownpal = 1

[State 0,sound]
type = Playsnd
trigger1 = time = 0
value = 9,0


[State 0, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


; Fire Batarang Helper
[Statedef 11123]
type    = S
movetype = A
physics = N
anim = 1025
velset = 10

[State 1000, fx]
type=explod
trigger1 = time = 0
anim=3003
ID=3003
sprpriority=1
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 1000, fx]
type=explod
trigger1 = time = 10
anim=3003
ID=3003
sprpriority=1
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 1011,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 99, Velset]
type = VelSet
trigger1 = Time >= 1
x = 8.5

[State 1001, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
projID = 1025
projanim = 1025
projhitanim = 1025
projcancelanim = 1026
damage = 160,40
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S9,4
guardsound = S3,0
guard.sparkno = S8840
sparkno = -1
sparkxy = 20,-20
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
fall = 0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0
p2stateno = 7697
ID = 11123


[state 5355, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 11333
ignorehitpause = 1


[State 2050,4]
type = ChangeState
trigger1 = movehit = 1
trigger2 = movecontact = 1
value = 11124

[State 99]
type = DestroySelf
trigger1 = time = 80



[Statedef 11333]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1026
sprpriority = 2


[State 7212]
type = DestroySelf
trigger1 = time = 15


;Batarang Helper Hit
[Statedef 11124]
type    = S
movetype = A
physics = N
anim = 1026

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

[State 0, ]
type = VelAdd
trigger1 = 1
y = 0

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






;---------------------------------------------------------------------------
 /|    |\  /|    |\
(   ;DUOBatarang   )
 \|      \/      |/
[Statedef 10012]
type    = S
movetype= A
physics = S
poweradd= -850
velset = 0,0
anim = 1006
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 6004
pos = 50, -90
ontop = 1

[State 0, Batarang]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
name = "Batarang"
ID = 11121
pos = 30,-70
postype = p1
stateno = 11121
ownpal = 1

[State 0, Batarang]
type = Helper
trigger1 = AnimElem = 9
helpertype = normal
name = "Batarang"
ID = 11125
pos = 30,-63
postype = p1
stateno = 11125
ownpal = 1

[State 0,sound]
type = Playsnd
trigger1 = time = 0
value = 9,0

[State 0, Spark]
type = Explod
trigger1 = ProjContact1015 = 1
trigger1 = !AnimExist(7696)
anim = 1016
pos = -50, -105
postype = p2
sprpriority = 3
bindtime = -1
ownpal = 1
ontop = 1
persistent = 0


[State 0, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;Air duoBatarang
[Statedef 10013]
type    = Sf
movetype= A
physics = S
poweradd= -850
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 0, Batarang]
type = Helper
trigger1 = time = 3
helpertype = normal
name = "Batarang"
ID = 1005
pos = 30,-90
postype = p1
stateno = 11121
ownpal = 1

[State 0, Batarang]
type = Helper
trigger1 = time = 8
helpertype = normal
name = "Batarang"
ID = 1005
pos = 30,-60
postype = p1
stateno = 11125
ownpal = 1

[State 0,sound]
type = Playsnd
trigger1 = time = 0
value = 9,0


[State 0, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; Fire Batarang Helper
[Statedef 11125]
type    = S
movetype = A
physics = N
anim = 1025
velset = 10

[State 1000, fx]
type=explod
trigger1 = time = 0
anim=3003
ID=3003
sprpriority=1
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 1000, fx]
type=explod
trigger1 = time = 10
anim=3003
ID=3003
sprpriority=1
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 1011,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 99, Velset]
type = VelSet
trigger1 = Time >= 1
x = 11

[State 1001, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
projID = 1025
projanim = 1025
damage = 260,110
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S9,4
guardsound = S3,0
guard.sparkno = S8840
sparkno = -1
sparkxy = 20,-20
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
fall = 0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0
p2stateno = 7697


[State 2050,4]
type = ChangeState
trigger1 = movehit = 1
trigger2 = movecontact = 1
value = 11124

[State 99]
type = DestroySelf
trigger1 = time = 80


;---------------------------------------------------------------------------
 /|    |\  /|    |\
(   ;TRIBatarang   )
 \|      \/      |/

[Statedef 10014]
type    = S
movetype= A
physics = S
poweradd= -850
velset = 0,0
anim = 1006
ctrl = 0
sprpriority = 2

[State 0, 2]
type = VarSet
trigger1 = time = 0
fvar(10) = 4

[State 0, 3]
type = Helper
trigger1 = AnimElem = 5
name = "Batarang"
ID = 11111
pos = 120,-60
postype = p1
stateno = 11111


[State 0, 3]
type = Helper
trigger1 = AnimElem = 9
name = "Batarang"
ID = 11111
pos = 120,-45
postype = p1
stateno = 11111

[State 0,sound]
type = Playsnd
trigger1 = time = 0
value = 9,0


[State 0, 2]
type = ChangeState
trigger1 = AnimElem = 11
value = 11126
ctrl = 1

;------------------------------------------
;Tribat 2
[Statedef 11126]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1001
velset = 0

[State 0 , 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9,0

[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9,1

[State 0 , 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,1

[State 0, 2]
type = VarSet
trigger1 = time = 0
fvar(10) = 4

[State 0, 3]
type = Helper
trigger1 = AnimElem = 6
name = "Batarang"
ID = 11111
pos = 120,-80
postype = p1
stateno = 11111

[State 0, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
 /|    |\  /|    |\
;Krypyonite Batarang
 \|      \/      |/
[Statedef 10015]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0,0
anim = 1005
ctrl = 0
sprpriority = 2

[State 0, Afterimage]
type = AfterImage
trigger1 = AnimElem = 1
length = 30;100
PalBright   =  0,0,0;320, 320, 320
PalContrast =  120,200,120;0, 0, 0
PalAdd      =  0,0,0;80,80,100
PalMul      = .50,1,.50;.50,.50,.50
TimeGap  = 1
FrameGap = 7
Trans = Add
time = 20

[State 0, 2]
type = VarSet
trigger1 = time = 0
fvar(12) = ifelse(command = "z", 8.0, ifelse(command = "y", 5.0, 2.0))
velocity = (-2.0 + fvar(10)), (-0.8 + (const(movement.yaccel)* time))

[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9,1

[State 99, Helper]
type = Helper
trigger1 = AnimElem = 7
stateno = 11128
ID = 11128
helpertype = Normal
postype = p1
pos = 80, -70
ownpal = 1
;size.xscale = 1
;size.yscale = 1

[State 0, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[State 0, width]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 45,0
;---------------------------------------------------------------------------
;Air Kryptonite Batarang
[Statedef 10016]
type    = A
movetype= A
physics = S
poweradd= 0
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 1035, Afterimage]
type = AfterImage
trigger1 = AnimElem = 1
length = 30
PalBright   =  0,0,0
PalContrast =  120,200,120
PalAdd      =  0,0,0
PalMul      = .50,1,.50
TimeGap  = 1
FrameGap = 7
Trans = Add
time = 20



[State 10007]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9,1

[State 99, Helper]
type = Helper
trigger1 = AnimElem = 3
stateno = 11128
ID = 11128
helpertype = Normal
postype = p1
pos = 50, -70
ownpal = 1
;size.xscale = 1
;size.yscale = 1

[State 10007]
type = ChangeState
trigger1 = animTime = 0
value = 50
ctrl = 1



;------------------------------------------
;------------------------------------------
[Statedef 11128]
type = A
movetype = A
physics = N
velset = 5.55 + root,fvar(12), 0
juggle  = 4
ctrl = 0
anim = 1035
poweradd = 0
sprpriority=1

[State 0, fx]
type=explod
trigger1= time = 0
anim=3004
ID=3004
sprpriority=3
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 0, Afterimage]
type = AfterImage
trigger1 = AnimElem = 1
length = 30;100
PalBright   =  0,0,0;320, 320, 320
PalContrast =  120,200,120;0, 0, 0
PalAdd      =  0,0,0;80,80,100
PalMul      = .50,1,.50;.50,.50,.50
TimeGap  = 1
FrameGap = 7
Trans = Add
time = 20


[State 11111, Boomerang]
type = VelAdd
trigger1 = 1
x = -0.3


[State 0, Hit]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA,AA,AT,AP,NT,ST,HT,NA,SA,HA,NP,SP,HP
stateno = 12027

[State 210]
type = HitDef
trigger1 = p2name != "Superman" || p2name != "Erradicator"
trigger2 = p2name != "Superboy" || p2name != "supergir"
trigger3 = p2name != "Parasite" || p2name != "cyborg superman"
attr = S, SA
animtype  = Medium
damage    = 100, 25
guardflag = MA
pausetime = 2,9
sparkno = s8810
guard.sparkno = s8840
sparkxy = 25,-4
hitsound   = S2,0
guardsound = S3,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = -1, -2
envshake.time =  5
envshake.freq = 5
envshake.ampl = 5
envshake.phase = 5



[State 210]
type = HitDef
trigger1 = p2name = "Superman" || p2name = "Erradicator"
trigger2 = p2name = "Superboy" || p2name = "supergir"
trigger3 = p2name = "Parasite" || p2name = "cyborg superman"
attr = S, SA
animtype  = Medium
damage    = 100, 25
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
pausetime = 2,9
sparkno = s8810
guard.sparkno = s8840
sparkxy = 25,-4
hitsound   = S2,0
guardsound = S3,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = -1, -2
envshake.time =  5
envshake.freq = 5
envshake.ampl = 5
envshake.phase = 5
p2stateno = 7670


[State 11111, CatchDef]
type = HitDef
trigger1 = RootDist X <= 20 && RootDist X >= -20
trigger1 = root,Statetype != A && root,Movetype = I
trigger1 = Vel X <= 0
attr = A, SP
damage = 0
animtype = Hard
guardflag =
pausetime = 0,0
sparkno = -1
sparkxy = 10, 0
hitsound   = S0,0
ground.type = High
;ground.slidetime = 14
;ground.hittime  = 16
;ground.velocity = -8
air.animtype = Back
;air.velocity = -2.5,-5
;air.juggle = 3
affectteam = F
p2stateno = 11112
p2getp1state = 0
ID = 9999
numhits = 0
givepower = 40

[State 99]
type = DestroySelf
trigger1 = BackEdgeBodyDist <= -50
trigger2 = time = 300
trigger3 = Time >= 50
trigger3 = RootDist X >= -10
trigger3 = RootDist X <= 10
trigger3 = RootDist Y >= 0
trigger3 = RootDist Y <= 150



