============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB ;BATMAN BEYOND SUPER ATTACK   BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================
;---------------------------------------------------------------------------


;-----------------------------------------------------------------------
;Maximum BatWings
;-----------------------------------------------------------------------
[statedef 3500]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3500
ctrl = 0
sprpriority = 0
facep2 = 0



[State 0 , 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = F20, 0 ;Play fight sound of super

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = 202,0

[State 73300, superpause]
type = SuperPause
trigger1 = time = 0
time = 40
sound = S10,1
pos = 0,-50
darken = 1
anim = -1
poweradd = -1000
sprpriority=4


[State 3000, Hyper Dust]
type = Explod
trigger1 = animelem = 1
anim = 11977
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, superportrait]
type = Explod
trigger1 = facing = 1
trigger1 = AnimElem = 1
anim = 10000
ID = 10000
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = facing = -1
trigger1 = AnimElem = 1
anim = 10001
ID = 10001
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 1 || palno = 2)
trigger1 = AnimElem = 1
anim = 10005
ID = 10005
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 3 || palno = 6 || palno = 9 || palno = 12)
trigger1 = AnimElem = 1
anim = 10556
ID = 10556
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 4)
trigger1 = AnimElem = 1
anim = 10554
ID = 10554
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = (palno = 5)
trigger1 = AnimElem = 1
anim = 10553
ID = 10553
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 7)
trigger1 = AnimElem = 1
anim = 10555
ID = 10555
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 10)
trigger1 = AnimElem = 1
anim = 10550
ID = 10550
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 8)
trigger1 = AnimElem = 1
anim = 10551
ID = 10551
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 11)
trigger1 = AnimElem = 1
anim = 10552
ID = 10552
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
anim = 99999
ID = 99999
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -3
ownpal = 1
scale = .7,.7

[State 3000, superportrait black]
type = Explod
trigger1 = AnimElem = 1
anim = 52000
ID = 52000
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -4
ownpal = 1

[State 3050, 10]
type = Explod
trigger1 = time = 10
anim = 32711
pos = 0,0
postype = back
supermove = 1
facing = 1
bindtime = 200
sprpriority = -2
removetime = 200
scale = 1.1,1.1
ID = 32711
removeongethit = 1
pausemovetime = 9999999
ownpal = 1

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3
[State 0, assertspecial]
type = assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
ignorehitpause = 1





[state 3500 ,3]
type = posadd
trigger1 = animelem = 5
x = -68

[state 3500, 3]
type = screenbound
trigger1 = time < 14
value = 1
movecamera = 0,0
persistent = 1

[state 3500, 3];play Fight sound of super
type = playsnd
trigger1 = animelem = 5
value = 6,1

[state 3500, 3];maximum spider
type = playsnd
trigger1 = animelem = 6
value = 3,5

[state 3500, hyper combo Finish]
type = playsnd
trigger1 = win = 1
persistent = 0
value = 7,6

[state 3500, 4]
type = afterimage
trigger1 = time = 13
time = 21
length = 17
palbright = 0, 0, 0
palcontrast = 256, 256, 256
palpostbright = 0, 0, 0
palmul = 0.8, 0.8, 0.8
trans = add

[state 3500, 4]
type = afterimage
trigger1 = animelem = 8
time = 122
length = 17
palbright = 0, 0, 0
palcontrast = 256, 256, 256
palpostbright = 0, 0, 0
palmul = 0.8, 0.8, 0.8
trans = add

[state 3500, super portrait]
type = explod
trigger1 = animelem = 5
anim = 3002
postype = back
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 40
removeongethit = 1
bindtime = -1

[state 3500, super bg]
type = explod
trigger1 = numexplod(3001) = 0
trigger1 = time = 14
;trigger1 = time < 160
anim = 3001
id = 3001
bindtime = 600
removetime = 122
postype = left
pos = 0, 0
sprpriority = -8

[state 3500, 5]
type = velset
trigger1 = animelem = 1
x = -5
y = -2

[state 3500, 6]
type = velset
trigger1 = animelem = 2
x = -10
y = -4

[state 3500, 7]
type = velset
trigger1 = animelem = 3
x = -15
y = -8

[state 3500, 8]
type = velset
trigger1 = animelem = 4
x = -20

[state 3500, 9]
type = velset
trigger1 = animelem = 5
x = -25

[state 3500, 10]
type = velset
trigger1 = animelem = 6
x = 100
y = 6;5

[state 3500, 11]
type = velset
trigger1 = animelem = 7
x = 5
y = -2

[state 3500, 12]
type = velset
trigger1 = animelem = 8
x = -100
y = -3

[state 3500, 13]
type = velset
trigger1 = animelem = 9
x = 0
y = 0

[state 3500, 14]
type = velset
trigger1 = animelem = 10
x = 100
y = -3

[state 3500, 15]
type = velset
trigger1 = animelem = 11
x = 0
y = 1

[state 3500, 16]
type = velset
trigger1 = animelem = 12
x = -100
y = 7

[state 3500, 17]
type = velset
trigger1 = animelem = 13
x = 0
y = 3

[state 3500, 18]
type = velset
trigger1 = animelem = 14
x = 15
y = -30

[state 3500, 19]
type = changestate
trigger1 = movehit = 0
trigger1 = time > 30
value = 3501
ctrl = 1

[state 3500, 20]
type = changestate
trigger1 = moveguarded
value = 3501
ctrl = 1

[state 3500, 20]
type = envcolor
trigger1 = movehit
value = 255,255,255
time = 1
ignorehitpause = 1
persistent = 0

[state 3200, 20]
type = hitdef
trigger1 = animelem = 6
attr = s, ha
animtype  = Up
damage    = 54,40
getpower  = 20
priority  = 7
guarDFlag = ma
pausetime = 3,4
sparkno = s8810
guard.sparkno = s8840
sparkxy = -30,-50
hitsound   = s2,2
guardsound = s3,0
ground.type = low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = 2,-6
guard.velocity = -3
airguard.velocity = -9
guard.pausetime = 8,8
guard.hittime = 10
guard.slidetime = 15
air.velocity = 2,-5
fall = 1
fall.recover = 0
kill = 0

[state 3200, 21]
type = hitdef
trigger1 = animelem = 8
attr = s, ha
animtype  = Up
damage    = 54
getpower  = 20
priority  = 7
guarDFlag = ma
pausetime = 3,14
sparkno = s8820
guard.sparkno = s8840
sparkxy = -30,-50
hitsound   = s2,2
guardsound = s3,0
ground.type = low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -2,-7
guard.velocity = -3
airguard.velocity = -9
guard.pausetime = 8,8
guard.hittime = 10
guard.slidetime = 15
air.velocity = -6,-5
fall = 1
fall.recover = 0
kill = 0

[state 3200, 22]
type = hitdef
trigger1 = animelem = 10
attr = s, ha
animtype  = Up
damage    = 54
getpower  = 20
priority  = 7
guarDFlag = ma
pausetime = 3,10
sparkno = s8820
guard.sparkno = s8840
sparkxy = -30,-50
hitsound   = s2,2
guardsound = s3,0
ground.type = low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = 0,0
guard.velocity = -3
airguard.velocity = -9
guard.pausetime = 8,8
guard.hittime = 10
guard.slidetime = 15
air.velocity = 13,-2
fall = 1
fall.recover = 0
kill = 0

[state 3200, 23]
type = hitdef
trigger1 = animelem = 12
attr = s, ha
animtype  = Up
damage    = 54
getpower  = 20
priority  = 7
guarDFlag = ma
pausetime = 3,21
sparkno = s8820
guard.sparkno = s8840
sparkxy = -30,-50
hitsound   = s2,2
guardsound = s3,0
ground.type = low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = 0,0
guard.velocity = -3
airguard.velocity = -9
guard.pausetime = 8,8
guard.hittime = 10
guard.slidetime = 15
air.velocity = 9,-5
fall = 1
fall.recover = 0
kill = 0

