;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS SUPERS E HYPERS
;DEL CHAR LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR
;UNA FALLA TOTAL EN EL MISMO
;===============================================================================
;-------------------------------------------------------------------------------
;VOLCAN
[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -1000
velset   = 0,0
anim     = 2000
ctrl     = 0

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------
[State 170, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 45

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S13,12

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S12,5

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,0

[State 2000, 4]
type = SuperPause
trigger1 = Time = 0
time = 28
movetime = 1
anim = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 85
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7010
pos = 11,-52
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7000
pos = 11,-52
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1

[State 3000]
type = Projectile
trigger1 = AnimElem = 7
projID = 2010
projanim = 2010
projscreenbound = 1,0
projremove = 0
projhits = 15
projpriority = 5
projhitanim = -1
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 10
ownpal = 1
offset = 0,0
velocity = 0
attr = A, HA
hitflag = MAFP
guardflag = MA
animtype = up
damage = 24,10
getpower = 0
pausetime = 3,0
sparkno = s4020
guard.sparkno = s4120
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s12,4
guardsound = s2,1
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1,-7
ground.cornerpush.veloff = 0
guard.velocity = -5
air.velocity = -1,-7
airguard.velocity = -3,-4
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;fire Freeze
[Statedef 2015]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -2000
velset   = 0,0
anim     = 2015
ctrl     = 0

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2080
trigger2 = prevstateno = 2086
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2080
trigger2 = prevstateno = 2086
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2080
trigger2 = prevstateno = 2086
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------
;Dream Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2000
anim = 7530
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2000
anim = 7540
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2000
anim = 7535
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------
[State 1000, Especial]
type = helper
trigger1 = animelem = 2
id = 6050
persistent = 0
name = "MAX2"
pos = 0,-254
postype = left
stateno = 6050
helpertype = normal
keyctrl = 0

[State 1000, Especial]
type = helper
trigger1 = animelem = 2
id = 6050
persistent = 0
name = "MAX2"
pos = 0,-508
postype = left
stateno = 6050
helpertype = normal
keyctrl = 0

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S13,14

[State 2000, 4]
type = SuperPause
trigger1 = Time = 0
time = 35
movetime = 1
anim = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 85
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7110
pos = 27,-89
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7100
pos = 27,-89
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1

[State 950, VelSet]
type = VelSet
trigger1 = AnimElem = 12,<=4
x = 4.2

[State 3000]
type = Projectile
trigger1 = animelem = 7
projID = 2025
projanim = 2025
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 34
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = A, HA
animtype = Hard
damage = 300,15
hitflag = MAF
guardflag = M
hitsound = s12,3
guardsound = s2,1
pausetime = 0,25
sparkno = s2030
guard.sparkno = s4120
sparkxy =  30 + FrontEdgeDist - Ceil(FrontEdgeDist - p2BodyDist X), -20 + var(12)
ground.type = High
ground.hittime = 23
ground.slidetime = 30
ground.velocity = 0
air.juggle = 8
air.velocity = -4,-6
air.fall = 1
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
p2stateno = 2620
p2facing = 1

[State 2015, ChangeState]
type = ChangeState
trigger1 = animelem = 15
value = 2020
ctrl = 0

;-------------------------------------------------------------------------------
[Statedef 2020]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2020
ctrl     = 0

[State 2020, PosSet]
type = Posadd
trigger1 = animelem = 1
x = 300

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 2620]
movetype= H
velset = 0,0
ctrl = 0

[State 700,]
type = Palfx
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 30
trigger5 = time = 40
trigger6 = time = 50
trigger7 = time = 60
trigger8 = time = 70
trigger9 = time = 80
trigger10 = time = 90
trigger11 = time = 100
trigger12 = time = 110
trigger13 = time = 120
trigger14 = time = 130
trigger15 = time = 140
trigger16 = time = 150
trigger17 = time = 160
trigger18 = time = 170
trigger19 = time = 180
trigger20 = time = 190
trigger21 = time = 200
trigger22 = time = 210
trigger23 = time = 220
trigger24 = time = 230
trigger25 = time = 240
trigger26 = time = 250
trigger27 = time = 260
trigger28 = time = 270
trigger29 = time = 280
trigger30 = time = 290
time = 10
add = 30,-40,-140
sinadd = 60,60,50,10
color = 0
invertall = 1