[State 0,4]
type = ChangeState
trigger1 = movehit = 1
trigger2 = movecontact = 1
value = 11129

[State 99]
type = DestroySelf
trigger1 = time = 80

;--------------------
[Statedef 11129]
type = S
movetype = I
physics = S
anim = 1035
sprpriority = 4

[State 99, NoHit]
type = NotHitBy
trigger1 = Time = 0
time = 100
value = SCA

[State 99]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 99]
type = Velset
trigger1 = time = 2
y = -4

[State 99]
type = Velset
trigger1 = time >= 2
x = -1

[State 99]
type = Veladd
trigger1 = time >= 2
y = .35

[State 2050,4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 11130

;--------------------
[Statedef 11130]
type = S
movetype = I
physics = S
anim = 11035
sprpriority = 4

[State 1000, fx]
type=explod
trigger1= time = 0
anim=3004
ID=3004
sprpriority=3
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 99, NoHit]
type = NotHitBy
trigger1 = Time = 0
time = 100
value = SCA

[State 99]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 99, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 99]
type = DestroySelf
trigger1 = time = 35







;BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
;BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB    FX     BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
;BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB

;---------------------------------------------------------------------------
; P2 States
;---------------------------------------------------------------------------
; SuperMan Hit by Kryptonite Batarang
[Statedef 7670]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5300

[State 0, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 0, ]
type = PowerAdd
trigger1 = 1
value = -5

[State 7697, Green_FX]
type = PalFX
trigger1 = Time = 0
time = 25
add = -150,-40,-100
sinadd = 0,80,15,20
color = 0
invertall = 1
                                                                                                        d


[State 1700, super]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 20
mul = 100,100,100
add = -100,25,-100

[State 907, 3]
type = SelfState
trigger1 = Pos y != 0
value = 5100

[State 7696, 6]
type = SelfState
trigger1 = Time = 50
ctrl = 1
value = 0



============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB        SUPER BATARANG        BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================

;---------------------------------------------------------------------------
 /|    |\  /|    |\
( ;super Batarang  )
 \|      \/      |/
[Statedef 10017]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -1400
ctrl = 0
velset = 0,0
anim = 1004
sprpriority = -1

[State 0, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 140
PalBright = 10,10,10
PalContrast = 128,128,128
trans = Add1

[State 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0

[State 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 9, 0

[State 0]
type = SuperPause
trigger1 = AnimElem = 2
time = 20
movetime = 0
anim = -1
pos = 45,-81
darken = 0

[State 1700, super]
type = BGPalfx
trigger1 = time >= 7
ignorehitpause = 1
time = 145
mul = 100,100,100
add = -100,-100,50


[State 0, POLVERE]
type = Explod
trigger1 = AnimElem = 6
anim = 2800
pos = 40, -55
ID = 2800
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
scale = .6, .6

[State 0, Darken]
type = BGPalfx
trigger1 = AnimElem = 3
ignorehitpause = 1
time = 25
mul = 256,256,256
add = 0,0,250
invertall = 0


; DCvM hyper portrait/BG
[State 3050, superportrait]
type = Explod
trigger1 = Time = 0
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3050, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 10005
ID = 1005
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 99, Helper]
type = Helper
trigger1 = AnimElem = 5
stateno = 11132
ID = 11132
helpertype = Normal
postype = p1
pos = 35, -58
ownpal = 1
;size.xscale = 1
;size.yscale = 1


[State 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------
[Statedef 11132]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 11132
sprpriority = 5
poweradd = 0

[State 0, fx]
type=explod
trigger1=!time
anim=11134
ID=11134
sprpriority=1
postype=p1
bindtime=-1
removeongethit=0
ownpal=0


[State 0]
type = PlaySnd
trigger1 = Time = 5
value = 44, 0

[State 0, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 500
PalBright = 10,10,10
PalContrast = 128,128,128
trans = Add1

[State 0, Velset]
type = VelSet
trigger1 = Time = 0
x = 6

[State 0]
type = Veladd
trigger1 = time >= 10 && time <= 300
x = -0.1

[State 0, NoHit ]
type = NotHitBy
trigger1 = Time = 0
time = 500
value = SCA

[State 0]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = S, HA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 2,9
sparkno = s8810
guard.sparkno = s8840
sparkxy = 25,-4
hitsound   = S2,0
guardsound = S3,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2, -2
envshake.time =  5
envshake.freq = 5
envshake.ampl = 5
envshake.phase = 5

[State 0, CatchDef]
type = HitDef
trigger1 = RootDist X <= 20 && RootDist X >= -20
trigger1 = root,Statetype != A && root,Movetype = I
trigger1 = Vel X <= 0
attr = A, SP
damage = 0
animtype = Hard
guardflag =
pausetime = 0,0
sparkno = -1
sparkxy = 10, 0
hitsound   = S0,0
ground.type = High
;ground.slidetime = 14
;ground.hittime  = 16
;ground.velocity = -8
air.animtype = Back
;air.velocity = -2.5,-5
;air.juggle = 3
affectteam = F
p2stateno = 11112
p2getp1state = 0
ID = 9999
numhits = 0
givepower = 40

[State 0]
type = DestroySelf
trigger1 = BackEdgeBodyDist <= -50
trigger2 = time = 300
trigger3 = Time >= 50
trigger3 = RootDist X >= -10
trigger3 = RootDist X <= 10
trigger3 = RootDist Y >= 0
trigger3 = RootDist Y <= 150


[State 0, sfondo]
type = Explod
trigger1 = p2life = 0
pos = -160,120
anim = 1111
ID = 1111
postype = right
sprpriority = -5
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 1
scale = 2.2, 2.2

[State 0, flash]
type = EnvColor
trigger1 = p2life = 0
value = 55,0,55
under = 1
time = 5

[State 0, removeEX]
type = RemoveExplod
triggerall = NumExplod(440) = 1
trigger1 = p2life = 0
ID = 440

;---------------------------------------------------------------------------
 /|    |\  /|    |\
( ;JET Batarang  )
 \|      \/      |/
[Statedef 10018]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
poweradd= -1400
anim = 1004
ctrl = 0
sprpriority = 2


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


; DCvM hyper portrait/BG
[State 3050, superportrait]
type = Explod
trigger1 = Time = 0
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3050, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 10005
ID = 1005
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 1700, super]
type = BGPalfx
trigger1 = time >= 7
ignorehitpause = 1
time = 145
mul = 100,100,100
add = 40,-100,-100

[State 3001]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0

[State 3001]
type = PlaySnd
trigger1 = AnimElem = 2
value = 9, 0

[State 3001]
type = PlaySnd
trigger1 = Time = 15
value = 9, 1


[State 3050, Width]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 45,0

[State 3050, Super A]
type = SuperPause
trigger1 = Time = 4
pos = -10, -57
anim = -1
sound = 20, 0

[State 3050, Hyper Explode]
type = Explod
trigger1 = Time = 4
anim = 4532
postype = p1
pos = 0,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3050, Hyper Circle]
type = Explod
trigger1 = Time = 4
anim = 4533
postype = p1
pos = 0,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3050, GROUNDFLASH]
type = Explod
trigger1 = Time = 4
anim = 6666
postype = p1
pos = -19,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 0, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 140
PalBright = 10,10,10
PalContrast = 128,128,128
trans = Add1

[State 3050, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 12

[State 3050, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && Time < 0
value2 = C, NA
time = 1




[State 3050, SpawnBatarang]
type = Helper
trigger1 = AnimElemTime(6) = 1
name = "Jet Batarang"
ID = 1007
pos = 93, -70
postype = p1
stateno = 11133
ownpal = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Jet Batarang
[StateDef 11133]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 11132
sprpriority = 5


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


[State 1000, fx]
type=explod
trigger1=!time
anim=11133
ID=11133
sprpriority=3
postype=p1
bindtime=-1
removeongethit=1
ownpal=1

[State 99, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 500
PalBright = 10,10,10
PalContrast = 128,128,128
trans = Add1

[State 11133, InitVelSet]
type = VelSet
trigger1 = Var(20) = 0 && time = 0
x = 3

[State 11133, ProjHitOverride1]
type = NotHitBy
trigger1 = 1
value = SCA, AP

[State 11133, HeatSeeker 1]
type = VelAdd
triggerall = Var(20) <= 5 && Time < 500
triggerall = roundstate <= 2
trigger1 = P2Dist X > 0
trigger1 = Vel X < 11
;ignorehitpause = 1
x = 0.7

[State 11133, HeatSeeker 2]
type = VelAdd
triggerall = Var(20) <= 5 && Time < 500
triggerall = roundstate <= 2
trigger1 = P2Dist X < 0
trigger1 = Vel X > -11
;ignorehitpause = 1
x = -0.7

[State 11133, HeatSeeker 3]
type = VelAdd
triggerall = Var(20) <= 5 && Time < 500
triggerall = roundstate <= 2
triggerall = Vel Y < 10
trigger1 = P2Dist Y > 70 && P2StateType != C
trigger2 = P2Dist Y > 30 && P2StateType = C
;ignorehitpause = 1
y = 0.5

[State 11133, HeatSeeker 4]
type = VelAdd
triggerall = Var(20) <= 5 && Time < 500
triggerall = roundstate <= 2
triggerall = Vel Y > -10
trigger1 = P2Dist Y < 70 && P2StateType != C
trigger2 = P2Dist Y < 30 && P2StateType = C
;ignorehitpause = 1
y = -0.5

[State 11133, HitDef]
type = HitDef
Trigger1 = !movecontact && Var(21) <= 0
;trigger2 = time = 0
attr = S, HP
hitflag = MAF
guardflag = MA
priority = 5, Hit
animtype  = medium
pausetime = 1,30
sprpriority = 2
guard.dist = 0
damage = 40, 6
getpower = 0
kill = 1
hitsound   = s2,1
guardsound = s3,0
guard.sparkno = s910
pausetime = 0
sparkno = S900
sparkxy = -10,0



[State 11133, HitCounterInc]
type = VarAdd
trigger1 = MoveContact
v = 20
value = 1

[State 11133, Timer Init]
type = VarSet
trigger1 = MoveContact
v = 21
value = 20

[State 11133, Timer Inc.]
type = VarAdd
trigger1 = 1
v = 21
value = -1

[State 11133, Turn]
type = Turn
trigger1 = Vel X <= 0

[State 11133, Destroy]
type = DestroySelf
triggerall = Var(20) > 5 || RoundState > 2
trigger1 = screenpos x > 360
trigger2 = screenpos x < -40
trigger3 = screenpos y < -30
trigger4 = screenpos y > 260