[state 3200, 24]
type = hitdef
trigger1 = animelem = 14
attr = s, ha
animtype  = Up
damage    = 54
getpower  = 20
priority  = 7
guarDFlag = ma
pausetime = 9,7
sparkno = s8820
guard.sparkno = s8840
sparkxy = -30,-50
hitsound   = s2,2
guardsound = s3,0
ground.type = low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = 0,0
guard.velocity = -3
airguard.velocity = -9
guard.pausetime = 8,8
guard.hittime = 10
guard.slidetime = 15
air.velocity = -12,-11
fall.yvelocity = 18
fall = 1
fall.recover = 0

[state 3500, 25]
type = changestate
trigger1 = animtime = 0
value = 3501

;maximum spider landing
[statedef 3501]
type    = a
movetype= i
physics = a
ctrl = 0
anim = 3501

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3

[state 3501, 1]
type = velset
trigger1 = time = 1
y = -10
x = -4.3

[state 3501, 2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
persistent = 1

[state 3501, 4]
type = changestate
trigger1 = animtime = 0
value = 102


;----------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Hyper1 (intro)
[Statedef 3333]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 90
ctrl = 0
anim = 3333
sprpriority = 2

[State 3333, VelSet]
type = VelSet
trigger1 = time=0
x = 40
y = 0
;ignorehitpause =
;persistent =

[State 3000 ,superpause]
type = SuperPause
trigger1 = time = 0
time = 40
sound = S10,1
pos = 0,-50
anim = -1
darken = 1
poweradd = -1000
sprpriority=4


[State 3000, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, GROUNDFLASH]
type = Explod
trigger1 = animelem = 1
anim = 11977
postype = p1
pos = -40,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Explod]
type = Explod
trigger1 = time = 1
anim = 790
ID = 790
pos = 0,0
facing = -1
vel = 2,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 0.75,0.75
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 3000, Explod]
type = Explod
trigger1 = time = 1
anim = 795
ID = 790
pos = 50,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 0.75,0.75
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 3000, 4]
type = afterimage
trigger1 = time = 1
time = 50
length = 17
palbright = 0, 0, 0
palcontrast = 256, 256, 256
palpostbright = 0, 0, 0
palmul = 0.8, 0.8, 0.8
trans = add

; DCvM hyper portrait/BG
[State 3000, superportrait]
type = Explod
trigger1 = Time = 0
anim = 11211
ID = 11211
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 11222
ID = 11222
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 3333, HyperBg]
type = Explod
trigger1 = animelem = 2
anim = 32711
pos = 0,120
sprpriority = -4
postype = front
bindtime = -1
removetime = 125
removeongethit = 1
facing = ifelse(Facing = -1, -1, 1)
supermovetime = 99999999
pausemovetime = 99999999
shadow = 68,68,68
ownpal = 1

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3

[State 3333, HyperBg2]
type = Explod
trigger1 = animelem = 2
anim = 52000
pos = 0,0
sprpriority = -4
postype = front
bindtime = -1
removetime = 125
removeongethit = 1
facing = ifelse(Facing = -1, -1, 1)
supermovetime = 99999999
pausemovetime = 99999999
shadow = 68,68,68
ownpal = 1


[State 3333, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = 12,0
sprpriority = 3
volume=-150

[State 0, AfterImage]
type = AfterImage
trigger1 = time=0
time = 20
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =


[state 3333, 4]
type =  hitdef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 7
trigger4 = animelem = 10
trigger5 = animelem = 12
trigger6 = animelem = 15
trigger7 = animelem = 17
postype = p1
ownpal = 1
velocity = 0, 0
attr = s, ha
damage = 30, 10
pausetime = 9,15
sparkxy = 0,-floor(random/10)
hitflag = maf
guarDFlag = ma
hitsound = s2,2
guardsound = s3, 0
guard.sparkno = S8840
sparkno = S8820
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,0
guard.velocity = -11
airguard.velocity = -5,-1
air.type = low
air.velocity = -10,-2
down.velocity = -2,-7
down.hittime = 20
animtype  = heavy
getpower = 0,0
givepower = 15,8
p2facing=1
envshake.time = 50

[state 3333, 4]
type =  hitdef
trigger1 = animelem = 20
postype = p1
ownpal = 1
velocity = 0, 0
attr = s, ha
damage = 15-floor(0.5*var(13)),10
pausetime = 9,15
animtype  = heavy
sparkxy = 0,-floor(random/10)
hitflag = maf
guarDFlag = ma
hitsound = s2,2
guardsound = s3, 0
guard.sparkno = S8840
sparkno = S8820
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,0
guard.velocity = -11
airguard.velocity = -5,-1
air.type = low
air.velocity = -10,-2
down.velocity = -2,-7
down.hittime = 20
getpower = 0,0
givepower = 15,8
p2facing=1
fall = 1
envshake.time = 50

[State 3333, PlaySnd]
type = PlaySnd
trigger1 = time=75
value = 12,0



[State 8999, 1]
type = poweradd
trigger1 = time = 0
value = -500



[State 8999, End1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 8999, End2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X <= 100
value = 0
ctrl = 1

[State 8999, End3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X > 100
value = 1

[State 3333, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 52
ctrl = 1





;========================<FINISHING SHOWER>=============================
[Statedef 73300]
physics=S
movetype=A
anim=7530
ctrl=0
velset=0,0
poweradd=-2000

[State 3300, strengthvar]
type=varset
trigger1=var(10)!=6
var(10)=6

[State 73300, superpause]
type = SuperPause
trigger1 = time = 0
time = 40
sound = S10,1
pos = 0,-50
anim = -1
darken = 1
poweradd = -1000
sprpriority=4


[State 3000, Hyper Dust]
type = Explod
trigger1 = animelem = 1
anim = 11977
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, superportrait]
type = Explod
trigger1 = facing = 1
trigger1 = AnimElem = 1
anim = 10000
ID = 10000
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = facing = -1
trigger1 = AnimElem = 1
anim = 10001
ID = 10001
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 1 || palno = 2)
trigger1 = AnimElem = 1
anim = 10005
ID = 10005
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 3 || palno = 6 || palno = 9 || palno = 12)
trigger1 = AnimElem = 1
anim = 10556
ID = 10556
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 4)
trigger1 = AnimElem = 1
anim = 10554
ID = 10554
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = (palno = 5)
trigger1 = AnimElem = 1
anim = 10553
ID = 10553
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 7)
trigger1 = AnimElem = 1
anim = 10555
ID = 10555
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 10)
trigger1 = AnimElem = 1
anim = 10550
ID = 10550
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 8)
trigger1 = AnimElem = 1
anim = 10551
ID = 10551
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 11)
trigger1 = AnimElem = 1
anim = 10552
ID = 10552
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
anim = 99999
ID = 99999
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -3
ownpal = 1
scale = .7,.7

[State 3000, superportrait black]
type = Explod
trigger1 = AnimElem = 1
anim = 52000
ID = 52000
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -4
ownpal = 1



[State 3013, HyperBg]
type = Explod
trigger1 = animelem = 3
anim = 32711
id = 32711
pos = 0,-10
postype = left
bindtime = -1
removetime = 200
removeongethit = 1
removeongethit = 1
sprpriority = -2
ownpal = 1
scale = 1.1,1.11

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3

[State 901, POLVERE]
type = Explod
trigger1 = AnimElem = 3
anim = 8000
pos = 40, -55
ID = 8000
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
scale = .6, .6