[State 2620, lifeadd]
type = lifeadd
trigger1 = timemod = 30,0
trigger1 = time >= 1
Trigger1 = time <= 290
value = -15

[State 52, 1]
type = VelSet
trigger1 = time >= 0
x = 0
y = 0

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y != 0
trigger2 = AnimTime = 0
statetype = A

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2635

[State 1830]
type = ChangeState
trigger1 = Animtime = 0
value = 2630

;---------------------------------------------------------------------------
;吹っ飛び
[Statedef 2630]
type = A
movetype= H
physics  = N
ctrl = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -4
y = -6

[State 52, 1]
type = Veladd
trigger1 = time >= 0
y = .4

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5050

[State 1830]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
;-------------------------------------------------------------------------------
;Lighting Reincarnation
[Statedef 2040]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -1000
velset   = 0,0
anim     = 2040
ctrl     = 0

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------

[State 1175, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S12,27

[State 1000, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 2060
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 2060]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2060
ctrl     = 0

[State 2060, HitBy]
type = HitBy
trigger1 = 1
value = SA,HA,NP,HP,NT,ST,HT

[State 20000, bgpalfx]
type = bgpalfx
trigger1 = animelem = 1
add = 0, 0, 0
sinadd = -255,-255,-255,300
time = 138
invertall = 0

[State 1175, VelSet]
type = VelSet
trigger1 = AnimElem = 16,<=1
y = -1

[State 1175, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S12,25

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2063
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 2063]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -2000
velset   = 0,0
anim     = 2063
ctrl     = 0

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,2

[State 2000, 4]
type = SuperPause
trigger1 = animelem = 2
time = 70
movetime = -1
anim = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 85
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 2000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7115
pos = 4,-77
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1

[State 4000, bgPalFX]
type = bgpalfx
trigger1 = animelem = 3
add = 0, 0, 0
sinadd = 255,255,255,243
time = 122
invertall = 0

[State 1175, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S12,26

[State 2063, Explod]
type = Explod
trigger1 = animelem = 3
anim = 2070
pos = 3,-89
postype = p1
facing = 1
vfacing = 1
bindtime = 1
supermove = 1
removetime = -2
sprpriority = 9

[State 2070, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "light"
ID = 2071
stateno = 2071
pos = 0,0
postype = back
facing = 1
supermove = 1
keyctrl = 0
ownpal = 0

[State 1112, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "colicion"
ID = 2072
stateno = 2072
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0

[State 2070, EnvShake]
type = EnvShake
trigger1 = animelem = 3
time = 140
freq = 90
ampl = -4
phase = 70

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 67
y = 5.5

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2065
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 2065]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2065
ctrl     = 0

[State 2065, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,20

[State 1000,]
type = Posset
trigger1 = animelem = 68
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = animelem = 68
x = 0
y = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Light
[StateDef 2071]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2071
poweradd = 0

;Movehit Sparks
[State explod]
type = Explod
trigger2 = stateno = 2071
triggerall = movehit
trigger1 = time = 3
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 2,-52
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 5
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 2,-82
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 7
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 10,-62
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 9
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 6,-52
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 11
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 0,-90
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 13
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -5,-70
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 15
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -8,-15
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 17
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -10,-45
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 19
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 0,-80
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 21
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 7,-30
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 23
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -20,-70
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 25
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 20,-90
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 27
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -40,-60
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 29
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 2,-52
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 31
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 2,-82
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 33
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 10,-62
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 35
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 6,-52
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 37
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 0,-90
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 39
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -5,-70
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 41
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -8,-15
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 43
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -10,-45
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 45
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 0,-80
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 47
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 7,-30
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 49
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -20,-70
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 51
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 20,-90
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 53
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -40,-60
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 55
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 2,-52
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 57
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 2,-82
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 59
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 10,-62
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 61
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 6,-52
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 63
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 0,-90
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 65
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -5,-70
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 67
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -8,-15
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 69
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -10,-45
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 71
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 0,-80
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 73
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 7,-30
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 75
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -20,-70
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 77
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 20,-90
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 79
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -40,-60
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 81
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 2,-52
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 83
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 2,-82
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 85
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 10,-62
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 87
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 6,-52
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 89
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 0,-90
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 91
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -5,-70
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 93
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -8,-15
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 95
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -10,-45
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 97
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 0,-80
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 99
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 7,-30
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 101
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -20,-70
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 103
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 20,-90
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 105
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -40,-60
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 107
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -8,-15
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 109
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = -10,-45
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 111
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 0,-80
bindtime = 1
supermove = 0
under = 0