[State 11133, Loop]
type = ChangeState
trigger1 = Var(20) <= 5 && MoveContact
value = 11133

[State 11133, ExitStageLeft]
type = VelAdd
trigger1 = Var(20) > 5
trigger2 = RoundState > 2
x = 0.7

[State 11133, End if evaded]
type = VarSet
trigger1 = time = 100
v = 20
value = 6

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

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


[State 99, sfondo]
type = Explod
trigger1 = p2life = 0
pos = -160,120
anim = 1111
ID = 1111
postype = right
sprpriority = -5
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
supermove = 1
scale = 2.2, 2.2

[State 99, flash]
type = EnvColor
trigger1 = p2life = 0
value = 55,0,55
under = 1
time = 5

[State 99, removeEX]
type = RemoveExplod
triggerall = NumExplod(440) = 1
trigger1 = p2life = 0
ID = 440




;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 8560]
type    = S
movetype= H
physics = N
velset = 0,0

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

[State 8560, Change]
type = ChangeAnim2
trigger1 = time = 0
value = 8560

[State 8560, next]
type = ChangeState
trigger1 = animTime = -17
value = 5071
ctrl = 1
;-------------------------------
;---------------------------------------------------------------------------
; Guided Batarang (air)
[Statedef 10019]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
poweradd= -1400
anim = 1010
ctrl = 0
sprpriority = 2


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

; DCvM hyper portrait/BG
[State 3050, superportrait]
type = Explod
trigger1 = Time = 0
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3050, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 10005
ID = 1005
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 1700, super]
type = BGPalfx
trigger1 = time >= 7
ignorehitpause = 1
time = 145
mul = 100,100,100
add = 40,-100,-100

[State 3001]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0

[State 3001]
type = PlaySnd
trigger1 = AnimElem = 2
value = 9, 0

[State 3001]
type = PlaySnd
trigger1 = Time = 15
value = 9, 1


[State 3050, Width]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 45,0

[State 3050, Super A]
type = SuperPause
trigger1 = Time = 1
pos = -10, -57
anim = -1
sound = 20, 0

[State 3050, Hyper Explode]
type = Explod
trigger1 = Time = 1
anim = 4532
postype = p1
pos = 0,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3050, Hyper Circle]
type = Explod
trigger1 = Time = 1
anim = 4533
postype = p1
pos = 0,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3050, GROUNDFLASH]
type = Explod
trigger1 = Time = 1
anim = 6666
postype = p1
pos = -19,0
ownpal = 1
sprpriority = 5
supermovetime = 40



[State 0, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 140
PalBright = 10,10,10
PalContrast = 128,128,128
trans = Add1

[State 3050, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 12

[State 3050, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && Time < 0
value2 = C, NA
time = 1




[State 3050, SpawnBatarang]
type = Helper
trigger1 = AnimElemTime(3) = 1
name = "Jet Batarang"
ID = 1007
pos = 93, -70
postype = p1
stateno = 11133
ownpal = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1




;---------------------------------------------------------------------------
;------------HYPERS---------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
 /|    |\  /|    |\
( ;Hyper Batarang  )
 \|      \/      |/
[Statedef 10020]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 10020
ctrl = 0
juggle =6
sprpriority = 1

[State 3000, b1]
Type = BGPalfx
Trigger1 = time = [0, 800];BG VANISH IN
Add = -70,-70,-90
IgnoreHitPause = 1
time = 1

[State 3000, aa]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1

; DCvM hyper portrait/BG
[State 3050, superportrait]
type = Explod
trigger1 = Time = 0
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3050, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 10005
ID = 1005
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 3050, superBG]
type = Helper
trigger1 = Time = 10
name = "Super BG"
ID = 18005
stateno = 18005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ownpal = 1


[State 3000, b1]
Type = BGPalfx
Trigger1 = time = [0, 800];BG VANISH out
Add = -70,-70,-90
IgnoreHitPause = 1
time = 1

[State 3100, a5] ; SUPER PAUSE
type = SuperPause
trigger1 = !time
darken = 0
anim = S8400
sound = S10, 0
pos = -6, -25
movetime = 40
poweradd = -1000
bindtime = -1
sprpriority = 6
Time = 40
p2defmul = 2
removeongethit = 1

;[State 3000, 2]
;type = RemoveExplod
;trigger1 = time = 0

[State 3000, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 20,3




[State 3000, BatarangNa]
type = Helper
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = Animelem = 21
helpertype = normal
name = "Batarang"
ID = 1001
pos = 120,-80
postype = p1
stateno = 1001
priority = 4
ownpal = 1


[State 3000, BatarangNb]
type = Helper
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = Animelem = 21
helpertype = normal
name = "Batarang"
ID = 1001
pos = 120, -40
postype = p1
stateno = 1001
priority = 4
ownpal = 1

[State 3000, BatarangNc]
type = Helper
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = Animelem = 21
helpertype = normal
name = "Batarang"
ID = 1001
pos = 110, -60
postype = p1
stateno = 1001
priority = 4
ownpal = 1


[State 3000, 1]
type = ChangeState
trigger1 = animtime = 0
value = 11134
ctrl = 1
;-------------------------
[Statedef 11134]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1004
ctrl = 0
juggle =6
sprpriority = 1

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 50,6

[State 3001, BatarangE]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "Batarang"
ID = 11123
pos = 120, -70
postype = p1
stateno = 11123
ownpal = 1

[State 3001, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Batarang Helper
[Statedef 1001]
type    = S
movetype = A
physics = N
anim = 11111
velset = 10

[state 5355, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 7212
ignorehitpause = 1

[State 1000, fx]
type=explod
trigger1= time = 0
anim=3001
ID=3001
sprpriority=3
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 1005, Boomerang]
type = VelAdd
trigger1 = 1
x = -0.2

[State 1005,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 1001, AfterImage]
type = null;AfterImage
trigger1 = Time = 0
time = 100
palcolor = 256
palbright = 256,256,256
palcontrast = 0,0,220
palpostbright = 0,0,256
paladd = 220,220,256
palmul = .65,.65,.8
timegap = 1
framegap = 1
trans = add

[State 1001, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
damage   = 20,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound = S2,2
guardsound = S3,0
sparkno = s8820
guard.sparkno = s8840
sparkxy = 0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
fall = 0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0

[State 1002, ]
type = DestroySelf
trigger1 = Vel X < 0
trigger1 = Pos X = [parent, Pos X - 30, parent, Pos X + 30]
trigger1 = Pos Y = [parent, Pos Y - 80, parent, Pos Y - 30]
trigger2 = BackEdgeBodyDist <= -120

[State 1001, ChangeState]
type = ChangeState
trigger1 = Movecontact
;trigger2 = abs(Pos X) > 150;FrontEdgeBodyDist <= -10;-120
value = 1002

;Batarang Helper Hit
[Statedef 1002]
type    = S
movetype = A
physics = N
anim = 11111

[State 1002, VelSet]
type = VelSet
trigger1 = Time = 5
x = -2
y = -2

[State 0, ]
type = VelAdd
trigger1 = 1
y = 0.2

[State 1002, ]
type = DestroySelf
trigger1 = AnimTime = 0








;---------------------------------------------------------------------------
;Beam_Top_Left
[Statedef 10039]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 10040

[State 0]
type = PlaySnd
trigger1 = time =30
value = 44,2



[State 3440, NOTURN]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[State 3440, 1]
type = ScreenBound
trigger1 = Time > 27
movecamera = 0, 0
value = 1

[State 3440, SCREAM]
type = PlaySnd
trigger1 = Time = 10
value = 9, 10

[State 3440, SCREAM]
type = PlaySnd
trigger1 = Time = 28
value = 7, 12


[State 3440, 6]
type = PosAdd
trigger1 = time > 28 && screenpos Y > 100
y = -8

[State 3440, 6]
type = PosAdd
trigger1 = time > 28 && screenpos X > 30 && facing = 1
x = -8

[State 3440, 6]
type = PosAdd
trigger1 = time > 28 && screenpos X > 30 && facing = -1
x = 8

[State 3440, 6]
type = ChangeState
triggerall = Time > 28
trigger1 = facing = 1
trigger1 = screenpos X = [0, 30]
trigger1 = screenpos Y = [0, 100]
value = 33000
ctrl = 0

[State 3440, 6]
type = ChangeState
triggerall = Time > 28
trigger1 = facing = -1
trigger1 = screenpos X = [0, 30]
trigger1 = screenpos Y = [0, 100]
value = 33100
ctrl = 0

;---------------------------------------------------------------------------
;Beam_Top_Right
[Statedef 10040]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 10040


[State 0]
type = PlaySnd
trigger1 = time =30
value = 44,2

    [State 3460, NOTURN]
    type = AssertSpecial
    trigger1 = 1
    flag = noautoturn



[State 3440, 1]
type = ScreenBound
trigger1 = Time > 27
movecamera = 0, 0
value = 1

[State 3440, SCREAM]
type = PlaySnd
trigger1 = Time = 10
value = 9, 10

[State 3440, SCREAM]
type = PlaySnd
trigger1 = Time = 28
value = 7, 12


[State 3460, 6]
type = PosAdd
trigger1 = time > 28 && screenpos Y > 100
y = -8

[State 3460, 6]
type = PosAdd
trigger1 = time > 28 && screenpos X < 290 && facing = 1
x = 8

[State 3460, 6]
type = PosAdd
trigger1 = time > 28 && screenpos X < 290 && facing = -1
x = -8

[State 3460, 6]
type = ChangeState
triggerall = Time > 28
trigger1 = facing = 1
trigger1 = screenpos X = [290, 320]
trigger1 = screenpos Y = [0, 100]
value = 33100
ctrl = 0

[State 3460, 6]
type = ChangeState
triggerall = Time > 28
trigger1 = facing = -1
trigger1 = screenpos X = [290, 320]
trigger1 = screenpos Y = [0, 100]
value = 33000
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 10038]
type = S
movetype = I
physics = S
anim = 12202
sprpriority = 4

[State 99, NoHit]
type = NotHitBy
trigger1 = Time = 0
time = 0
value = SCA

[State 99]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 99]
type = Velset
trigger1 = time = 2
y = 0