[State 73300, nhb]
type=nothitby
trigger1=animelemtime(5)>=0&&animelemtime(5)<10
time=1
value=SCA

[State 73300, vel]
type=width
trigger1=1
edge=25

[State 73300, vel]
type=velset
trigger1=!animelemtime(2)
x=-1
y=-.5
[State 73300, vel]
type=veladd
trigger1=animelemtime(2)>=0
y=.005;.01

[State 73300, snd]
type=playsnd
trigger1=!animelemtime(2)
value=0,40
[State 3300, dust]
type=helper
trigger1=!animelemtime(2)
helpertype=normal
stateno=7100
ID=7100
name="Dust"
postype=p1
ownpal=1

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 790
ID = 790
pos = 0,0
facing = -1
vel = 2,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 0.75,0.75
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 795
ID = 790
pos = 50,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 0.75,0.75
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0



[State 73300, bullets]
type=helper
trigger1=animelemtime(5)>0&&animelemtime(5)<180&&!(time%6)
helpertype=normal
stateno=73305
ID=73305
name="Bullet"
postype=p1
size.xscale=1
size.yscale=1
ownpal=1

[State 73300, statetype]
type=statetypeset
trigger1=animelemtime(2)>=0
statetype=A

physics=N
[State 73300, end]
type=changestate
trigger1=vel y>0&&pos y>=0
value=52




;========================<FINISHING SHOWER>=============================
[Statedef 73305]
type=A
physics=N
movetype=A
anim=73305
ctrl=0
velset=0,0
sprpriority=3
juggle=5

[State 73305, posvar]
type=varset
trigger1=!time
fvar(0)=-20-(random/28.6)
ignorehitpause=1

[State 73305, bind]
type=bindtoroot
trigger1=time<6
pos = 50, -75
ignorehitpause=1

[State 73305, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3306
ignorehitpause=1

[State 73305, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 73305, strengthvar]
type=varset
trigger1=!time
var(10)=root,var(10)

[State 73305, movehitvar]
type=varset
triggerall=!var(3)
trigger1=movecontact&&numtarget
trigger1=!(target,ishelper)
trigger2=numhelper(73305)
trigger2=helper(73305),var(3)
var(3)=1
ignorehitpause=1

[State 73305, reflectionvar]
type=varset
trigger1=1
sysvar(3)=-123

[State 73305, sprpriorityvar]
type=varset
trigger1=!time
var(0)=ifelse(random<666,3,-1)
ignorehitpause=1

[State 73305, sprpriority]
type=sprpriority
trigger1=1
value=var(0)

[State 73305, snd]
type=playsnd
trigger1=time=6
value=0,110



[State 73305, vel]
type=velset
trigger1=time=6
x=10
y=(1.65*fvar(0)+65)/8.0

[State 73305, vel]
type=velmul
trigger1=vel y>0&&pos y>-10
y=.75

[State 73305, vel]
type=veladd
trigger1=vel y<3&&(enemynear,statetype=S||enemynear,statetype=A)&&pos y<(enemynear,pos y+enemynear,const(size.mid.pos.y))
y=.3
[State 73305, vel]
type=veladd
trigger1=vel y>-3&&(enemynear,statetype=S||enemynear,statetype=A)&&pos y>(enemynear,pos y+enemynear,const(size.mid.pos.y))
y=-.3
[State 73305, vel]
type=veladd
trigger1=vel y<3&&(enemynear,statetype=C)&&pos y<(enemynear,pos y+(enemynear,const(size.mid.pos.y)/2))
y=.3
[State 73305, vel]
type=veladd
trigger1=vel y>-3&&(enemynear,statetype=C)&&pos y>(enemynear,pos y+(enemynear,const(size.mid.pos.y)/2))
y=-.3
[State 73305, vel]
type=veladd
trigger1=vel y<3&&(enemynear,statetype=L)&&pos y<-10
y=.3
[State 73305, vel]
type=veladd
trigger1=vel y>-3&&(enemynear,statetype=L)&&pos y>-10
y=-.3

[State 73305, jet]
type=explod
trigger1=time>=6&&!numexplod(3306)
anim=4406
ID=3306
sprpriority=(var(0)+1)
postype=p1
pos=-12,0
bindtime=-1
removetime=-1
scale=.5,.5
ownpal=1

[State 73305, shot]
type=explod
trigger1=time=5
anim=3307
ID=3307
sprpriority=(var(0)+1)
postype=p1
pos=-15,0
scale=.5,.5
ownpal=1

[State 73305, trail]
type=explod
trigger1=time>=7&&!(time%2)
anim=3308+(vel y>=1.5)+(vel y>=3)+(vel y<=-1.5)+(vel y<=-3)
ID=3308
sprpriority=(var(0)+1)
postype=p1
pos=-15,0
vfacing=ifelse(vel y<=0,1,-1)
scale=.5,.5
ownpal=1

[State 73305, hitsnd]
type=playsnd
trigger1=movehit&&numtarget
trigger1=!(target,time)&&target,movetype=H
value= 5,4
persistent=0
ignorehitpause=1

[State 73305, hit]
type=hitdef
trigger1=time>=6
priority=6,Hit
attr=S,HP
damage = 19, 4
animtype=Diagup
hitflag=MAFD
guardflag=MA
pausetime=4,4
guard.sparkno = S8840
sparkno = S8820
sparkxy=-10,0
hitsound = 5,4
guardsound = s3,0
ground.type=High
ground.slidetime=32
ground.hittime=32
ground.velocity=-2,-2
ground.cornerpush.veloff=0
air.velocity=-2,-2
down.velocity=-2,-2
fall=1
air.fall=1
fall.recover=0
p2facing=1
getpower=0
envshake.time=12
envshake.freq=330
envshake.ampl=4
sprpriority=var(0)

[State 73305, sparks]
type=explod
trigger1=movehit&&numtarget
trigger1=(target,movetype=H)&&!(target,time)
anim=7030+(random%8)
ID=7000
sprpriority=5
postype=p2
pos=(target,const(size.ground.front)-10),-floor(p2dist y)
removetime=-2
ownpal=1
facing=-1
ignorehitpause=1
persistent=0
pausemovetime=330
supermovetime=330

[State 73305, end]
type=changestate
trigger1=frontedgedist<-80||backedgedist<-320||time>120
trigger2=movecontact
value=3306
ignorehitpause=1

[Statedef 3306]
type=A
physics=N
movetype=I
anim=73305
ctrl=0
sprpriority=4

[State 3306, removejet]
type=removeexplod
trigger1=numexplod(3306)
ID=3306
ignorehitpause=1

[State 3306, fade]
type=trans
trigger1=1
trans=addalpha
alpha=ceil(256-17*time),ceil(17*time)

[State 3306, end]
type=destroyself
trigger1=time>=15

;========================<JUMP DUST>=============================
[Statedef 7100]
physics=N
velset=0,0
anim=790

[State 7100, bind]
type=bindtoroot
trigger1=time
[State 7100, dust]
type=explod
trigger1=!time
anim=7100
ID=7100
sprpriority=3
postype=p1
pos=0,ceil(pos y)
scale=.5,.5
[State 7100, dust]
type=explod
trigger1=!time||time=2||time=6
anim=7101
ID=7100
sprpriority=3
postype=p1
scale=.5,.5
[State 7100, assert]
type=assertspecial
trigger1=1
flag=invisible
[State 7100, end]
type=destroyself
trigger1=time>=7

;========================<SUPERCHARGE>=============================
[Statedef 7500]
physics=N
velset=0,0
anim=9741
sprpriority=5

[State 7500, bgpalfx1]
type=bgpalfx
trigger1=!time&&root,var(10)=5
time=40
invertall=1
add=100,100,100
sinadd=-710,-710,-355,160
[State 7500, bgpalfx1]
type=bgpalfx
trigger1=time=40&&root,var(10)=5
time=5
add=-255,-255,-255
sinadd=255,255,255,20