[State explod]
type = Explod
triggerall = stateno = 2071
trigger1 = movehit
trigger1 = time = 113
anim = 4020
sprpriority = 2
removetime = -2
postype = p2
pos = 7,-30
bindtime = 1
supermove = 0
under = 0

[State 3200, 14]
type = HitDef
trigger1 = animelem = 1 = 1
trigger2 = animelem = 1 = 2
trigger3 = animelem = 1 = 3
trigger4 = animelem = 1 = 4
trigger5 = animelem = 1 = 5
trigger6 = animelem = 1 = 6
trigger7 = animelem = 1 = 7
trigger8 = animelem = 1 = 8
trigger9 = animelem = 1 = 9
trigger10 = animelem = 1 = 10
trigger11 = animelem = 1 = 11
trigger12 = animelem = 1 = 12
trigger13 = animelem = 1 = 13
trigger14 = animelem = 1 = 14
trigger15 = animelem = 1 = 15
trigger16 = animelem = 1 = 16
trigger17 = animelem = 1 = 17
trigger18 = animelem = 1 = 18
trigger19 = animelem = 1 = 19
trigger20 = animelem = 1 = 20
trigger21 = animelem = 1 = 21
trigger22 = animelem = 1 = 22
trigger23= animelem = 1 = 23
trigger24 = animelem = 1 = 24
trigger25 = animelem = 1 = 25
trigger26 = animelem = 1 = 26
trigger27 = animelem = 1 = 27
trigger28 = animelem = 1 = 28
trigger29 = animelem = 1 = 29
trigger30 = animelem = 1 = 30
trigger31 = animelem = 1 = 31
trigger32 = animelem = 1 = 32
trigger33 = animelem = 1 = 33
trigger34 = animelem = 1 = 34
trigger35 = animelem = 1 = 35
trigger36 = animelem = 1 = 36
trigger37= animelem = 1 = 37
trigger38 = animelem = 1 = 38
trigger39 = animelem = 1 = 39
trigger40 = animelem = 1 = 40
trigger41 = animelem = 1 = 41
trigger42= animelem = 1 = 42
trigger43 = animelem = 1 = 43
trigger44 = animelem = 1 = 44
trigger45 = animelem = 1 = 45
trigger46 = animelem = 1 = 46
trigger47 = animelem = 1 = 47
trigger48 = animelem = 1 = 48
trigger49 = animelem = 1 = 49
trigger50 = animelem = 1 = 50
trigger51 = animelem = 1 = 51
trigger52 = animelem = 1 = 52
trigger53 = animelem = 1 = 53
trigger54 = animelem = 1 = 54
trigger55 = animelem = 1 = 55
trigger56 = animelem = 1 = 56
trigger57 = animelem = 1 = 57
trigger58 = animelem = 1 = 58
trigger59 = animelem = 1 = 59
trigger60 = animelem = 1 = 60
trigger61 = animelem = 1 = 61
trigger62 = animelem = 1 = 62
trigger63 = animelem = 1 = 63
trigger64 = animelem = 1 = 64
trigger65 = animelem = 1 = 65
trigger66 = animelem = 1 = 66
trigger67 = animelem = 1 = 67
trigger68 = animelem = 1 = 68
trigger69 = animelem = 1 = 69
trigger70 = animelem = 1 = 70
trigger71 = animelem = 1 = 71
trigger72 = animelem = 1 = 72
trigger73 = animelem = 1 = 73
trigger74 = animelem = 1 = 74
trigger75 = animelem = 1 = 75
trigger76 = animelem = 1 = 76
trigger77 = animelem = 1 = 77
trigger78= animelem = 1 = 78
trigger79 = animelem = 1 = 79
trigger80 = animelem = 1 = 80
trigger81 = animelem = 1 = 81
trigger82 = animelem = 1 = 82
trigger83 = animelem = 1 = 83
trigger84 = animelem = 1 = 84
trigger85 = animelem = 1 = 85
trigger86 = animelem = 1 = 86
trigger87 = animelem = 1 = 87
trigger88 = animelem = 1 = 88
trigger89 = animelem = 1 = 89
trigger90 = animelem = 1 = 90
trigger91 = animelem = 1 = 91
trigger92 = animelem = 1 = 92
trigger93 = animelem = 1 = 93
trigger94 = animelem = 1 = 94
trigger95 = animelem = 1 = 95
trigger96 = animelem = 1 = 96
trigger97 = animelem = 1 = 97
trigger98 = animelem = 1 = 98
trigger99 = animelem = 1 = 99
trigger100 = animelem = 1 = 100
trigger101 = animelem = 1 = 101
trigger102 = animelem = 1 = 102
trigger103 = animelem = 1 = 103
trigger104 = animelem = 1 = 104
trigger105 = animelem = 1 = 105
trigger106 = animelem = 1 = 106
trigger107 = animelem = 1 = 107
trigger108 = animelem = 1 = 108
trigger109 = animelem = 1 = 109
trigger110 = animelem = 1 = 110
trigger111 = animelem = 1 = 111
trigger112 = animelem = 1 = 112
trigger113 = animelem = 1 = 113
trigger114 = animelem = 1 = 114
trigger115 = animelem = 1 = 115
attr = A, HA
animtype = diagup
damage = 7,2
hitflag = MAF
guardflag = M
priority = 10
pausetime = -3,10
sparkno = -1
guard.sparkno = s4120
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = -1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime = 30
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 1
air.juggle = 8
fall.recover = 0
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5