[State 99]
type = Velset
trigger1 = time >= 2
x = 0

[State 99]
type = Veladd
trigger1 = time >= 2
y = .35

[State 2050,4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 10047

;--------------------
[Statedef 10047]
type = S
movetype = I
physics = S
anim = 10555
sprpriority = 4

[State 99, NoHit]
type = NotHitBy
trigger1 = Time = 0
time = 100
value = SCA

[State 99]
type = Velset
trigger1 = time = 0
x = -10
y = 0

[State 99, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 99]
type = DestroySelf
trigger1 = time = 35


;---------------------------------------------------------------------------
;NINJA_JUMP_LEFT
[Statedef 33000]
type    = A
movetype= I
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 48

[State 33000]
type = ScreenBound
trigger1 = Time < 10 && prevstateno != 50
movecamera = 0
value = 1

[State 33000]
type = VelSet
trigger1 = Time < 10
x = 0
y = 0

[State 33000, 6]
type = ChangeAnim
trigger1 = Time = 10
value = 104
ctrl = 0

[State 33000]
type = VelSet
trigger1 = Time = 10
x = 4
y = -7

[State 33000]
type = CtrlSet
trigger1 = Time = 10
value = 1

[State 33000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
;NINJA_JUMP_LEFT
[Statedef 33100]
type    = A
movetype= I
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 84

[State 33100]
type = ScreenBound
trigger1 = Time < 10 && prevstateno != 50
movecamera = 0
value = 1

[State 33100]
type = VelSet
trigger1 = Time < 10
x = 0
y = 0

[State 33100, 6]
type = ChangeAnim
trigger1 = Time = 10
value = 105
ctrl = 0

[State 3310]
type = VelSet
trigger1 = Time = 10
x = -4
y = -7

[State 3310]
type = CtrlSet
trigger1 = Time = 10
value = 1

[State 3310, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 49
ctrl = 0





============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB        GRAPPLING HOOK         BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================
;-----------------------------------
;Grappling Hook(fwd)
[statedef 10025]
type    = s
movetype= a
physics = s
ctrl = 0
anim = 10025
velset = 0,0

[state 10025]
type = playsnd
trigger1 = time = 10
value = 44,5
channel = 3

[state 183, 3]
type = helper
trigger1 = anim = 10025
trigger1 = animelem = 6
stateno = 13000
id = 13000
name = "anchor"
pos = 57,-10
bindtime = 1
ownpal = 1

[state 1003]
type = changeanim
trigger1 = numhelper(13000) = 1
trigger1 = time = 35
value = 1309

[state 1003]
type = changeanim
trigger1 = numhelper(13000) = 0
trigger1 = time >= 16
value = 1301
persistent = 0

[state 1003]
type = changestate
trigger1 = anim = 1301
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 1003]
type = varset
trigger1 = time = 0
v = 9
value = 0

[state 1003]
type = changestate
trigger1 = var(9) = 1
value = 1301
ctrl = 1

;-----------------------------------
;combo Medium Punch
[statedef 1301]
type    = s
movetype= a
physics = s
ctrl = 0
anim = 1302
velset = 0,0


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 52
guardflag = MA
pausetime = 12,12
sparkno = s8820
guard.sparkno = s8840
sparkxy = -10,-70
hitsound = S2,1
guardsound = S3,0
ground.type = High
ground.slidetime = 14
ground.hittime = 15
ground.velocity = -5
guard.velocity = -8
air.velocity = -5
airguard.velocity = -6
ground.cornerpush.veloff = -12
air.fall = 1
fall.recovertime = 26

[state 1003]
type = hitadd
trigger1 = movehit
value = -1
persistent = 0

[state 1003]
type = changestate
trigger1 = movehit
value = 225


;-----------------------------------
;anchors away(pun)
[statedef 13000]
type    = s
movetype= a
physics = s
anim = 1304
velset = 0,0

[state 1003]
type = playsnd
trigger1 = time = 0
value = 5,1
channel = 3

[state 1003]
type = varset
trigger1 = time = 0
v = 0
value = 0

[state 1003]
type = varadd
trigger1 = time%2 = 0
trigger1 = time < 23
v = 0
value = 1

[state 1003]
type = varadd
trigger1 = time%2 = 0
trigger1 = time > 23
v = 0
value = -1

[state 1003]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 20
anim = 1303
pos = 25,-81
postype = p1
facing = 1
bindtime = 1
sprpriority = -3
id = 1300+var(0)
ownpal = 1
ignorehitpause = 1
removetime = 300
removeongethit = 1

[state 200, 2]
type = hitdef
trigger1 = time = 0
attr = a, sp
damage    = 90,4
animtype = hard
getpower = 60
givepower = 40,10
guarDFlag = m
hitflag = maf
priority = 7
pausetime = 0,4
sparkno = s8810
guard.sparkno = s8840
sparkxy = -10,-70
hitsound   = s2,1
guardsound = s3,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.slidetime = 12
air.hittime = 12
air.velocity = -0,-0
down.velocity = -2,-3
guard.slidetime = 10
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -4.3
airguard.velocity = -4.3
p2stateno = 13002



[state 1003]
type = parentvarset
trigger1 = movehit
v = 9
value = 1

[state 1003]
type = changestate
trigger1 = movehit
value = 13001

[state 1003]
type = changestate
trigger1 = moveguarded
value = 13003

[state 1003]
type = posadd
trigger1 = time%2 = 0
trigger1 = time < 20
x = 16

[state 1003]
type = posadd
trigger1 = time%2 = 0
trigger1 = time > 22
x = -16

[state 1003]
type = removeexplod
trigger1 = time%2 = 0
trigger1 = time > 20
id = 1300+var(0)

[state 1003]
type = assertspecial
trigger1 = parentdist x >= -65
flag = invisible

[state 1003]
type = removeexplod
trigger1 = parent, movetype = h

[state 1003]
type = Destroyself
trigger1 = parentdist x >= -55
trigger1 = time > 5
trigger2 = parent, movetype = h

;-----------------------------------
;anchors aweigh
[statedef 13001]
type    = s
movetype= i
physics = s
anim = 1304
velset = 0,0

[state 1003]
type = varadd
trigger1 = time%2 = 1
v = 0
value = -1

[state 1003]
type = posadd
trigger1 = time%2 = 0
x = -16

[state 1003]
type = removeexplod
trigger1 = time%2 = 0
id = 1300+var(0)

[state 4000, 2]
type = targetbind
trigger1 = 1
pos = 0,0
time = 50

[state 1003]
type = removeexplod
trigger1 = parent, movetype = h

[state 1003]
type = Destroyself
trigger1 = parentdist x >= -55
trigger1 = time > 10
trigger2 = parent, movetype = h

;-----------------------------------
;anchors aweigh
[statedef 13003]
type    = s
movetype= i
physics = s
anim = 1304
velset = 0,0

[state 1003]
type = assertspecial
trigger1 = parentdist x >= -65
flag = invisible

[state 1003]
type = varadd
trigger1 = time%2 = 1
v = 0
value = -1

[state 1003]
type = posadd
trigger1 = time%2 = 0
x = -16

[state 1003]
type = removeexplod
trigger1 = time%2 = 0
id = 1300+var(0)

[state 1003]
type = Destroyself
trigger1 = parentdist x >= -55
trigger1 = time > 10
trigger2 = parent, movetype = h

;-----------------------------------
;victim
[statedef 13002]
type    = a
movetype= h
physics = n
ctrl = 0
sprpriority = -2
velset = 0,0

[state -3, 3]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,0

[state 4000, 2]
type = changeanim2
trigger1 = time = 0
value = 1308

[state 4000, 2]
type = selfstate
trigger1 = enemynear,movetype = H
value = 5050



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

;;---------------------------------------------------------------------------
 /|      |\    /|       |\
;Counter Grappling Hook  )
  \|        \/         |/
;---------------------------------------------------------------------------
[statedef 950]
type = s
movetype = a
physics = s
anim = 150
velset = 0,0
poweradd= 1000
ctrl = 0
juggle = 0


[state 740, ikuzo!]
type = playsnd
trigger1 = time = 0
value = 40,10

[state 740, ikuzo!]
type = playsnd
trigger1 = time = 0
value = 40,9




[state 790, super pause!]
type = superpause
trigger1 = time = 0
time = 30
poweradd = -1000
darken = 1
anim = -1

[state 790, super pause!]
type = pause
trigger1 = time = 1
time = 10
movetime = 10

[state 740, ikuzo!]
type = nothitby
trigger1 = animelem = 4, <0
value = sca
time = 6

[state 3510, 4]
type = explod
trigger1 = time =0
anim = 9100
pos = 0,0
postype = back
under = 1
supermove = 1
bindtime = 30
id = 9999
ownpal = 1

[state 0, 1]
type = explod
trigger1 = animtime = 0
anim = 8000
id = 8000
pos = -25,0
postype = p1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
sprpriority = 5
;persistent = 1

[state 0, 1]
type = changestate
trigger1 = animtime = 0
value = 994


;;---------------------------------------------------------------------------
 /|    |\  /|    |\
( ;Grappling Throw )
 \|      \/      |/
;---------------------------------------------------------------------------
;Throw #1
[Statedef 994]
type    = S
movetype= A
physics = N
poweradd= 100
ctrl = 0
juggle = 0
velset = 0,0,0
anim = 750



[State 0, 1]
type = VelSet
trigger1 = Time >= 4
x = 3

[State 0, 1]
type = HitDef
Trigger1 = AnimElem = 1
attr = S, NT
animtype = heavy
getpower  = 50
givepower = 40
hitflag = M
sparkno = -1
pausetime = 10,10
p1stateno = 996
p2stateno = 997
p2getp1state = 1
p2facing = 1
hitsound = s3,1
guardsound = 6,0

[State 0, 2]
type = ChangeState
trigger1 = AnimTime = 30
value = 0
ctrl = 1



;================
;Throw successful
;================
[Statedef 996]
type    = A
movetype= A
physics = N
anim = 751
velset = 0,0
numhit = 0
priority = 0
ctrl = 0

[state 740, ikuzo!]
type = playsnd
trigger1 = time = 0
value = 44,5

[state 740, ikuzo!]
type = playsnd
trigger1 = time = 10
value = 44,7

[State 996, 1]
type = HitAdd
trigger1 = StateNo = 996
persistent = 0
value = -1

[State 996, 1]
type = TargetBind
triggerall = Anim = 751
trigger1 = AnimElem = 1
persistent = 0
time = 4
pos = 21, 0