[State 7500, bgpalfx1]
type=bgpalfx
trigger1=!time&&root,var(10)=6
time=48
invertall=1
add=100,100,100
sinadd=-710,-710,-355,192
[State 7500, bgpalfx1]
type=bgpalfx
trigger1=time=48&&root,var(10)=6
time=5
add=-255,-255,-255
sinadd=255,255,255,20

[State 7500, bgpalfx1]
type=bgpalfx
trigger1=!time&&root,var(10)=7
time=55
invertall=1
add=100,100,100
sinadd=-710,-710,-355,220
[State 7500, bgpalfx1]
type=bgpalfx
trigger1=time=55&&root,var(10)=7
time=5
add=-255,-255,-255
sinadd=255,255,255,20

[State 7500, fade]
type=palfx
trigger1=!time
time=40
sinadd=-255,-255,-255,160
[State 7500, fade]
type=palfx
trigger1=time=40
time=-1
add=-255,-255,-255

[State 7500, spiral]
type=helper
trigger1=!time&&root,var(10)>=6
helpertype=normal
stateno=7509
ID=7509
name="Super Charge Spiral"
postype=p1
supermovetime=300
ownpal=1
[State 7500, portrait]
type=helper
trigger1=!time&&root,var(10)=7
helpertype=normal
stateno=7510
ID=7510
name="Super Charge Portrait"
postype=p1
supermovetime=300
ownpal=1

[State 7500, main]
type=explod
trigger1=!time
anim=7500
ID=7500
sprpriority=5
postype=p1
removetime=-1
supermovetime=300
ownpal=1
[State 7500, circle]
type=explod
trigger1=!time
anim=7501
ID=7501
sprpriority=5
postype=p1
removetime=43
supermovetime=300

[State 7500, circle]
type=explod
trigger1=!time
anim=7502
ID=75021
sprpriority=5
postype=p1
supermovetime=300
ownpal=1
[State 7500, circle]
type=explod
trigger1=time=7
anim=7502
ID=75022
sprpriority=5
postype=p1
supermovetime=300
ownpal=1
[State 7500, circle]
type=explod
trigger1=time=14
anim=7502
ID=75023
sprpriority=5
postype=p1
supermovetime=300
ownpal=1
[State 7500, circle]
type=explod
trigger1=time=21
anim=7502
ID=75024
sprpriority=5
postype=p1
supermovetime=300
ownpal=1
[State 7500, circle]
type=explod
trigger1=time=28
anim=7502
ID=75025
sprpriority=5
postype=p1
supermovetime=300
ownpal=1

[State 7500, shrink]
type=modifyexplod
trigger1=root,var(10)=5
ID=7500
scale=1.5-(.033*time),1.5-(.033*time)
[State 7500, shrink]
type=modifyexplod
trigger1=root,var(10)=6
ID=7500
scale=1.5-(.028*time),1.5-(.028*time)
[State 7500, shrink]
type=modifyexplod
trigger1=root,var(10)=7
ID=7500
scale=1.5-(.025*time),1.5-(.025*time)

[State 7500, shrink]
type=modifyexplod
trigger1=numexplod(7501)
ID=7501
scale=.25+(.075*time),.25+(.075*time)

[State 7500, shrink]
type=modifyexplod
trigger1=numexplod(75021)
ID=75021
scale=.25+(.0375*time),.25+(.0375*time)
[State 7500, shrink]
type=modifyexplod
trigger1=numexplod(75022)
ID=75022
scale=.25+(.0375*(time-7)),.25+(.0375*(time-7))
[State 7500, shrink]
type=modifyexplod
trigger1=numexplod(75023)
ID=75023
scale=.25+(.0375*(time-14)),.25+(.0375*(time-14))
[State 7500, shrink]
type=modifyexplod
trigger1=numexplod(75024)
ID=75024
scale=.25+(.0375*(time-21)),.25+(.0375*(time-21))
[State 7500, shrink]
type=modifyexplod
trigger1=numexplod(75025)
ID=75025
scale=.25+(.0375*(time-28)),.25+(.0375*(time-28))

[State 7500, noshadow]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1
[State 7500, safety]
type=removeexplod
trigger1=root,var(10)=5&&time>=46
trigger2=root,var(10)=6&&time>=54
trigger3=root,var(10)=7&&time>=61
[State 7500, end]
type=destroyself
trigger1=root,var(10)=5&&time>=46
trigger2=root,var(10)=6&&time>=54
trigger3=root,var(10)=7&&time>=61



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



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






;********** INVISIBILITY **********

[Statedef 3010]
type = S
movetype = I
physics = S
anim = 3010 + var(17)
ctrl = 0
velset = 0,0

[State 99, Darken]
type = BGPalfx
triggerall = palno = 9
trigger1 = AnimElem = 3
ignorehitpause = 1
time = 999
mul = 30,30,30
add = 5,5,5
invertall = 0

[State 3010, Boom]
type = PlaySnd
trigger1 = time = 10
value = 31, 46

[State 3010, Var]
type = VarSet
trigger1 = AnimTime = 0
var(17) = 1

[State 20001, Super B]
type = AfterImage
trigger1 = time = 1
FrameGap = 30
length = 60
PalBright   =   0,  0,  0
PalContrast = 118,118,118
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1
time = 50


[State 3010, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;********** Reverse INVISIBILITY **********
[Statedef 3011]
type = S
movetype = I
physics = S
anim = 3011 + var(0)
ctrl = 0
velset = 0,0

[State 3011, Fire]
type = explod
trigger1 = Time = 1
anim = 3011
pos = 0,0
postype = p1
ontop = 1

[State 3011, Var]
type = VarSet
trigger1 = AnimTime = 0
var(17) = 0 ;ifelse(var(17) = 0, 1, 0)

[State 3011, Boom]
type = PlaySnd
trigger1 = time = 1
value = 31, 46

[State 3011, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;-------------------------------------------------------------------------------
; Flight fury
[Statedef 1222]
type    = A
movetype= A
poweradd= 100
ctrl = 0
anim = 7220
sprpriority = -1

[State 1222, 1]
type = VelSet
trigger1 = 1
x = 4
y = 0

[State 1222, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 1222, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = hard
damage  = 50
guard.sparkno = S8840
sparkno = S8820
sparkxy = -30,-90
guardflag = MA
pausetime = 4,4
hitsound   = s2,2
guardsound = s3,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2,-8

[State 1222, snd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 1222, 4]
type = HitDef
trigger1 = AnimElem = 9
attr = S, NA
animtype  = hard
damage  = 60
guard.sparkno = S8840
sparkno = S8820
sparkxy = -40,-90
guardflag = MA
pausetime = 4,4
hitsound   = s2,2
guardsound = s3,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2,-8

[State 1222, snd2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0, 1

[State 1222, 5]
type = HitDef
trigger1 = AnimElem = 15
attr = S, NA
animtype  = hard
damage  = 70
guard.sparkno = S8840
sparkno = S8820
sparkxy = -30,-90
guardflag = MA
pausetime = 4,4
hitsound   = s2,2
guardsound = s3,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2,-8

[State 1222, snd3]
type = PlaySnd
trigger1 = AnimElem = 13
value = 0, 1

[State 1222, 6]
type = HitDef
trigger1 = AnimElem = 20
attr = S, NA
animtype  = hard
damage  = 80
guard.sparkno = S8840
sparkno = S8820
sparkxy = -40,-90
guardflag = MA
pausetime = 4,4
hitsound   = s2,2
guardsound = s3,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2,-8