[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H
;-------------------------------------------------------------------------------
[StateDef 2072]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2072
poweradd = 0

[state 1000]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 1000]
type = hitby
trigger1 = 1
value = SCA,NP,SP
time = -1

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 2072

[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H
;-------------------------------------------------------------------------------
;Fire Expand
[Statedef 2089]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -2000
velset   = 0,0
anim     = 2089
ctrl     = 0
sprpriority = 3

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------
[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1

[State 2000, 4]
type = SuperPause
trigger1 = Time = 0
time = 35
movetime = 1
anim = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 90
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7110
pos = -3,-64
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7100
pos = -3,-64
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1192
ID = 103
pos = -10,-64
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
removeongethit = 1
sprpriority = -1

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1192
ID = 103
pos = 12,-66
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
removeongethit = 1
sprpriority = -1

[State 3000, ステート変更]
type = ChangeState
trigger1 = Animelem = 45
trigger2 = command != "holdc"
value = 2090
;-------------------------------------------------------------------------------
[Statedef 2090]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2090
ctrl     = 0
sprpriority = 3

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 103

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S13,22

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S12,5

[State 3000, Projectile]
type = Projectile
trigger1 = AnimElem = 5
projanim = 2095
projID = 2095
projremove = 1
projhits = 12
projpriority = 1
projmisstime = 2
projhitanim = -1
projremanim = 2095
projsprpriority = 8
projshadow = 0,0,0
projremove = 0
getpower = 100
ownpal = 1
offset = -6,0
velocity = 0
attr = S, SP
animtype = up
damage = 70 ,20
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 5,15
sparkno = s4020
guard.sparkno = s4120
sparkxy = ifelse(facing = 1,ceil(enemy, pos x - pos x),ceil(pos x - enemy, pos x)),-54
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -15,-6
air.juggle = 8
air.velocity = -15,-6
air.fall = 1
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;thunder fire attack
[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -2000
velset   = 0,0
anim     = 2100
ctrl     = 0