[State 996, 1]
type = TargetBind
triggerall = Anim = 751
trigger1 = AnimElem = 2
persistent = 0
time = 50
pos = 50, -60

[State 996, 1]
type = VelAdd
triggerall = Anim = 751
trigger1 = AnimElem = 2
persistent = 0
y = -12

[State 996, 1]
type = TargetBind
triggerall = Anim = 751
trigger1 = AnimElem = 3
persistent = 0
time = 5
pos = -18, -106

[State 996, 1]
type = VelMul
triggerall = Anim = 751
trigger1 = AnimElem = 3
persistent = 0
time = 10
x = 0
y = 0

[State 996, 1]
type = TargetBind
triggerall = Anim = 751
trigger1 = AnimElem = 4
persistent = 0
time = 10
pos = -20, 0

[State 996, 1]
type = VelAdd
triggerall = Anim = 751
trigger1 = AnimElem = 4
persistent = 0
y = 30

[State 996, 2]
type = PosSet
trigger1 = Anim = 751
trigger1 = Time >= 7
trigger1 = Pos Y >= 0
y = 0

[State 996, 2]
type = HitDef
trigger1 = Pos Y = 0
trigger1 = Time >= 5
attr = S, NA
damage   = 300
animtype = Heavy
pausetime = 7,7
sparkno = s8810
guard.sparkno = s8840
sparkxy = -12,-80
hitsound   = s44,12
guardsound = 3,0
getpower = 30,15
givepower = 15,8
hitflag = MAFD
priority = 3, Hit
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
p2stateno = 914
p2getp1state = 1

[State 996, 3]
type = Turn
trigger1 = Anim = 751
trigger1 = AnimTime = 0
trigger1 = Pos Y = 0
trigger1 = movehit = 1
persistent = 0

[State 996, 3]
type = ChangeState
trigger1 = Anim = 751
trigger1 = Pos Y = 0
trigger1 = Time > 10
trigger1 = movehit = 1
persistent = 0
value = 2257
ctrl = 1

;==================
;Victim dummy state
;==================
[Statedef 998]
type    = L
movetype= H
physics = N

[State 915, 1]
type = ChangeAnim2
trigger1 = Time >= 0
persistent = 0
value = 995

[State 915, 1]
type = PosSet
trigger1 = Time >= 10
trigger1 = Pos Y = 0
y = 0

[State 915, 1]
type = CtrlSet
trigger1 = Time >= 0
value = 0

;==================
;Victim dummy state
;==================
[Statedef 997]
type    = L
movetype= H
physics = N

[State 915, 1]
type = ChangeAnim2
trigger1 = Time >= 0
persistent = 0
value = 752

[State 915, 1]
type = PosSet
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
y = 0


[State 915, 1]
type = CtrlSet
trigger1 = Time >= 0
value = 0

;===================
;Victim being thrown
;===================
[Statedef 914]
type    = L
movetype= H
physics = N
ctrl = 0

[State 913, 1]
type = ChangeAnim
trigger1 = Time >= 0
persistent = 0
value = 5070

[State 913, 1]
type = VelSet
trigger1 = Time >= 0
persistent = 0
X = -8.5
Y = -4.5

[State 914, 1]
type = ChangeState
trigger1 = Time >= 18
trigger1 = Pos Y <= 0
value = 916
ctrl = 0

;==========================
;Victim going to the ground
;==========================
[Statedef 916]
type    = L
movetype= H
physics = N
velset = -4.5,4.5
ctrl = 0

[State 913, 1]
type = ChangeAnim
trigger1 = Time >= 0
persistent = 0
value = 5035

[State 916, 0]
type = HitFallSet
trigger1 = Time = 0
value = 1

[State 916, 1]
type = VelMul
trigger1 = Pos Y >= 0
y = 0

[State 916, 1]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 916, 2]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Time >= 10
persistent = 0
value = 5110





;;---------------------------------------------------------------------------
 /|    |\  /|    |\
(;Grappling Hook fwd)
 \|      \/      |/
[Statedef 10026]
type    = S
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 10026
ctrl = 0
sprpriority = 2

[State 2255,snda]
type = PlaySnd
trigger1 = animelem = 5
value = 44,5


[State 1010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2256
ctrl = 1

;;---------------------------------------------------------------------------
 /|    |\  /|    |\
(;Grappling Hook Air)
 \|      \/      |/
[Statedef 10027]
type    = A
movetype= I
physics = A
juggle  = 4
poweradd= 110
velset = 0,0
anim = 10027
ctrl = 0
sprpriority = 2

[State 2266,snda]
type = PlaySnd
trigger1 = animelem = 3
value = 44,5

[State 1010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2256
ctrl = 1


;---------------------------------------------------------------------------
;===========================================================================
[statedef 2256]
type = s
movetype = a
physics = n
anim = 2256
velset = 0
ctrl = 0
poweradd = 80
juggle = 8

[state 0, iya]
type = playsnd
trigger1 = random <= 500
trigger1 = time = 1
value = 6,7

[State 2266,snda]
type = PlaySnd
trigger1 = animelem = 1
value = 44,5

[state 0, woosh]
type = playsnd
trigger1 = time = 2
value = 6,4

[state 142, aft]
type = AfterImage
trigger1 = AnimElem = 1
time = 20
color = 0
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[state 0, Flash punch]
type = varset
trigger1 = time = 0
var(4) = -5

[state 0, Flash punch]
type = varset
trigger1 = time = 0
var(5) = -75

[state 0, Fandangos]
type = statetypeset
trigger1 = animelem = 2
statetype = a

[state 0, Flash punch]
type = velset
trigger1 = animelem = 2
x = 15
y = -2

[state 0, Flash punch]
type = veladd
trigger1 = animelem = 2,> 0
y = .2

[state 0, Flash punch]
type = veladd
trigger1 = animelem = 3,> 0
y = .2

[state 0, Flash punch]
type = hitdef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
attr = a, sa
damage = 40,8
animtype = hard
guarDFlag = ma
hitflag = maf
getpower = 50,0
pausetime = 5,5
guard.sparkno = S8840
sparkno = S8820
sparkxy = -5, -75
hitsound = S2,1
guardsound = S3,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -4,-5
air.velocity = -4,-5
guard.velocity = -10
fall = 1

[state 0, Flash punch]
type = changestate
trigger1 = pos y >= 0 && vel y > 0
value = 50

[State 0, Fury]
trigger1 = command = "BB"
triggerall = Anim != 104
type = ChangeState
value = 2257
ctrl = 1



; Dash Forward
[statedef 2257]
type    = a
physics = a
anim = 105
ctrl = 0
velset = -6, -7

[state 0, 0]
type = playsnd
trigger1 = time = 3
value = 1, 2


[state 0, 2]
type = ctrlset
trigger1 = time = 2
value = 1



[state 0, 3]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 50



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

;-----------------------------------------------------
;Grappling Hook
;---------------------------------------------------------------------------





;;---------------------------------------------------------------------------
 /|    |\  /|    |\
;Grappling Hook Back)
 \|      \/      |/
[Statedef 10030]
type    = S
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 3355
ctrl = 0
sprpriority = 2

[State 3355,snda]
type = PlaySnd
trigger1 = animelem = 5
value = 44,5

[State 1010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3356
ctrl = 1

;;---------------------------------------------------------------------------
 /|    |\  /|    |\
(;Grappling Hook Air)
 \|      \/      |/
[Statedef 10031]
type    = A
movetype= I
physics = A
juggle  = 4
poweradd= 110
velset = 0,0
anim = 3377
ctrl = 0
sprpriority = 2

[State 1010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3356
ctrl = 1

;---------------------------------------------------------------------------
;Wall Cling Start Short Range
[Statedef 3356]
type    = S
movetype= I
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 3356
sprpriority = 2



[State 3356]
type = Explod
trigger1 = Time = 0
anim = 7023
;scale = .5,.5
ontop = 1
ownpal = 1

[State 3356]
type = varset
trigger1 = Time = 0
var(6) = 0


[State 3356]
type = varset
trigger1 = Time = 0
var(5) = 0

[State 3356]
type = Velset
trigger1 = Time = 4
x = -9
y = -11


[State 3356]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
persistent = 0


[State 3356]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 44
elem = 2
persistent = 0

[State 3356]
type = ChangeState
trigger1 = BackEdgeBodyDist < 5
value = 3357
ctrl = 0



;---------------------------------------------------------------------------
;Wall Cling Start Short Range
[Statedef 3357]
type    = A
movetype= I
physics = N
juggle  = 3
;poweradd=
ctrl = 0
velset = 0,0
anim = 3357
sprpriority = 2


[State 3357]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 3357]
type = Turn
trigger1 = Time = 0
trigger1 = var(5) = 1406


[State 3357]
type = Varset
trigger1 = Time = 0
trigger1 = var(5) = 1406
var(5) = 0



[State 3357]
type = PlaySnd
trigger1 = Time = 1
value = 7730,0


[State 3357]
type = ChangeState
trigger1 = AnimTime = 0
value = 3358
ctrl = 0


;---------------------------------------------------------------------------
;Wall Cling
[Statedef 3358]
type    = A
movetype= I
physics = N
juggle  = 3
;poweradd=
ctrl = 0
velset = 0,0
anim = 3358
sprpriority = 2



[State 3358]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1



[State 3358]
type = PosSet
trigger1 = BackEdgeBodyDist > 0
x = Pos X - facing*BackEdgeDist


[State 3358]
type = ChangeState
trigger1 = !var(59)
trigger1 = command = "holdback"
trigger1 = command = "x"
value = 104
ctrl = 0


[State 3358]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger1 = command = "x"
value = 3362
ctrl = 0

[State 3358]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger1 = command = "y"
value = 33623
ctrl = 0

[State 3358]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger1 = command = "z"
value = 33624
ctrl = 0




[State 3358]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger1 = command = "a"
trigger2 = var(59) && random < 300
value = 3365
ctrl = 0


[State 3358]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger1 = command = "b"
trigger2 = var(59) && random < 500
value = 3366
ctrl = 0


[State 3358]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger1 = command = "c"
trigger2 = var(59) && random < 700
value = 3367
ctrl = 0


[State 3358]
type = null;ChangeState
trigger1 = command = "holddown"
trigger1 = command = "a" || command = "b" || command = "c"
value = 1419
ctrl = 0

[State 3358]
type = ChangeState
trigger1 = !var(59)
trigger1 = command = "holddown"
value = 3359
ctrl = 0