[State 1222, snd4]
type = PlaySnd
trigger1 = AnimElem = 19
value = 0, 1

[State 1222, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11101
ctrl = 1




;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Electric thunder
;---------------------------------------------------------------------------
;Throw 1 (attempt)

[Statedef 819]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 750
sprpriority = 2


[State 800, 1]
type = HitDef
Trigger1 = AnimElem=1
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
hitsound   = s30,2
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
p2facing = 1          ;Force p2 to face KFM
p1stateno = 81000      ;On success, KFM changes to state 810
p2stateno = 7601       ;If hit, p2 changes to state 820 in KFM's cns


[State 820, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Weak Electric thunder
[Statedef 81000]
type    = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
anim = 81020
ctrl = 0
sprpriority = 2

[State 0, 1]
type = PlaySnd
trigger1 = Time = 2
value = 9,3
guardsound = s3, 0
volume = 110


[State 0, 3]
type = HitDef
trigger1 = TimeMod = 20, 5
attr = S, SA
hitflag = MAF
animtype  = Medium
damage    = 90, 30
getpower  = 0,0
givepower = 0,0
priority  = 4
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-49
hitsound = S9,3
guardsound = s3, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
p2stateno = 7601


[State 0, 4]
type = Explod
trigger1 = time = 0
trigger1 = PrevStateNo != 1000
anim = 1066
id = 1066
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 0, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 1017
postype = P1
pos = -12, -120
ontop = 1
ownpal = 1

[State 0, 6]
type = VarAdd
trigger1 = Time > 3
trigger1 = Var(2) < 2
var(2) = 1

[State 0, 7]
type = VarAdd
trigger1 = Var(2) > 0
trigger1 = TimeMod = 15, 3
var(2) = -1

[State 0, End]
type = ChangeState
trigger1 = time=30
value = 0
ctrl = 1

; Counter States
; Pause
[State 0, 9]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
pos = 31, -36
darken = 1
anim = -1
time = 15
movetime = 15
poweradd = -300

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

;-----------------------------------------------------
;Hyper Electric Thunder
[Statedef 81040]
anim = 750
ctrl = 0
type = S
movetype = A
physics = S
velset = 0,0

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 40
sound = S10,1
anim = -1
pos = 0,-50
darken = 1
poweradd = -1000
sprpriority=4

[State 3000, Hyper Dust]
type = Explod
trigger1 = animelem = 1
anim = 11977
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, superportrait]
type = Explod
trigger1 = facing = 1
trigger1 = AnimElem = 1
anim = 10000
ID = 10000
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = facing = -1
trigger1 = AnimElem = 1
anim = 10001
ID = 10001
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 1 || palno = 2)
trigger1 = AnimElem = 1
anim = 10005
ID = 10005
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 3 || palno = 6 || palno = 9 || palno = 12)
trigger1 = AnimElem = 1
anim = 10556
ID = 10556
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 4)
trigger1 = AnimElem = 1
anim = 10554
ID = 10554
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = (palno = 5)
trigger1 = AnimElem = 1
anim = 10553
ID = 10553
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 7)
trigger1 = AnimElem = 1
anim = 10555
ID = 10555
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 10)
trigger1 = AnimElem = 1
anim = 10550
ID = 10550
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 8)
trigger1 = AnimElem = 1
anim = 10551
ID = 10551
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 11)
trigger1 = AnimElem = 1
anim = 10552
ID = 10552
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
anim = 99999
ID = 99999
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -3
ownpal = 1
scale = .7,.7

[State 3000, superportrait black]
type = Explod
trigger1 = AnimElem = 1
anim = 52000
ID = 52000
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -4
ownpal = 1



[State 3012, 1]
type = HitDef
Trigger1 = AnimElem=2
attr = S, HA          ;Attributes: Standing, Normal Throw
hitflag = M-
getpower = 0,0
givepower = 0,0      ;Affect only ground people who are not being hit
hitsound   = s2,2
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
p2facing = 1          ;Force p2 to face KFM
p1stateno = 81044
p2stateno = 817  ;If hit, p2 changes to state 820 in KFM's cns


[State 3012, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Hyper Electric Thunder
[Statedef 81044]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 81040
ctrl = 0
juggle =6
sprpriority = 1


[State 3013, Elec]
type = Helper
trigger1= AnimElem = 1
helpertype = normal
name = "Hyper-Electric"
ID = 81045
pos = 0,0
postype = P1
facing = 1
stateno = 81045
ownpal = 0
priority = 9


[State 3013, PlaySnd]
type = PlaySnd
trigger1 =time=10
value = 300,0


[State 3013, HyperBg]
type = Explod
trigger1 = animelem = 1
anim = 32711
id = 32711
pos = 0,-10
postype = left
bindtime = -1
removetime = 140
removeongethit = 1
removeongethit = 1
sprpriority = -2
ownpal = 1
scale = 1.1,1.1


[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3



[State 3013, End]
type = ChangeState
trigger1 = time=150
value = 0
ctrl = 1

;-------------------------
[Statedef 81045]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3005
ctrl = 0
juggle =6
sprpriority = 9

[State 3014, ontop]
type = SprPriority
trigger1 = 1
value = 9

[State 3014, 6]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State 3014, PosSet]
type = PosSet
trigger1 = 1
x = parent, Pos X + (0 * parent, facing)
y = parent, Pos Y + 0




[State 3014, HitDef]
type = HitDef
trigger1 = Time % 6 = 0 && Time < 117
attr = S, HA
damage = 15,10
getpower  = 0,0
givepower = 0,0
guardflag = MA
hitflag = MAFD
pausetime = 0,11
hitsound = S2,2
guardsound = S3,0
sparkno= s1017
sparkxy = 0,-125
animtype = Heavy
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-1
guard.velocity = -2
air.velocity = -1,-1
down.velocity = -1,-1
priority.hit = 12;,Hit
fall=1
air.fall=1
palfx.time = 25
palfx.color = 64
palfx.invertall = 1
palfx.add = 1,1,128
palfx.mul = 256,256,256



[State 3014,1]
type = Destroyself
trigger1 = time = 136


;----------------------------------------------------------------
; Hyper Electricity
[Statedef 7601]
type = A
physics = N
movetype = H
velset = 0,0
ctrl = 0
anim = 5030
juggle = 0

[State 7600, Shock Animation]
type = ChangeAnim
trigger1 = AnimExist(7696)
trigger1 = Anim != 7696
value = 7696

[State 7600, Fau-Shock]
type = Palfx
trigger1 = !AnimExist(7696) && TimeMod = 3, 1
time = 2
mul = 199,198,226

[State 7600, Fau-Shock]
type = Palfx
trigger1 = !AnimExist(7696) && TimeMod = 4, 2
time = 3
add = -90,0,140
sinadd = 100,100,100,10


[State 7600, Fall Back]
type = velset
trigger1 = Time = 30
x = -1.8
y = -9.4

[State 7600, Fall Back]
type = gravity
trigger1 = Time >= 30

[State 7600, Change]
type = Selfstate
trigger1 = Pos Y > 0
value = 5100

; 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
trigger1 = !AnimExist(7696)
time = 1
color = 64
invertall = 1
add = -90,0,140
sinadd = 100,100,100,10


[State 3210, Electrocuted FXs]
type = Palfx
trigger1 = !AnimExist(7696) && TimeMod = 3, 1
time = 2
mul = 199,198,226

[State 7696, Electrocuted_Anim]
type = Changestate;Anim
trigger1 = AnimExist(7696)
trigger1 = Anim != 7696
value = 27696

[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 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


;------------------------------------------------------------------------
;rayo volar
;Electric charge
[Statedef 11999]
type = A
movetype = A
physics = N
juggle  = 4
ctrl = 0
Anim = 11999
velset = 0, 0
poweradd= -350

