
; Voar Começo
[Statedef 1510]
type = A
movetype = A
physics = A
juggle  = 7
velset = 0, -8, 0
poweradd= 70
ctrl = 0
anim = 1510

[State 1510, 2]
type = AfterImage
trigger1 = Time = 1
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1510, 2]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1510, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 12

[State 1510, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1500
ctrl = 1

;Voar
[Statedef 1500]
type = A
ctrl = 0
anim = 1500
velset = 0,0

[State 1500, parar1]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = var(2) = 0
trigger2 = Pos Y < -405
x = 0
y = 0

[State 1500, papar2]
type = ChangeAnim
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Anim != 1500
value = 1500

[State 1500,fuwavar(1)]
type = VarSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = var(2) != 2
trigger2 = var(2) = 2
trigger2 = Vel Y >= 2.4
v = 2
value = 1

[State 1500,fuwavar(2)]
type = VarSet
triggerall = var(2) = 1
trigger1 = Vel Y <= -2.4
trigger2 = P2BodyDist Y > 200
trigger2 = Vel Y < 0
v = 2
value = 2

[State 1500,fuwaUp]
type = VelAdd
trigger1 = var(2) = 1
y = -0.3

[State 1500,fuwaDown]
type = VelAdd
trigger1 = var(2) = 2
y = 0.3

[State 1500,fuwaEnd]
type = VelSet
triggerall = var(2) != 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
y = 0

[State 1500,fuwaEndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0

[State 1500, UpBorder1]
type = PosSet
trigger1 = Pos Y < -400
y = -400

[State 1500, UpBorder2a]
type = PosAdd
trigger1 = P2BodyDist Y > 200
trigger1 = Vel Y < 0
y = 1

[State 1500, UpBorder2b]
type = VelSet
trigger1 = P2BodyDist Y > 200
trigger1 = Vel Y < 0
y = 0

[State 1500, Runeffect]
type = AfterImage
trigger1 = Command = "FF"
trigger1 = Vel X < 8.6
trigger2 = Command = "BB"
trigger2 = Vel X > -7
trigger3 = Command = "DD"
trigger3 = Vel Y < 8.6
trigger4 = Command = "UU"
trigger4 = Vel Y > -7
length = 13
PalBright   =  50, 50, 255 
PalContrast =  10, 10, 155
PalAdd      = -50,-50,-255
PalMul      = .10,.10,.155
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 15

[State 1500, RunFwd]
type = VelSet
trigger1 = Command = "FF"
trigger1 = Vel X < 8.6
x = 8.6

[State 1500, RunBack]
type = VelSet
trigger1 = Command = "BB"
trigger1 = Vel X > -7
x = -7

[State 1500, RunDown]
type = VelSet
trigger1 = Command = "DD"
trigger1 = Vel Y < 8.6
y = 8.6

[State 1500, RunUp]
type = VelSet
trigger1 = Command = "UU"
trigger1 = Vel Y > -7
y = -7

[State 1500, GoDown1]
type = VelAdd
trigger1 = command = "holddown"
y = 0.4

[State 1500,GoDown2]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0 
y = 0

[State 1500, GoUp1]
type = VelAdd
trigger1 = command = "holdup"
y = -0.3

[State 1500,GoUp2]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0 
y = 0

[State 1500, GoUpAnim]
type = ChangeAnim
trigger1 = Anim != 1504
trigger1 = command = "holdup"
value = 1504

[State 1500, GoBack1]
type = VelAdd
trigger1 = command = "holdback"
x = -0.3

[State 1500,GoBack2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = Vel X > 0 
x = 0

[State 1500, GoBackAnim]
type = ChangeAnim
triggerall = Anim != 1502
trigger1 = command = "holdback"
value = 1502

[State 1500, GoDownAnim]
type = ChangeAnim
triggerall = Anim != 1503
trigger1 = command = "holddown"
value = 1503

[State 1500, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.4

[State 1500,GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0 
x = 0

[State 1500, GoFwdAnim]
type = ChangeAnim
trigger1 = Anim != 1501
trigger1 = command = "holdfwd"
value = 1501

[State 1500,Turn]
type = Turn
trigger1 = P2Dist X < 0

[State 1500,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 2000,End]
type = ChangeState
trigger1 = Time > 2
trigger1 = command = "fly"
value = 50
ctrl = 1