;-------------------------------------------------------------------------------
;Dream Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2000
anim = 7530
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2000
anim = 7540
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2000
anim = 7535
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------

[State 1000, Especial]
type = helper
trigger1 = animelem = 2
id = 6050
persistent = 0
name = "MAX2"
pos = 0,-254
postype = left
stateno = 6050
helpertype = normal
keyctrl = 0

[State 1000, Especial]
type = helper
trigger1 = animelem = 2
id = 6050
persistent = 0
name = "MAX2"
pos = 0,-508
postype = left
stateno = 6050
helpertype = normal
keyctrl = 0

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S13,6

[State 2000, 4]
type = SuperPause
trigger1 = Time = 0
time = 35
movetime = 1
anim = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 28
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S12,3

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S12,3

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S12,3

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S12,3

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 20
value = S12,3

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 23
value = S12,3

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7110
pos = 14,-54
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7100
pos = 14,-54
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 8
anim = 1201
pos = 30,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7

[State 1000, Explod]
type = Explod
trigger1 = animelem = 11
anim = 1201
pos = 90,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7

[State 1000, Explod]
type = Explod
trigger1 = animelem = 14
anim = 1201
pos = 150,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7

[State 1000, Explod]
type = Explod
trigger1 = animelem = 17
anim = 1201
pos = 210,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7

[State 1000, Explod]
type = Explod
trigger1 = animelem = 20
anim = 1201
pos = 270,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7

[State 1000, Explod]
type = Explod
trigger1 = animelem = 23
anim = 1201
pos = 330,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7

[State 3000, Projectile]
type = Projectile
trigger1 = AnimElem = 8
projID = 2105
projanim = 2105
projhits = 7
projremove = 1
projmisstime = 8
projpriority = 8
projhitanim = -1
projremovetime = -1
getpower = 100
ownpal = 1
offset = 30,0
velocity = 6
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 2,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = Low
ground.hittime = 23
ground.slidetime = 25
ground.velocity = -11,-4
air.animtype = up
air.juggle = 8
air.velocity = -11,-4
air.fall = 1
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Beam
[Statedef 2110]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2110
ctrl     = 0

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

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

[State 2000, 4]
type = SuperPause
trigger1 = animelem = 4
time = 35
movetime = 1
anim = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 4
time = 28
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 2000, Explod]
type = Explod
trigger1 = animelem = 4
anim = 7110
pos = -42,-63
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = animelem = 4
anim = 7100
pos = -42,-63
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S9,1
channel = 1

[State 2110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA

[State 2110, ChangeState]
type = ChangeState
trigger1 = animelem = 5
value = 2114
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 2114]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -2000
velset   = 0,0
anim     = 2114
ctrl     = 0

[State 1180, Explod]
type = Explod
trigger1 = animelem = 1
anim = 2117
ID = 102
pos = -42,-64
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
sprpriority = 7
removeongethit = 1

[State 211, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S12,28
channel = -1

[State 211, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,2
channel = -1

[State 2114, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1188
ID = 101
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
sprpriority = 7
removeongethit = 1

[State 3000, ChangeState]
type = ChangeState
trigger1 = Animelem = 42
value = 2118
ctrl = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = command != "holdc"
value = 2115
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 2115]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2115
ctrl     = 0

[State 2115, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1189
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7
removeongethit = 0

[State 2115, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = -1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 101

[State 2115, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 102

[State 211, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S13,23

[State 211, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S12,9

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 2116
persistent = 0
projanim = 2116
ProjHits = 1
ProjMissTime = 1
getpower = 0,0
givepower = 20,50
projremove = 0
projpriority = 1
projhitanim = 2117
projremanim = 1015
numhits = 2
getpower = 100
ownpal = 1
offset = -12,-68
velocity = 0
animtype = Hard
damage = 370 ,20
hitflag = MAFP
attr = S, HA
guardflag = M
hitsound = s12,3
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = ifelse(facing = 1,ceil(enemy, pos x - pos x),ceil(pos x - enemy, pos x)),-7
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10,-2
ground.cornerpush.veloff = 0
air.velocity = -10,-1
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 3595
p2facing = 1
fall = 1
fall.recover = 0
yaccel = .45