; DCvM hyper portrait/BG
[State 11999, superportrait]
type = Explod
trigger1 = Time = 0
anim = 11211
ID = 11211
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 11999, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 11222
ID = 11222
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 40
anim = -1
sound = S10,1
pos = 0,-50
darken = 1
poweradd = -1000
sprpriority=4


[State 0, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 0, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 0, GROUNDFLASH]
type = Explod
trigger1 = animelem = 1
anim = 11977
postype = p1
pos = -40,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 790
ID = 790
pos = 0,0
facing = -1
vel = 2,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 0.75,0.75
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 795
ID = 790
pos = 50,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 0.75,0.75
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, HyperBg]
type = Explod
trigger1 = animelem = 3
anim = 32711
pos = 0,120
sprpriority = -4
postype = front
bindtime = -1
removetime = 75
removeongethit = 1
facing = ifelse(Facing = -1, -1, 1)
supermovetime = 99999999
pausemovetime = 99999999
shadow = 68,68,68
ownpal = 1

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3

[State 0, HyperBg]
type = Explod
trigger1 = animelem = 3
anim = 52000
pos = 0,0
sprpriority = -4
postype = front
bindtime = -1
removetime = 75
removeongethit = 1
facing = ifelse(Facing = -1, -1, 1)
supermovetime = 99999999
pausemovetime = 99999999
shadow = 68,68,68
ownpal = 1


[State 11999, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 13
add = 15,15,146;azul
sinadd = 200,200,255,3


[State 11999,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0, 110
channel = 0

[State 11999,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11200
;----------------
[Statedef 11200]
type = A
movetype = A
physics = N
anim = 11200
poweradd= 0
velset = 0
ctrl = 0

[State 11200,1]
type = helper
trigger1 = AnimElem = 1
name = "JET"
id = 15405
pos = 0,0
postype = p1
stateno = 15405
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 0


[State 11200, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 13
add = 15,15,146;azul
sinadd = 200,200,255,3

[State 11200, Blink Yellow]
type = PalFX
trigger1 = Time = 16
time = 13
add = 15,15,146;azul
sinadd = 200,200,200,3



[State 11200, 2]
type = VelSet
trigger1 = Time= 0
x = 19
y = 0

[State 11200, 1]
type = PlaySnd
trigger1 = Time = 0
value = s1199,0

[State 11200, 3];Gravity
type = VelAdd
trigger1 = Time>= 0
x = 0



[State 11200, 4]
type = HitDef
;trigger1 = Time= 0
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
;trigger8 = animelem = 9
ID=11200
attr = S,SA
priority= 5
damage = 60,8
animtype = Med
getpower = 20
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,ceil(p2bodydist y - 64);-derecha!
hitsound   = s1199,1
guardsound = s1199,1
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -4.2,-6
guard.velocity = -7
air.velocity = -4.2,-6
fall = 1
fall.recover=0
palfx.time = 42
palfx.add = 0,75,150
palfx.sinadd = 255,255,255, 3
;palfx.sinadd = 0,65,140, 15
;palfx.add = 0,50,50
palfx.mul = 150,370,370


[State 1,mierda]
type = Explod
triggerall = movehit = 1
trigger1 = p2stateno = 5000
trigger2 = p2stateno = 5020
;trigger3 = p2stateno = 5030
anim = 12215
pos = -10,-60
shadow = 0
;random = 60,60
postype = p2
bindtime = -1
;ontop = 1
ontop = 0
ownpal = 1
persistent = 0
removetime=50
sprpriority = 5
ignorehitpause = 1

;[State 11200, 5]
;type = Velset
;trigger1 = AnimElem = 8
;y = 3.3

;[State 11200, 6]
;type = Velset
;trigger1 = AnimElem = 8
;y = 3.3
;x = 2

[State 11200, 7]
type = Velset
trigger1 = AnimElem = 6
y = 0
x = 0

[State 11200, 8.9]
type = MoveHitReset
trigger1 = MoveHit
ignorehitpause = 1


[State 11200,6]
type = helper
trigger1 = Time = 3
name = "rayos"
id = 12205
pos = 0,0
postype = p1
stateno = 12205
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 0






;[State 11200, 5]
;type = VelSet
;trigger1 = AnimElem = 5, = 3
;x = 0

[State 11200, 6]
type = ChangeState
trigger1 = AnimTime = 0
;trigger1 = time = 0
value = 1052
;---------
[Statedef 12215]
type    = A
movetype= I
physics = N
anim = 12215
velset = 0,0
ctrl = 0
sprpriority = 9



[State 12215, 8]
type = Changestate
trigger1 = AnimTime = 0
;trigger1 = Pos Y > 0
value = 12216
;------------
[Statedef 12216]
type    = S
movetype= I
physics = N
juggle  = 0
anim = 12216
velset = 0,0
ctrl = 0
sprpriority = -29


[State 12216, 1]
type = Destroyself
trigger1 = animtime = 0


;-------------------------------
;rayo A
[Statedef 12205]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
SprPriority = 5
anim=12205

[State 12205,1]
type = BindToParent
trigger1 = 1
pos = 0,0


;[State 1058,2]
;type = PlaySnd
;trigger1 = Time %11 = 0;17,18
;value = s5, 2

[State 12205,AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow
flag2 = noautoturn


[State 12205,3]
type = Destroyself
trigger1 = root,StateNo != 11200

[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 1052, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 1052, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1052, 3] ;Give KFM back control early
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 1052, 4] ;Move KFM back a little
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1052, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 15405]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
SprPriority = 5
anim=6023

[State 15405,1]
type = BindToParent
trigger1 = 1
pos = 0,0


;[State 1058,2]
;type = PlaySnd
;trigger1 = Time %11 = 0;17,18
;value = s5, 2

[State 15405,AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow
flag2 = noautoturn


[State 15405,3]
type = Destroyself
trigger1 = root,StateNo != 11200




;---------------------------------------------------------------------------
;call Bruce in Bat-armor
[Statedef 8999]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 48901

[State 8999 ,superpause]
type = SuperPause
trigger1 = animelem = 3
time = 40
sound = S10,1
pos = 0,-50
anim = -1
darken = 1
poweradd = -1000
sprpriority=4


[State 8999, Hyper Explode]
type = Explod
trigger1 = animelem = 3
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 8999, Hyper Circle]
type = Explod
trigger1 = animelem = 3
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 8999, GROUNDFLASH]
type = Explod
trigger1 = animelem = 3
anim = 11977
postype = p1
pos = -40,0
ownpal = 1
sprpriority = 5
supermovetime = 40



; DCvM hyper portrait/BG
[State 8999, superportrait]
type = Explod
trigger1 = animelem = 3
anim = 11211
ID = 11211
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 8999, portraitBG]
type = Explod
trigger1 = animelem = 3
anim = 11222
ID = 11222
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1


[State 8999, HyperBg]
type = Explod
trigger1 = animelem = 4
anim = 32711
pos = 0,120
sprpriority = -4
postype = front
bindtime = -1
removetime = 125
removeongethit = 1
facing = ifelse(Facing = -1, -1, 1)
supermovetime = 99999999
pausemovetime = 99999999
shadow = 68,68,68
ownpal = 1

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3

[State 8999, HyperBg2]
type = Explod
trigger1 = animelem = 4
anim = 52000
pos = 0,0
sprpriority = -4
postype = front
bindtime = -1
removetime = 125
removeongethit = 1
facing = ifelse(Facing = -1, -1, 1)
supermovetime = 99999999
pausemovetime = 99999999
shadow = 68,68,68
ownpal = 1

[State 8999, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = 12,0
sprpriority = 3
volume=-150



[State 8999, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[State 8999, 1]
type = poweradd
trigger1 = time = 0
value = -500