[State 2000,WinALose]
type = ChangeState
trigger1 = Win = 1
trigger2 = Lose = 1
value = 1202

;---------------------------------------------------------------------------
[Statedef 1202]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1202

[State 210, 3]
type = VelAdd
trigger1 = AnimElem = 1
trigger1 = AnimElem <= 2
x = -0.3

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 210, 3]
type = ChangeState
trigger1 = time = 60
value = 1203

;---------------------------------------------------------------------------
[Statedef 1203]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1203

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

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

; STAND_A
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                 
ctrl = 0                     
anim = 200                   
poweradd = 60                

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 30                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                           
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-35             
hitsound = 5,0                  
guardsound = 6,0                
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3  

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
sparkxy = -10,-50

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

[Statedef 201]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                  
ctrl = 0                    
anim = 201                   
poweradd = 20                  

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 20                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                           
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-35             
hitsound = 5,0                  
guardsound = 6,0                
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 201, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 201, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 201, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; STAND_A
[Statedef 202]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                  
ctrl = 0                    
anim = 202                   
poweradd = 20                  

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 25                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                           
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-35             
hitsound = 5,0                  
guardsound = 6,0                
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 202, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 202, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; STAND_B
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 210

[State 210, 1] ;Uncomment if you want to play a sound
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 50
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 210]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; STAND_B
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 211

[State 211, 1] ;Uncomment if you want to play a sound
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 211]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; STAND_B
[Statedef 212]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 212

[State 212, 1] ;Uncomment if you want to play a sound
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 212, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 45
guardflag = MA
pausetime = 11,11
sparkxy = -10,-35
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 212]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 212, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; SuperMove
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 0, -60
anim = 30

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 ;Play fight sound of super

[State 3000, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -1000

[State 3000, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 3000, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3
fall.animtype = Hard
fall = 1

[State 3000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; Power up (start)
[Statedef 730]
type = S
movetype = I
physics = S
anim = 730
velset = 0
ctrl = 0

[State 730, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 735

[State 730, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0

; Power up
[Statedef 735]
type = S
movetype = I
physics = S
anim = 735

[State 735, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 15

;[State 735, 2]
;type=AfterImage
;trigger1= AnimElem = 1 
;time=5
;trans = add
;PalContrast =  255, 200, 255
;PalBright = 0,0,0

[State 735, 1]
type = ChangeState
trigger1 = command != "charge"
trigger2 = command != "charge 1"
value = 740

[State 735, 2]
type = PowerAdd
trigger1 = Time = [0,125]
value = 3

[State 735, 2]
type = ChangeState
trigger1 = Power >= 3000
value = 741

[State 735, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 735

; Power up (end)
[Statedef 740]
type = S
movetype = I
physics = S
anim = 740

[State 740, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Power up (maxed out)
[Statedef 741]
type = S
movetype = I
physics = S
anim = 740

[State 741, 1]
type = PlaySnd
trigger1 = Time = 1
value = 100,1

[State 741, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

;FIREBALL_A

;Energy Dan (left)
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1000

[State 1000, Ha!]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,7

[State 1000, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 6
accel = .2
offset = 41,-51
attr = S, SP
damage   = 30,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

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

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

;Triple FIREBALL
[Statedef 1097]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1097
velset = 0

[State 1097, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 7

[State 1097, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 6
accel = .2
offset = 40,-51
attr = S, SP
damage   = 30,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1097, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1098
ctrl = 1

;------------------------------------------
;Triple FIREBALL 1
[Statedef 1098]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1098
velset = 0

[State 1098, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 7

[State 1098, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 6
accel = .2
offset = 39,-51
attr = S, SP
damage   = 30,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1098, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1499
ctrl = 1

;------------------------------------------
;Triple FIREBALL 2
[Statedef 1499]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1499
velset = 0

[State 1499, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 7

[State 1499, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 6
accel = .2
offset = 40,-51
attr = S, SP
damage   = 30,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1499, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;FIREBALL_b
[Statedef 1099]
type    = S
movetype= A
physics = S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1099

[State 1099, Ha!]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,7

[State 1099, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 6
accel = .2
offset = 41,-51
attr = S, SP
damage   = 30,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1099, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 1099, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;esppect3
[Statedef 1999]
type    = S
movetype= A
physics = S
poweradd= -2000
ctrl = 0
anim = 1999
velset = 0