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Final Beam
[Statedef 2118]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2118
ctrl     = 0

[State 2118, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1189
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7
removeongethit = 0

[State 2115, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = -1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 101

[State 2115, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 102

[State 211, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S13,23

[State 211, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S12,9

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 2116
persistent = 0
projanim = 2116
ProjHits = 1
ProjMissTime = 1
getpower = 0,0
givepower = 20,50
projremove = 0
projpriority = 1
projhitanim = 2117
projremanim = 1015
numhits = 2
getpower = 100
ownpal = 1
offset = -12,-68
velocity = 0
animtype = Hard
damage = 370 ,20
hitflag = MAFP
attr = S, HA
hitsound = s12,3
pausetime = 0,10
sparkno = s4020
sparkxy = ifelse(facing = 1,ceil(enemy, pos x - pos x),ceil(pos x - enemy, pos x)),-7
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10,-2
ground.cornerpush.veloff = 0
air.velocity = -10,-1
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 3595
p2facing = 1
fall = 1
fall.recover = 0
yaccel = .45

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------
; shaking from the hit
[Statedef 3595]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3595]
type = ChangeAnim2
trigger1 = 1
value = 3595

[State 3595]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3596

;------------------
; flying through the air
[Statedef 3596]
type    = A
movetype= H
physics = N

[State 3596]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 3596]
type = NotHitBy
trigger1 = time >= 3
value = SCA

[State 3596]
type = PlayerPush
trigger1 = 1
value = 0

[State 3596]
type = ScreenBound
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 3596]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 3598

[State 3596]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; hit wall
[Statedef 3598]
type    = A
movetype= H
physics = N

[State 3598]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3598]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 3598]
type = envshake
trigger1 = Time = 0
time = 9
freq = 110

[State 3598]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 3598]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 3598]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 3598]
type = ChangeAnim2
trigger1 = Time = 0
value = 3598

[State 3598]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 3598]
type = ChangeState
trigger1 = AnimTime = 0
value = 3599

;------------------
; bounce off wall
[Statedef 3599]
type    = A
movetype= H
physics = N

[State 3599]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3599]
type = VelSet
trigger1 = Time = 0
y = -3

[State 3599]
type = VelSet
trigger1 = Time = 0
x = 2

[State 3599]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 3599]
type = VelAdd
trigger1 = 1
y = .5

[State 3599]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3599]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 3599]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 3599]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 3599]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;-------------------------------------------------------------------------------
;Hyper Extinction
[Statedef 2200]
type = A
movetype = A
physics = N
anim = 2200
velset = 0,0
juggle = 10
poweradd = -3000
ctrl = 0

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2080
trigger2 = prevstateno = 2086
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2080
trigger2 = prevstateno = 2086
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2080
trigger2 = prevstateno = 2086
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------
[State 1000, Especial]
type = helper
trigger1 = animelem = 4
id = 6055
persistent = 0
name = "MAX2"
pos = 0,-254
postype = left
stateno = 6055
helpertype = normal
keyctrl = 0

[State 1000, Especial]
type = helper
trigger1 = animelem = 4
id = 6055
persistent = 0
name = "MAX2"
pos = 0,-508
postype = left
stateno = 6055
helpertype = normal
keyctrl = 0

[State 2201, VelAdd]
type = VelAdd
trigger1 = animelem = 5
x = -1
y = -1

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,19

[State 1155, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 2203
postype = P1
pos = -18,50
persistent = 0
sprpriority = 7
ownpal = 1
bindtime = 10
supermove = 1
ignorehitpause = 0
removeongethit = 1

[State 2000, 4]
type = SuperPause
trigger1 = animelem = 3
time = 28
movetime = -1
anim = -1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,2

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 3
time = 28
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 2000, Explod]
type = Explod
trigger1 = animelem = 3
anim = 7115
pos = 12,-130
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1