[State 8999, 1]
type = helper
trigger1 = animelem = 1
helpertype = normal
name = "bruce"
id = 4889
pos = 100,0
postype = back
stateno = 4889
ownpal = 0


[State 8999, End1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 8999, End2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X <= 100
value = 0
ctrl = 1

[State 8999, End3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X > 100
value = 1




[statedef 4889]
type    = S
movetype= A
velset = 0,0
ctrl = 0
anim = 4889
sprpriority = 3


[State 4889, 1]
type = Velset
trigger1 = AnimElem = 11
x = 8
y = 0

[State 0, VelSet] ;Stop in front of opponent
type = VelSet
trigger1 = p2statetype != A ;when opponent isn't jumping
trigger1 = p2bodydist x <= 40 ;When 20 pixles in front of the opponent
x = 0
y = 0

[State 4889, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = 70,2
sprpriority = 3


[State 4889, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 39
value = 201,0
sprpriority = 3






[State 4889, Explod]
type = Explod
trigger1 = animelem = 10
anim = 790
ID = 790
pos = 0,0
facing = -1
vel = 2,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 0.75,0.75
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4889, Explod]
type = Explod
trigger1 = animelem = 10
anim = 795
ID = 790
pos = 50,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 0.75,0.75
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 4889, 4]
type = afterimage
trigger1 = animelem = 11
time = 20
length = 17
palbright = 0, 0, 0
palcontrast = 256, 256, 256
palpostbright = 0, 0, 0
palmul = 0.8, 0.8, 0.8
trans = add


[State 4889, EnvShake]
type = EnvShake
trigger1 = AnimElem = 10
time = 26
freq = 45
ampl = -8
phase = 90

[State 4889, GROUNDFLASH]
type = Explod
trigger1 = animelem = 10
anim = 9290
postype = p1
pos = 0, 15
ownpal = 1
sprpriority = -1
supermovetime = 40

[State 4889, snd]
type=playsnd
trigger1 = AnimElem = 10
value=4000,1







[State 0, ScreenBound]
type = ScreenBound
trigger1 = time=1
value = 1
movecamera = 0,-30

[State 4889, HitDef]
type = HitDef
trigger1 = AnimElem = 15
attr = S, NA
damage = 65
guardflag = MA
pausetime = 9,9
hitsound = S2,1
guardsound = S3,0
guard.sparkno = S8840
sparkno = S8820
sparkxy = 0,-100
animtype = Medium
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7
guard.velocity = -5
air.velocity = -3,-6

[State  4889, 1]
type =  hitdef
trigger1 = AnimElem = 20
postype = p1
ownpal = 1
velocity = 0, 0
attr = s, ha
damage = 75-floor(0.5*var(13)),10
pausetime = 9,15
animtype  = heavy
guard.sparkno = S8840
sparkno = S8820
sparkxy = 0,-floor(random/10)
hitflag = maf
guarDFlag = ma
hitsound = s2,2
guardsound = s3, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.5,-12
guard.velocity = -9
airguard.velocity = -5,-1
air.type = Low
air.velocity = -3.5,-12
down.bounce = 1
down.velocity = -3.5,-12
getpower = 0,0
givepower = 15,8
p2facing=1
fall = 1
envshake.time = 50



[State 4889, h1]
type = Helper
trigger1 = animelem = 33
ID = 43305
pos = 0,0
postype = back
stateno = 43305
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4889, h2]
type = Helper
trigger1 = animelem = 33
ID = 44305
pos = 0,0
postype = back
stateno = 44305
helpertype = normal
keyctrl = 0
ownpal = 1



[state 4889, 2]
type=destroyself
trigger1=time>=205

[Statedef 43305]
type=A
physics=N
movetype=A
anim=4899
ctrl=0
velset=0,0
sprpriority=3
juggle=5

[State 43305, posvar]
type=varset
trigger1=!time
fvar(0)=-20-(random/28.6)
ignorehitpause=1

[State 43305, bind]
type=bindtoroot
trigger1=time = 0
pos = 213, -110
ignorehitpause=1

[State 43305, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3306
ignorehitpause=1

[State 43305, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 43305, strengthvar]
type=varset
trigger1=!time
var(10)=root,var(10)

[State 43305, movehitvar]
type=varset
triggerall=!var(3)
trigger1=movecontact&&numtarget
trigger1=!(target,ishelper)
trigger2=numhelper(73305)
trigger2=helper(73305),var(3)
var(3)=1
ignorehitpause=1

[State 43305, reflectionvar]
type=varset
trigger1=1
sysvar(3)=-123

[State 43305, sprpriorityvar]
type=varset
trigger1=!time
var(0)=ifelse(random<666,3,-1)
ignorehitpause=1

[State 43305, sprpriority]
type=sprpriority
trigger1=1
value=var(0)

[State 43305, snd]
type=playsnd
trigger1=time=6
value=4000,0



[State 43305, vel]
type=velset
trigger1=time=6
x=2
y=(1.65*fvar(0)+65)/8.0

[State 43305, vel]
type=velmul
trigger1=vel y>0&&pos y>-10
y=.75

[State 43305, vel]
type=veladd
trigger1=vel y<3&&(enemynear,statetype=S||enemynear,statetype=A)&&pos y<(enemynear,pos y+enemynear,const(size.mid.pos.y))
y=.3
[State 43305, vel]
type=veladd
trigger1=vel y>-3&&(enemynear,statetype=S||enemynear,statetype=A)&&pos y>(enemynear,pos y+enemynear,const(size.mid.pos.y))
y=-.3
[State 43305, vel]
type=veladd
trigger1=vel y<3&&(enemynear,statetype=C)&&pos y<(enemynear,pos y+(enemynear,const(size.mid.pos.y)/2))
y=.3
[State 43305, vel]
type=veladd
trigger1=vel y>-3&&(enemynear,statetype=C)&&pos y>(enemynear,pos y+(enemynear,const(size.mid.pos.y)/2))
y=-.3
[State 43305, vel]
type=veladd
trigger1=vel y<3&&(enemynear,statetype=L)&&pos y<-10
y=.3
[State 43305, vel]
type=veladd
trigger1=vel y>-3&&(enemynear,statetype=L)&&pos y>-10
y=-.3

[State 43305, jet]
type=explod
trigger1=time>=0&&!numexplod(3306)
anim=4406
ID=3306
sprpriority=(var(0)+1)
postype=p1
pos= 12,0
bindtime=-1
removetime=-1
scale=.5,.5
ownpal=1

[State 43305, shot]
type=explod
trigger1=time=5
anim=3307
ID=3307
sprpriority=(var(0)+1)
postype=p1
pos=-15,0
scale=.5,.5
ownpal=1

[State 43305, trail]
type=explod
trigger1=time>=7&&!(time%2)
anim=3308+(vel y>=1.5)+(vel y>=3)+(vel y<=-1.5)+(vel y<=-3)
ID=3308
sprpriority=(var(0)+1)
postype=p1
pos=-15,0
vfacing=ifelse(vel y<=0,1,-1)
scale=.5,.5
ownpal=1

[State 43305, hitsnd]
type=playsnd
trigger1=movehit&&numtarget
trigger1=!(target,time)&&target,movetype=H
value= 5,4
persistent=0
ignorehitpause=1

[State 43305, hit]
type=hitdef
trigger1=time>=6
priority=6,Hit
attr=S,HP
damage = 125
animtype=Diagup
hitflag=MAFD
guardflag=MA
pausetime=4,4
guard.sparkno = S8840
sparkno = S8820
sparkxy= 30,-30
hitsound = s4005,0
guardsound = s3,0
ground.type=High
ground.slidetime=32
ground.hittime=32
ground.velocity=-2,-2
ground.cornerpush.veloff=0
air.velocity=-2,-2
down.velocity=-2,-2
fall=1
air.fall=1
fall.recover=0
p2facing=1
getpower=0
envshake.time=12
envshake.freq=330
envshake.ampl=4
sprpriority=var(0)
p2stateno = 7697