[State 3358]
type = ChangeState
trigger1 = !var(59)
trigger1 = command = "holdup"
value = 3360
ctrl = 0


[State 3358]
type = varadd
trigger1 = 1
var(6) = 1

[State 3358]
type = ChangeState
trigger1 = var(6) >= 700
trigger1 = !var(59)
trigger2 = command = "holdfwd"
value = 104
ctrl = 0


;---------------------------------------------------------------------------
;Wall Climb Down
[Statedef 3359]
type    = A
movetype= I
physics = N
juggle  = 3
;poweradd=
ctrl = 0
velset = 0,3
anim = 3359
sprpriority = 2


[State 3359]
type = ChangeState
trigger1 = command = "a" || command = "b" || command = "c"
value = 3363
ctrl = 0

[State 3359]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 3359]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1400,0


[State 3359]
type = Explod
trigger1 = Time%5 = 0
trigger1 = Time < 20
anim = 7107
pos = -10,-115
ontop = 1

[State 3359]
type = VelSet
trigger1 = Pos Y > -10
y = 0


[State 3359]
type = ChangeState
trigger1 = command = "holdup"
value = 3360
ctrl = 0



[State 3359]
type = varadd
trigger1 = 1
var(6) = 1




[State 1404]
type = ChangeState
trigger1 = command != "holddown"
value = 3358
ctrl = 0

;---------------------------------------------------------------------------
;Wall Climb Up
[Statedef 3360]
type    = A
movetype= I
physics = N
juggle  = 3
;poweradd=
ctrl = 0
velset = 0,-3
anim = 3360
sprpriority = 2


[State 3360]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 3360]
type = ChangeState
trigger1 = command = "holddown"
value = 3358
ctrl = 0

[State 3360]
type = varadd
trigger1 = 1
var(6) = 1


[State 3360]
type = ChangeState
trigger1 = command != "holdup"
value = 3358
ctrl = 0

[State 3360]
type = VelSet
trigger1 = ScreenPos Y < 100
y = 0


;---------------------------------------------------------------------------
; Wall Slash
[Statedef 3362]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0
anim = 3362
sprpriority = 2

[State 99, Helper]
type = Helper
trigger1 = AnimElem = 4
stateno = 33362
ID = 33362
helpertype = Normal
postype = p1
pos = 125, -52
ownpal = 1
;size.xscale = 1
;size.yscale = 1



[State 3362]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 3362, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,0


[State 3362, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 194,0

[State 3362, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, SA
animtype  = Medium
damage    = 7*var(30),floor(0.7*var(30))
guardflag = MA
pausetime = 7,7
sparkno = S8820
guard.sparkno = S8840
sparkxy = -10,-44
hitsound   = s2,1
guardsound = s3,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
;fall.animtype = Up
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 211
;air.animtype = back
;air.type = Low
;air.cornerpush.veloff = 0
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;p2stateno = 9020

[State 3362]
type = VarAdd
trigger1 = MoveContact
var(20) = 1
ignorehitpause = 1
persistent = 0

[State 3362, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3359
ctrl = 0

 ; Batarang Helper
[Statedef 33362]
type    = S
movetype = A
physics = N
anim = 11111
velset = 10

[state 5355, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 7212
ignorehitpause = 1

[State 1000, fx]
type=explod
trigger1= time = 0
anim=3001
ID=3001
sprpriority=3
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 99, Velset]
type = VelSet
trigger1 = Time >= 1
x = 4
Y = 2.4


[State 1005,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 1001, AfterImage]
type = null;AfterImage
trigger1 = Time = 0
time = 100
palcolor = 256
palbright = 256,256,256
palcontrast = 0,0,220
palpostbright = 0,0,256
paladd = 220,220,256
palmul = .65,.65,.8
timegap = 1
framegap = 1
trans = add

[State 1001, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
damage   = 20,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = s2,1
guardsound = s3,0
sparkno = S8820
guard.sparkno = S8840
sparkxy = 20,-20
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
fall = 0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0

[State 1002, ]
type = DestroySelf
trigger1 = time = 75

[State 1001, ChangeState]
type = ChangeState
trigger1 = Movecontact
;trigger2 = abs(Pos X) > 150;FrontEdgeBodyDist <= -10;-120
value = 1002

;---------------------------------------------------------------------------
; Wall Slash
[Statedef 33623]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0
anim = 3362
sprpriority = 2

[State 99, Helper]
type = Helper
trigger1 = AnimElem = 4
stateno = 33363
ID = 33363
helpertype = Normal
postype = p1
pos = 125, -52
ownpal = 1
;size.xscale = 1
;size.yscale = 1



[State 3362]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 3362, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,0


[State 3362, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 194,0

[State 3362, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, SA
animtype  = Medium
damage    = 7*var(30),floor(0.7*var(30))
guardflag = MA
pausetime = 7,7
sparkno = S8820
guard.sparkno = S8840
sparkxy = -10,-44
hitsound   = s2,1
guardsound = s3,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
;fall.animtype = Up
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 211
;air.animtype = back
;air.type = Low
;air.cornerpush.veloff = 0
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;p2stateno = 9020

[State 3362]
type = VarAdd
trigger1 = MoveContact
var(20) = 1
ignorehitpause = 1
persistent = 0

[State 3362, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3359
ctrl = 0

 ; Batarang Helper
[Statedef 33363]
type    = S
movetype = A
physics = N
anim = 11111
velset = 10

[state 5355, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 7212
ignorehitpause = 1

[State 1000, fx]
type=explod
trigger1= time = 0
anim=3001
ID=3001
sprpriority=3
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 99, Velset]
type = VelSet
trigger1 = Time >= 1
x = 4
Y = 0


[State 1005,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 1001, AfterImage]
type = null;AfterImage
trigger1 = Time = 0
time = 100
palcolor = 256
palbright = 256,256,256
palcontrast = 0,0,220
palpostbright = 0,0,256
paladd = 220,220,256
palmul = .65,.65,.8
timegap = 1
framegap = 1
trans = add

[State 1001, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
damage   = 20,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = s2,1
guardsound = s3,0
sparkno = S8820
guard.sparkno = S8840
sparkxy = 20,-20
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
fall = 0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0

[State 1002, ]
type = DestroySelf
trigger1 = time = 75

[State 1001, ChangeState]
type = ChangeState
trigger1 = Movecontact
;trigger2 = abs(Pos X) > 150;FrontEdgeBodyDist <= -10;-120
value = 1002

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



;---------------------------------------------------------------------------
; Wall Slash
[Statedef 33624]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0
anim = 3362
sprpriority = 2

[State 99, Helper]
type = Helper
trigger1 = AnimElem = 4
stateno = 33364
ID = 33364
helpertype = Normal
postype = p1
pos = 125, -52
ownpal = 1
;size.xscale = 1
;size.yscale = 1



[State 3362]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 3362, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,0


[State 3362, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 194,0

[State 3362, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, SA
animtype  = Medium
damage    = 7*var(30),floor(0.7*var(30))
guardflag = MA
pausetime = 7,7
sparkno = S8820
guard.sparkno = S8840
sparkxy = -10,-44
hitsound   = s2,1
guardsound = s3,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
;fall.animtype = Up
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 211
;air.animtype = back
;air.type = Low
;air.cornerpush.veloff = 0
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;p2stateno = 9020

[State 3362]
type = VarAdd
trigger1 = MoveContact
var(20) = 1
ignorehitpause = 1
persistent = 0

[State 3362, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3359
ctrl = 0

 ; Batarang Helper
[Statedef 33364]
type    = S
movetype = A
physics = N
anim = 11111
velset = 10

[state 5355, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 7212
ignorehitpause = 1

[State 1000, fx]
type=explod
trigger1= time = 0
anim=3001
ID=3001
sprpriority=3
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 99, Velset]
type = VelSet
trigger1 = Time >= 1
x = 4
Y = -2.4


[State 1005,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 1001, AfterImage]
type = null;AfterImage
trigger1 = Time = 0
time = 100
palcolor = 256
palbright = 256,256,256
palcontrast = 0,0,220
palpostbright = 0,0,256
paladd = 220,220,256
palmul = .65,.65,.8
timegap = 1
framegap = 1
trans = add

[State 1001, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
damage   = 20,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = s2,1
guardsound = s3,0
sparkno = S8820
guard.sparkno = S8840
sparkxy = 20,-20
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
fall = 0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0

[State 1002, ]
type = DestroySelf
trigger1 = time = 75


[State 1001, ChangeState]
type = ChangeState
trigger1 = Movecontact
;trigger2 = abs(Pos X) > 150;FrontEdgeBodyDist <= -10;-120
value = 1002
;---------------------------------------------------------------------------
;Wall Cling Start Medium Range
[Statedef 1410]
type    = S
movetype= I
physics = N
juggle  = 3
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 2



[State 1410]
type = Explod
trigger1 = Time = 0
anim = 7023
;scale = .5,.5
ontop = 1
ownpal = 1

[State 1410]
type = varset
trigger1 = Time = 0
var(6) = 0


[State 1410]
type = varset
trigger1 = Time = 0
var(5) = 0

[State 1410]
type = Velset
trigger1 = Time = 4
x = -8-2*(BackEdgeBodyDist > 150)
y = -7

[State 1410]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
persistent = 0

[State 1410]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 44
elem = 2
persistent = 0

[State 1410]
type = ChangeState
trigger1 = BackEdgeBodyDist < 5
value = 1401
ctrl = 0

;---------------------------------------------------------------------------
;Wall Cling Start Long Range
[Statedef 1420]
type    = S
movetype= I
physics = N
juggle  = 3
poweradd= 60
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 2



[State 1420]
type = Explod
trigger1 = Time = 0
anim = 7023
;scale = .5,.5
ontop = 1
ownpal = 1

[State 1420]
type = varset
trigger1 = Time = 0
var(6) = 0


[State 1420]
type = varset
trigger1 = Time = 0
var(5) = 0

[State 1420]
type = Velset
trigger1 = Time = 4
x = -10-2*(BackEdgeBodyDist > 150)
y = -10


[State 1420]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
persistent = 0

[State 1420]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 44
elem = 2
persistent = 0

[State 1420]
type = ChangeState
trigger1 = BackEdgeBodyDist < 5
value = 1401
ctrl = 0



;---------------------------------------------------------------------------
; Wall Kick
;---------------------------------------------------------------------------
; Bullet Kick / Air Bullet Kick
[Statedef 3365]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 92
ctrl = 0
anim = 654
sprpriority = 2
velset = 3, 9