[State 2200, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "light"
ID = 2201
stateno = 2201
pos = 36,-20
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(8) > 0
y = .7

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160
;-------------------------------------------------------------------------------
;Bola de Fuego
[Statedef 2201]
type = A
movetype = A
physics = N
anim = 2201
velset = 0,0
juggle = 10
poweradd = 0
sprpriority = 9
ctrl = 0

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S12,9

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
x = 4.4

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(3) > 0
y = .17

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2202

[State 3200, 14]
type = HitDef
trigger1 = animelem = 1 = 1
trigger2 = animelem = 1 = 2
trigger3 = animelem = 1 = 3
trigger4 = animelem = 1 = 4
trigger5 = animelem = 1 = 5
trigger6 = animelem = 1 = 6
trigger7 = animelem = 1 = 7
trigger8 = animelem = 1 = 8
trigger9 = animelem = 1 = 9
trigger10 = animelem = 1 = 10
trigger11 = animelem = 1 = 11
trigger12 = animelem = 1 = 12
trigger13 = animelem = 1 = 13
trigger14 = animelem = 1 = 14
trigger15 = animelem = 1 = 15
trigger16 = animelem = 1 = 16
trigger17 = animelem = 1 = 17
trigger18 = animelem = 1 = 18
trigger19 = animelem = 1 = 19
trigger20 = animelem = 1 = 20
trigger21 = animelem = 1 = 21
trigger22 = animelem = 1 = 22
trigger23= animelem = 1 = 23
trigger24 = animelem = 1 = 24
trigger25 = animelem = 1 = 25
trigger26 = animelem = 1 = 26
trigger27 = animelem = 1 = 27
trigger28 = animelem = 1 = 28
trigger29 = animelem = 1 = 29
trigger30 = animelem = 1 = 30
trigger31 = animelem = 1 = 31
trigger32 = animelem = 1 = 32
trigger33 = animelem = 1 = 33
trigger34 = animelem = 1 = 34
trigger35 = animelem = 1 = 35
trigger36 = animelem = 1 = 36
trigger37= animelem = 1 = 37
trigger38 = animelem = 1 = 38
trigger39 = animelem = 1 = 39
trigger40 = animelem = 1 = 40
trigger41 = animelem = 1 = 41
trigger42= animelem = 1 = 42
trigger43 = animelem = 1 = 43
trigger44 = animelem = 1 = 44
trigger45 = animelem = 1 = 45
trigger46 = animelem = 1 = 46
trigger47 = animelem = 1 = 47
trigger48 = animelem = 1 = 48
trigger49 = animelem = 1 = 49
trigger50 = animelem = 1 = 50
attr = S, HA
animtype = up
damage = 10,5
hitflag = MAFP
guardflag = MA
priority = 9
pausetime = -1,10
sparkno = -1
guard.sparkno = -1
sparkxy = 10,-45
hitsound = s12,8
guardsound = s2,1
ground.velocity = -3,-5
ground.type = Low
ground.hittime = 23
ground.slidetime = 15
ground.velocity = -10,-7
air.animtype = up
air.velocity = -10,-7
envshake.ampl = -2
envshake.time = 20
envshake.phase = 90
envshake.freq = 70
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2202
;-------------------------------------------------------------------------------
;Expancion
[Statedef 2202]
type = A
movetype = A
physics = N
anim = 2202
velset = 0,0
juggle = 10
poweradd = 0
sprpriority = 9
ctrl = 0

[State 1000, ScreenBound]
type = ScreenBound
trigger1 = time = 0
value = 1
movecamera = 0,0