[State 43305, sparks]
type=explod
trigger1=movehit&&numtarget
trigger1=(target,movetype=H)&&!(target,time)
anim=7030+(random%8)
ID=7000
sprpriority=5
postype=p2
pos=(target,const(size.ground.front)-10),-floor(p2dist y)
removetime=-2
ownpal=1
facing=-1
ignorehitpause=1
persistent=0
pausemovetime=330
supermovetime=330

[State 43305, end]
type=changestate
trigger1=frontedgedist<-80||backedgedist<-320||time>120
trigger2=movecontact
value=3306
ignorehitpause=1



[Statedef 44305]
type=A
physics=N
movetype=A
anim=4897
ctrl=0
velset=0,0
sprpriority=3
juggle=5

[State 44305, posvar]
type=varset
trigger1=!time
fvar(0)=-20-(random/28.6)
ignorehitpause=1

[State 44305, bind]
type=bindtoroot
trigger1=time = 0
pos = 213, -110
ignorehitpause=1

[State 44305, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3306
ignorehitpause=1

[State 44305, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 44305, strengthvar]
type=varset
trigger1=!time
var(10)=root,var(10)

[State 44305, movehitvar]
type=varset
triggerall=!var(3)
trigger1=movecontact&&numtarget
trigger1=!(target,ishelper)
trigger2=numhelper(73305)
trigger2=helper(73305),var(3)
var(3)=1
ignorehitpause=1

[State 44305, reflectionvar]
type=varset
trigger1=1
sysvar(3)=-123

[State 44305, sprpriorityvar]
type=varset
trigger1=!time
var(0)=ifelse(random<666,3,-1)
ignorehitpause=1

[State 44305, sprpriority]
type=sprpriority
trigger1=1
value=var(0)

[State 44305, snd]
type=playsnd
trigger1=time=6
value= 4000,3



[State 44305, vel]
type=velset
trigger1=time=6
x=2
y=(1.65*fvar(0)+65)/8.0

[State 44305, vel]
type=velmul
trigger1=vel y>0&&pos y>-10
y=.75

[State 44305, vel]
type=veladd
trigger1=vel y<3&&(enemynear,statetype=S||enemynear,statetype=A)&&pos y<(enemynear,pos y+enemynear,const(size.mid.pos.y))
y=.3
[State 44305, vel]
type=veladd
trigger1=vel y>-3&&(enemynear,statetype=S||enemynear,statetype=A)&&pos y>(enemynear,pos y+enemynear,const(size.mid.pos.y))
y=-.3
[State 44305, vel]
type=veladd
trigger1=vel y<3&&(enemynear,statetype=C)&&pos y<(enemynear,pos y+(enemynear,const(size.mid.pos.y)/2))
y=.3
[State 44305, vel]
type=veladd
trigger1=vel y>-3&&(enemynear,statetype=C)&&pos y>(enemynear,pos y+(enemynear,const(size.mid.pos.y)/2))
y=-.3
[State 44305, vel]
type=veladd
trigger1=vel y<3&&(enemynear,statetype=L)&&pos y<-10
y=.3
[State 44305, vel]
type=veladd
trigger1=vel y>-3&&(enemynear,statetype=L)&&pos y>-10
y=-.3

[State 44305, jet]
type=explod
trigger1=time>=0&&!numexplod(3306)
anim=4406
ID=3306
sprpriority=(var(0)+1)
postype=p1
pos=17,-15
bindtime=-1
removetime=-1
scale=.5,.5
ownpal=1
[State 44305, shot]
type=explod
trigger1=time=5
anim=3307
ID=3307
sprpriority=(var(0)+1)
postype=p1
pos=-15,0
scale=.5,.5
ownpal=1
[State 44305, trail]
type=explod
trigger1=time>=7&&!(time%2)
anim=3308+(vel y>=1.5)+(vel y>=3)+(vel y<=-1.5)+(vel y<=-3)
ID=3308
sprpriority=(var(0)+1)
postype=p1
pos=-15,0
vfacing=ifelse(vel y<=0,1,-1)
scale=.5,.5
ownpal=1

[State 44305, hitsnd]
type=playsnd
trigger1=movehit&&numtarget
trigger1=!(target,time)&&target,movetype=H
value= 5,4
persistent=0
ignorehitpause=1

[State 44305, hit]
type=hitdef
trigger1=time>=6
priority=6,Hit
attr=S,HP
damage = 125
animtype=Diagup
hitflag=MAFD
guardflag=MA
pausetime=4,4
guard.sparkno = S8840
sparkno = S8820
sparkxy=-10,0
hitsound = s4005,0
guardsound = s3,0
ground.type=High
ground.slidetime=32
ground.hittime=32
ground.velocity=-2,-2
ground.cornerpush.veloff=0
air.velocity=-2,-2
down.velocity=-2,-2
fall=1
air.fall=1
fall.recover=0
p2facing=1
getpower=0
envshake.time=12
envshake.freq=330
envshake.ampl=4
sprpriority=var(0)
p2stateno = 7697

[State 44305, sparks]
type=explod
trigger1=movehit&&numtarget
trigger1=(target,movetype=H)&&!(target,time)
anim=7030+(random%8)
ID=7000
sprpriority=5
postype=p2
pos=(target,const(size.ground.front)-10),-floor(p2dist y)
removetime=-2
ownpal=1
facing=-1
ignorehitpause=1
persistent=0
pausemovetime=330
supermovetime=330

[State 44305, end]
type=changestate
trigger1=frontedgedist<-80||backedgedist<-320||time>120
trigger2=movecontact
value=3306
ignorehitpause=1

[Statedef 13306]
type=A
physics=N
movetype=I
anim=3305
ctrl=0
sprpriority=4

[State 13306, removejet]
type=removeexplod
trigger1=numexplod(3306)
ID=3306
ignorehitpause=1

[State 13306, fade]
type=trans
trigger1=1
trans=addalpha
alpha=ceil(256-17*time),ceil(17*time)

[State 13306, end]
type=destroyself
trigger1=time>=15

;-------------- Generated by Fighter Factory -------------

;--------------------- Variable List ----------------------

; Var(0) - StateDef 13000, 13001, 73305, 43305, 44305, 52
; Var(1) - StateDef 7000, 180, 190
; Var(2) - StateDef 33010, 91080, 81000, 81010, 81020, 81110, 81111, 81121, 180, 190
; Var(3) - StateDef 3100, 73305, 43305, 44305
; Var(4) - StateDef 2256
; Var(5) - StateDef 2256, 3356, 3357, 1410, 1420, 2000
; Var(6) - StateDef 3356, 3358, 3359, 3360, 1410, 1420
; Var(9) - StateDef 1300
; Var(10) - StateDef 73300, 73305, 43305, 44305
; Var(11) - StateDef 12100, 111130, 11330
; Var(13) - StateDef -2
; Var(15) - StateDef 3101, -2
; Var(17) - StateDef 3010, 3011, -2
; Var(19) - StateDef 3365, 3363
; Var(20) - StateDef 11133, 3362, 3366
; Var(21) - StateDef 620, 11133, 3367
; Var(23) - StateDef 11120
; Var(35) - StateDef 1610
; Var(36) - StateDef 1610

;--------------------- Float Variable List ----------------------

; fVar(0) - StateDef 73305, 43305, 44305
; fVar(10) - StateDef 103002, 10000, 10001, 10002, 10003, 10014, 11126, 11127, 10255, 10155, 70011