[State 103502, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 103502, 2]
type = PlaySnd
trigger1 = Time = 0
value = 9999, 6

[State 620, HitDef]
type = hitdef
trigger1 = time = 0
attr = a, na
animtype = heavy
damage    = 115, 7
getpower  = 50
givepower = 25
guarDFlag = ha
priority = 3
pausetime = 10,9
sparkxy = -20,-25
sparkno = S8820
guard.sparkno = S8840
hitsound = S2,2
p1stateno = 105
guardsound = S3,0
guard.velocity = -8
guard.slidetime = 24
guard.hittime = 24
guard.ctrltime = 24
ground.type = high
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -7.5
airguard.ctrltime = 4
air.velocity = 0,6
air.type = low
air.animtype = heavy
fall.animtype = heavy
airguard.velocity = -6.5
airguard.ctrltime = 8

[State 1416, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
; Bullet Kick / Air Bullet Kick
[Statedef 3366]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 92
ctrl = 0
anim = 654
sprpriority = 2
velset = 6, 9


[State 103502, 2]
type = PlaySnd
trigger1 = Time = 0
value = 9999, 6

[State 103502, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 620, HitDef]
type = hitdef
trigger1 = time = 0
attr = a, na
animtype = heavy
damage    = 115, 7
getpower  = 50
givepower = 25
guarDFlag = ha
priority = 3
pausetime = 10,9
sparkxy = -20,-25
sparkno = S8820
guard.sparkno = S8840
hitsound = S2,2
p1stateno = 105
guardsound = S3,0
guard.velocity = -8
guard.slidetime = 24
guard.hittime = 24
guard.ctrltime = 24
ground.type = high
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -7.5
airguard.ctrltime = 4
air.velocity = 0,6
air.type = low
air.animtype = heavy
fall.animtype = heavy
airguard.velocity = -6.5
airguard.ctrltime = 8

[State 1416, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0



;---------------------------------------------------------------------------
; Wall Kick Hard
[Statedef 3367]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 92
ctrl = 0
anim = 653
sprpriority = 2
velset = 15, 9


[State 103502, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 103502, 2]
type = PlaySnd
trigger1 = Time = 0
value = 9999, 6

[State 620, HitDef]
type = hitdef
trigger1 = time = 0
attr = a, na
animtype = heavy
damage    = 115, 7
getpower  = 50
givepower = 25
guarDFlag = ha
priority = 3
pausetime = 10,9
sparkxy = -20,-25
sparkno = S8820
guard.sparkno = S8840
hitsound = S2,2
p1stateno = 105
guardsound = S3,0
guard.velocity = -8
guard.slidetime = 24
guard.hittime = 24
guard.ctrltime = 24
ground.type = high
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -7.5
airguard.ctrltime = 4
air.velocity = 0,6
air.type = low
air.animtype = heavy
fall.animtype = heavy
airguard.velocity = -6.5
airguard.ctrltime = 8

[State 1416, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0



;---------------------------------------------------------------------------
; Wall Kick Down
[Statedef 3363]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0
anim = 3363
sprpriority = 2

[State 103502, 2]
type = PlaySnd
trigger1 = Time = 15
value = 1, 2


[State 3363]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1



[State 3363]
type = VelSet
trigger1 = AnimElem = 4
y = 5


[State 3363]
type = VelSet
trigger1 = Pos Y > -10
y = 0


[State 3363]
type = PlaySnd
trigger1 = AnimElem = 4,= 1
value = 320,0

[State 3363, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, SA
animtype  = Medium
damage    = 7*var(30),floor(0.7*var(30))
guardflag = MA
pausetime = 7,7
sparkno = S8820
guard.sparkno = S8840
sparkxy = -10,-64+floor(P2Dist Y)
hitsound = S2,1
guardsound = S3,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -7,-4
air.velocity = -7,-4
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
;fall.animtype = Up
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 211
;air.animtype = back
;air.type = Low
;air.cornerpush.veloff = 0
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;p2stateno = 9020


[State 3363]
type = VarAdd
trigger1 = MoveContact
var(19) = 1
ignorehitpause = 1
persistent = 0

[State 3363, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3358
ctrl = 0





 /|    |\  /|    |\
(;Grappling Hook up)
 \|      \/      |/
;---------------------------------------------------------------------------
;Grapple Gun
;---------------------------------------------------------------------------
[Statedef 1155]
type    = A
movetype = A
physics = N
anim = 1150
ctrl = 0
juggle = 8
velset = 0,0
poweradd = 60

[State 1155,snd]
type = PlaySnd
trigger1 = animelem = 4
value = 60,3

[State 1155,snda]
type = PlaySnd
trigger1 = animelem = 9
value = 60,4

[State 1155, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 16
movetype = I

[State 1155, VelMul]
type = VelMul
trigger1 = 1
y = .995

[State 1155, VelSet]
type = VelSet
trigger1 = AnimElem = 13
y = -20

[State 11055, VelSet]
type = VelSet
trigger1 = AnimElem = 14
x = 4
y = 20

[State 11055, PosSet]
type = PosAdd
trigger1 = AnimElem = 14
x = 64

[State 11055, VelSet]
type = VelSet
trigger1 = AnimElem = 15
x = 0
y = 0

[State 11055, PosSet]
type = PosSet
trigger1 = AnimElem = 15
y = 0

[State 4510, hit]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 80,0
animtype = hard
guardflag = L
hitflag = MAFD
getpower = 40,160
pausetime = 12,14
sparkno = S8820
guard.sparkno = S8840
sparkxy = 0, -32
hitsound = S2,2
guardsound = S3,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 24
ground.velocity = -3,-4.5
guard.velocity = -10
air.velocity = -2,-3
fall = 1
fall.recover = 0

[State 11055, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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







;-----------------------------------------------------
;Espcial com Chute
[Statedef 9100]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -600
velset = 0,0
anim = 4100
ctrl = 0

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

[State 9100 ,superpause]
type = SuperPause
trigger1 = time = 0
time = 40
pos = 10,-55
darken = 1
poweradd = -1000

; DCvM hyper portrait/BG
[State 9100, superportrait]
type = Explod
trigger1 = Time = 0
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 9100, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 10005
ID = 10005
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 9100, superBG]
type = Helper
trigger1 = Time = 10
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State 9100 , 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20, 0 ;Play fight sound of super

[State 9100 , 5]
type = PosAdd
trigger1 = AnimElem = 7
y = -30

[State 9100 , 6]
type = PosAdd
trigger1 = AnimElem = 8
y = -35

[State 9100 , 7]
type = PosAdd
trigger1 = AnimElem = 9
y = -35

[State 9100 , 8]
type = PosAdd
trigger1 = AnimElem = 10
y = -40

[State 9100 , 9]
type = PosSet
trigger1 = AnimElem = 11
y = -300


[State 9100 , 10]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Hard
damage    = 60
priority  = 6
pausetime = 15,15
sparkno = S8820
guard.sparkno = S8840
sparkxy = -10,-60
hitsound = S2,1
guardsound = S3,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1

[State 9100 , 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 9105
ctrl = 0

[State 3358]
type = ChangeState
trigger1 = var(6) >= 700
trigger1 = !var(59)
trigger2 = command = "BB"
value = 105
ctrl = 0

;------------------------------------------
;Espcial com Chute  1
[Statedef 9105]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 4105
ctrl = 0

[State 9105 , 1]
type = VelSet
trigger1 = Time = 0
trigger1 = P2Dist X > 1
x = 25

[State 9105, 2]
type = ChangeState
trigger1 = P2Dist X < 2
value = 9110
ctrl = 0

;-------------------------------------------
;Espcial com Chute  2
[Statedef 9110]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 50
velset = 0,0
anim = 4110
ctrl = 0


[State 9110 , 11]
type = VelSet
trigger1 = Pos Y > 1
trigger1 = AnimElem = 1
y = 70

[State 9100 , 4]
type = PlaySnd
trigger1 = Time = 0
value = 6,1

[State 9110 , 12]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Hard
damage    = 700
priority  = 6
pausetime = 15,15
sparkno = S8820
guard.sparkno = S8840
sparkxy = 0,0
hitsound = S2,1
guardsound = S3,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1

[State 9110 , 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
;BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB    FX     BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
;BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB



;---------------------------------------------------------------------------
; P2 States
;---------------------------------------------------------------------------
; HIT BY SMOKE
;----------------
[Statedef 11138]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 11137


[State 1000, fx]
type=explod
trigger1= time = 0
anim=1057
ID=1057
pos = 0, 0
sprpriority=3
postype=p1
bindtime=-1
removeongethit=0
ownpal=0



[State 0, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0


;---------------------------------------------------------------------------
; P2 States
;---------------------------------------------------------------------------
; HIT BY SMOKE
;----------------
[Statedef 11139]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5300

[State 0, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 0, ]
type = PowerAdd
trigger1 = 1
value = -5

[State 7696, 6]
type = SelfState
trigger1 = Time = 200
ctrl = 1
value = 5070




;BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
;BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB    FX     BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
;BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB

;---------------------------------------------------------------------------
; P2 States
;---------------------------------------------------------------------------
; Green Lantern Hit by Yellow Light
;---------------------------------------------------------------------------
[Statedef 11140]
anim = 11140
ctrl = 0
type = S
movetype = A
physics = S
velset = 0,0


[State 2320, 0]
type = PlaySnd
trigger1 = Time = 0
persistent = 0
value = S9,32

[State 2320, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 20,40

[State 2320, targetdrop]
type = TargetDrop
trigger1 = AnimTime = -1

[State 2320, turn]
type = Turn
trigger1 = AnimTime = -1

[State 2320, destroySelf]
type = DestroySelf
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
[Statedef 11141]
anim = 11141
ctrl = 0
type = S
movetype = A
physics = S
velset = 0,0

[State 7697, Green_FX]
type = PalFX
trigger1 = Anim = 5300
trigger1 = Time = 1
time = 200
add = 45,5,-250
sinadd = 0,80,15,20
color = 0
invertall = 1



[State 2320, 0]
type = PlaySnd
trigger1 = Time = 0
persistent = 0
value = S9,32

[State 2320, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 20,90

[State 2320, targetdrop]
type = TargetDrop
trigger1 = AnimTime = -1

[State 2320, turn]
type = Turn
trigger1 = AnimTime = -1

[State 2320, destroySelf]
type = DestroySelf
trigger1 = AnimTime = 0



;---------------------------------------------------------------------------
; Green Lantern Hit by Yellow Light
;---------------------------------------------------------------------------
[Statedef 11142]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5051
pos = 0,-80