[State 1701, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = -22,-50

[State 1701, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = 18,-50

[State 3000, Super]
type = Explod
trigger1 = animelem = 1
anim = 9990
pos = -390,-125
postype = p1
sprpriority = -2
supermove = 1
bindtime = 1

[State 1999, 3]
type = PlaySnd
trigger1 = Time = 1
value = F20,0

[State 1999, 4]
type = AfterImage
trigger1 = Time = 1	
Time = 45
TimeGap  = 1
FrameGap = 4

;[State 1999, 5]
;type = AfterImageTime
;trigger1 = Time > = 0
;trigger1 = AnimElem = 2, < 0
;time = 5

[State 1999, 3]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0, 6

[State 1999, 8]
type = Projectile
trigger1 = AnimElem = 9
projanim = 1990
projhitanim = 1009
;ProjRemAnim = 1009
;ProjEdgeBound = 50   
;ProjHeightBound = -240, 5
offset = 25, -37
velocity = 6.5, 0
remvelocity = .7, 0
projhits = 30
accel = 0, .00
; HitDef part of projectile info
attr = S, SP
damage    = 19,2
animtype  = Hard
getpower  = 50
givepower = 30
pausetime = 0,12
sparkno = 1
sparkxy = 0, 0
hitsound = 5,3
guardflag = MA 
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -2.5,-1.75
air.juggle = 3
fall.animtype = Hard
air.fall = 1
fall = 1
;PalFX
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 1999, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Super Fireball Animation
[Statedef 1990]
type    = A
movetype= A
physics = N
poweradd= -2000
ctrl = 0
anim = 1990

[State 1990, 1]
type = VelSet
trigger1 = Time = 0
z = 0

[State 1990, 2]
type = VelMul
trigger1 = Time = 0
x = .025


[State 1990, 3]
type = VelAdd
trigger1 = Time >= 0
trigger1 = Pos Y < 0
y = .00

[State 1990, 4]
type = PosSet
trigger1 = Pos Y >= -1
y = 0

[State 1990, 5]
type = VelSet
trigger1 = Pos Y >= -1
y = 0

[State 1990, 8]
type = Projectile
trigger1 = Time = 80
projanim = 1990
projhitanim = 1009
;ProjRemAnim = 1009
;ProjEdgeBound = 50   
;ProjHeightBound = -240, 5
offset = 25, -66
velocity = 6.5, 0
remvelocity = .7, 0
projhits = 30
accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 40,2
animtype  = Hard
getpower  = 50
givepower = 30
pausetime = 0,12
sparkno = 1
sparkxy = 0, 0
hitsound = 5,3
guardflag = MA
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -3.5,-2.75
air.juggle = 3
fall.animtype = Hard
air.fall = 1
fall = 1
;PalFX
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 1990, 9]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1990, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

;Kamehame-ha
[Statedef 1700]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -2000
juggle = 0
ctrl = 0
anim = 1700

;[State 1700, ?]
;type = PosFreeze
;trigger1 = time >= 0

[State 1700, supsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20, 0

[State 3000, Super]
type = Explod
trigger1 = animelem = 1
anim = 9990
pos = -390,-125
postype = p1
sprpriority = -2
supermove = 1
bindtime = 1

[State 1700, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = -12,-33
anim = 31

[State 1700, 6]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 9

;[State 3000, aura]
;type = Explod
;trigger1 = Time = 3
;id = 950
;anim = 951
;pos = 0,0
;bindtime = -1
;sprpriority = 6
;removetime = 30
;supermove = 1

;[State 1700, ball]
;type = Explod
;trigger1 = Time = 30
;anim = 3002
;pos = 30,-51
;bindtime = -1
;sprpriority = 4
;removetime = 30
;supermove = 1

[State 1700, raio]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1705
projhits = 20
projmisstime = 3
;projshadow = -1
projpriority = 4
projremovetime = 70
projid = 1705
;velocity = 0.001,0.001
offset = 18,-64
attr = S, HP
damage   = 25,7
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,2
sparkno = 0                 
sparkxy = -500,-500   
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
fall = 1
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1700, envshake]
type = EnvShake
trigger1 = AnimElem = 6;Time = 60
time = 70

[State 1700, end]
type = ChangeState
trigger1 = Time = 120
value = 0
ctrl = 1