[State 2310, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 45,5,-250
mul = 256,256,256
sinadd = 25,25,5,10
invertall = 0
color = 256



[State 0, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 0, ]
type = PowerAdd
trigger1 = 1
value = -5

[State 7696, 6]
type = SelfState
trigger1 = Time = 75
ctrl = 1
value = 5070



;---------------------------------------------------------------------------
; P2 States
;---------------------------------------------------------------------------
; Flash Hit by debility
;---------------------------------------------------------------------------
[statedef 11143]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11142
velset = 0
sprpriority = 999

[State 0, 3]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 0, 4]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, 5]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 0, shadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow




[state 0, hit]
type = HitDef
trigger1 = movecontact = 0
attr = S, SP
damage = 0
hitflag= MAFP
hitsound   = S800,0
sparkno = -1
guardflag = MA
pausetime = 0,9
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -2
air.animtype = Back
air.velocity = -2.5,-5
p2stateno = 11144



[State 0, Bola tie]
type = RemoveExplod
trigger1 = movehit = 1 || moveguarded = 1
trigger2 = time = 70
id= 1005

[State 0, Bola tie]
type = Explod
triggerall = !NumExplod(4016)
trigger1 = movehit = 1
anim = 11143
pos = 0, 0
postype = p2
sprpriority = 999
removeongethit = 1
bindtime = 999
removetime = 160
ownpal = 1




[state 0, destroy]
type = Destroyself
trigger1 = movecontact = 1

[state 0, destroy]
type = Destroyself
trigger1 = time = 70


;---TARGET---
[Statedef 11144]
type=S
movetype=H
physics=N
velset=0,0
sprpriority = -999

[state 1015,1]
type = veladd
trigger1 = vel x < 0
;trigger1 = pos y <=0
x = 0.1

[state 1015,1]
type = veladd
trigger1 = vel x > 0
;trigger1 = pos y <=0
x = -0.1

[state 1015,1]
type = velset
triggerall = pos y >=0
trigger1 = vel x > -2.5
trigger1 = vel x < 2.5
x = 0

[state 1015, 1]
type = changeanim2
trigger1 = time = 0
value = 5011

[state 1015,2]
type = gravity
trigger1 = stateno = 11144
trigger1 = pos y < 0

[state 1015,3]
type = posset
trigger1 = pos y >= 0
y = 0

[state 1015,4]
type = velset
trigger1 = pos y >= 0
y = 0

[State 1114101, ishelper]
type=selfstate
trigger1=ishelper
value=prevstateno

[State 4101, camera]
type=screenbound
trigger1=1
value=0
movecamera=0,0

[State 0, ]
type = PowerAdd
trigger1 = 1
value = -5

[State 1114101, anim]
type=changeanim2
trigger1 = time = 20
value=11144

[State 7696, 6]
type = SelfState
trigger1 = Time = 160
ctrl = 1
value = 0


;---------------------------------------------------------------------------
; P2 States
;---------------------------------------------------------------------------
; Wonder Woman Hit by debility
;---------------------------------------------------------------------------
[statedef 11145]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11142
velset = 0
sprpriority = 999

[State 0, 3]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 0, 4]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, 5]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 0, shadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow




[state 0, hit]
type = HitDef
trigger1 = movecontact = 0
attr = S, SP
damage = 0
hitflag= MAFP
hitsound   = S800,0
sparkno = -1
guardflag = MA
pausetime = 0,9
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -2
air.animtype = Back
air.velocity = -2.5,-5
p2stateno = 11146



[State 0, Bola tie]
type = RemoveExplod
trigger1 = movehit = 1 || moveguarded = 1
trigger2 = time = 70
id= 1005

[State 0, Bola tie]
type = Explod
triggerall = !NumExplod(4016)
trigger1 = movehit = 1
anim = 11145
pos = 0,-50
postype = p2
sprpriority = 999
removeongethit = 1
bindtime = 999
removetime = 160
ownpal = 1




[state 0, destroy]
type = Destroyself
trigger1 = movecontact = 1

[state 0, destroy]
type = Destroyself
trigger1 = time = 70


;---TARGET---
[Statedef 11146]
type=S
movetype=H
physics=N
velset=0,0
sprpriority = -999

[state 1015,1]
type = veladd
trigger1 = vel x < 0
;trigger1 = pos y <=0
x = 0.1

[state 1015,1]
type = veladd
trigger1 = vel x > 0
;trigger1 = pos y <=0
x = -0.1

[state 1015,1]
type = velset
triggerall = pos y >=0
trigger1 = vel x > -2.5
trigger1 = vel x < 2.5
x = 0

[state 1015, 1]
type = changeanim2
trigger1 = time = 0
value = 5011

[state 1015,2]
type = gravity
trigger1 = stateno = 11146
trigger1 = pos y < 0

[state 1015,3]
type = posset
trigger1 = pos y >= 0
y = 0

[state 1015,4]
type = velset
trigger1 = pos y >= 0
y = 0

[State 1114101, ishelper]
type=selfstate
trigger1=ishelper
value=prevstateno

[State 4101, camera]
type=screenbound
trigger1=1
value=0
movecamera=0,0

[State 0, ]
type = PowerAdd
trigger1 = 1
value = -5

[State 1114101, anim]
type=changeanim2
trigger1 = time = 20
value=11146

[State 7696, 6]
type = SelfState
trigger1 = Time = 160
ctrl = 1
value = 0


;---------------------------------------------------------------------------
; P2 States
;---------------------------------------------------------------------------
; Martian Manhunter by debility
;---------------------------------------------------------------------------
[statedef 11147]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11142
velset = 0
sprpriority = 999

[State 0, 3]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 0, 4]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, 5]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 0, shadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow




[state 0, hit]
type = HitDef
trigger1 = movecontact = 0
attr = S, SP
damage = 0
hitflag= MAFP
hitsound   = S800,0
sparkno = -1
guardflag = MA
pausetime = 0,9
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -2
air.animtype = Back
air.velocity = -2.5,-5
p2stateno = 11148



[State 0, Bola tie]
type = RemoveExplod
trigger1 = movehit = 1 || moveguarded = 1
trigger2 = time = 70
id= 1005

[State 0, Bola tie]
type = Explod
triggerall = !NumExplod(4016)
trigger1 = movehit = 1
anim = 11147
pos = 0,0
postype = p2
sprpriority = 999
removeongethit = 1
bindtime = 999
removetime = 160
ownpal = 1




[state 0, destroy]
type = Destroyself
trigger1 = movecontact = 1

[state 0, destroy]
type = Destroyself
trigger1 = time = 70

;---------------------------------------------------------------------------
; P2 States by debility
;---------------------------------------------------------------------------
;----------------
[Statedef 11148]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5300


[State 2310, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 117,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256


[State 0, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 0, ]
type = PowerAdd
trigger1 = 1
value = -5

[State 7696, 6]
type = SelfState
trigger1 = Time = 160
ctrl = 1
value = 0

;---------------------------------------------------------------------------
; P2 States
;---------------------------------------------------------------------------
; Spiderman Hit by debility
;---------------------------------------------------------------------------
[statedef 11149]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11142
velset = 0
sprpriority = 999

[State 1700, super]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 1
time = 145
mul = 100,100,100
add = 40,-100,-100
invertall = 1

[State 0, 3]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 0, 4]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, 5]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 0, shadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow




[state 0, hit]
type = HitDef
trigger1 = movecontact = 0
attr = S, SP
damage = 0
hitflag= MAFP
hitsound   = S800,0
sparkno = -1
guardflag = MA
pausetime = 0,9
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -2
air.animtype = Back
air.velocity = -2.5,-5
p2stateno = 11148



[State 0, Bola tie]
type = RemoveExplod
trigger1 = movehit = 1 || moveguarded = 1
trigger2 = time = 70
id= 1005

[State 0, Bola tie]
type = Explod
triggerall = !NumExplod(4016)
trigger1 = movehit = 1
anim = 11149
pos = -15,-55
postype = p2
sprpriority = -999
removeongethit = 1
bindtime = 999
removetime = 160
ownpal = 1



[state 0, destroy]
type = Destroyself
trigger1 = movecontact = 1

[state 0, destroy]
type = Destroyself
trigger1 = time = 70


;---------------------------------------------------------------------------
; Simbiot Hit by debility
;---------------------------------------------------------------------------
[statedef 11150]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11142
velset = 0
sprpriority = 999



[State 0, 3]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 0, 4]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, 5]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 0, shadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow




[state 0, hit]
type = HitDef
trigger1 = movecontact = 0
attr = S, SP
damage = 0
hitflag= MAFP
hitsound   = S800,0
sparkno = -1
guardflag = MA
pausetime = 0,9
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -2
air.animtype = Back
air.velocity = -2.5,-5
p2stateno = 11151



[State 0, Bola tie]
type = RemoveExplod
trigger1 = movehit = 1 || moveguarded = 1
trigger2 = time = 70
id= 1005

[State 0, Bola tie]
type = Explod
triggerall = !NumExplod(4016)
trigger1 = movehit = 1
anim = 11150
pos = 0,-65
scale = .5, .5
postype = p2
sprpriority = 999
removeongethit = 1
bindtime = 999
removetime = 160
ownpal = 1




[state 0, destroy]
type = Destroyself
trigger1 = movecontact = 1

[state 0, destroy]
type = Destroyself
trigger1 = time = 70

;---------------------------------------------------------------------------
; P2 States by debility
;---------------------------------------------------------------------------
;----------------
[Statedef 11151]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5300


[State 2310, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,117
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256


[State 0, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 0, ]
type = PowerAdd
trigger1 = 1
value = -5

[State 7696, 6]
type = SelfState
trigger1 = Time = 160
ctrl = 1
value = 0



; Hit by Fire Batarang
[Statedef 7697]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5002

[State 7697, 1]
type = VelSet
trigger1 = Time = 0
x = -28
y = -4

[State 7697, Burning_Anim]
type = ChangeAnim
trigger1 = AnimExist(7697)
trigger1 = Anim != 7697
value = 7697

[State 7697, Burn]
type = PalFX
trigger1 = Time = 1
time = 35
add = 40,-60,-150
sinadd = 60,25,0,10
color = 0
invertall = 1

[State 7696, 5]
type = VelAdd
trigger1 = Time > 2
y = 0.45

[State 7696, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100