[State 2202, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S12,12

[State 3200, 14]
type = HitDef
trigger1 = Time = 0
getpower = 10,0
attr = S, HA
hitflag = MAF
guardflag = MA
damage = 400,10
sparkno = S4020
guard.sparkno = S4120
sparkxy = -15,-35 + (floor(p2bodydist Y))
hitsound = s12,11
guardsound = s2,1
animtype = diagup
ground.type = Low
ground.slidetime = 20
ground.hittime  = 5
ground.velocity = -9, -10
guard,velocity = -5
air.velocity = -9,-10
air.juggle = 8
guard.ctrltime = 20
air.animtype = diagup
envshake.ampl = -5
envshake.time = 32
envshake.phase = 60
envshake.freq = 80
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 3544, 3]
type = DestroySelf
trigger1 = animelem = 16
;-------------------------------------------------------------------------------
;Fire Mirror
[Statedef 2300]
type = A
movetype = A
physics = N
anim = 2300
velset = 0,0
juggle = 10
poweradd = -2000
ctrl = 0

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2080
trigger2 = prevstateno = 2086
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2080
trigger2 = prevstateno = 2086
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2080
trigger2 = prevstateno = 2086
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S12,13

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S12,31

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S12,32

[State 1000, HitBy]
type = HitBy
trigger1 = time < 20
value = SCA

[State 1000, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 28
movetime = 0
anim = -1
sound = s9,1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 2
time = 28
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7110
pos = -23,-127
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 9
removeongethit = 0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7100
pos = -23,-127
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1
removeongethit = 0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 2207
pos = -8,-7
id = 105
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
sprpriority = -1
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 3
anim = 2301
pos = 10,-1
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 8
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 6
anim = 2305
pos = 47,-10
postype = p1
facing = 1
vfacing = 1
bindtime = 99
removetime = -2
sprpriority = 5
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 6
anim = 2306
pos = 0,0
id = 106
postype = p1
facing = 1
removetime = -2
persistent = 0
sprpriority = 7
ownpal = 1
bindtime = 99
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2307
pos = 0,0
postype = p1
facing = 1
id = 107
removetime = -2
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = 3
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2308
pos = 83,0
postype = p1
facing = 1
id = 107
removetime = -2
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = 3
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 6
id = 107

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 25
id = 106

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 4
id = 105

[State 1000, VelAdd]
type = VelAdd
trigger1 = AnimElemtime(25) > 0
y = .5

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160

[State 3300,HitDef]
type = HitDef
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
attr = S, HA
animtype = hard
damage = 112, 10
guardflag = MA
hitflag = MAF
pausetime = 2,7
hitsound   = S2,2
guardsound = S2,1
sparkno = S4025
guard.sparkno = S4120
sparkxy = -15,-35 + (floor(p2bodydist Y))
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3,-6
air.animtype = up
air.velocity = -3,-6
fall.recover = 0
fall = 1

[State 3300,Explod]
type = Explod
trigger1 = animelem = 8
anim = 2304
pos = (-20 - (NumExplod(2304) * 0)) * Facing, -Floor(Pos Y - ScreenPos Y)
postype = Front
facing = - Facing
sprpriority = 7
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3300,Explod]
type = Explod
trigger1 = animelem = 9
anim = 2304
pos = (-60 - (NumExplod(2304) * 0)) * Facing, -Floor(Pos Y - ScreenPos Y)
postype = Front
facing = - Facing
sprpriority = 7
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3300,Explod]
type = Explod
trigger1 = animelem = 10
anim = 2304
pos = (-100 - (NumExplod(2304) * 0)) * Facing, -Floor(Pos Y - ScreenPos Y)
postype = Front
facing = - Facing
sprpriority = 7
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3300,Explod]
type = Explod
trigger1 = animelem = 11
anim = 2304
pos = (-140 - (NumExplod(2304) * 0)) * Facing, -Floor(Pos Y - ScreenPos Y)
postype = Front
facing = - Facing
sprpriority = 7
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3300,Explod]
type = Explod
trigger1 = animelem = 12
anim = 2304
pos = (-180 - (NumExplod(2304) * 0)) * Facing, -Floor(Pos Y - ScreenPos Y)
postype = Front
facing = - Facing
sprpriority = 7
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3300,Explod]
type = Explod
trigger1 = animelem = 13
anim = 2304
pos = (-220 - (NumExplod(2304) * 0)) * Facing, -Floor(Pos Y - ScreenPos Y)
postype = Front
facing = - Facing
sprpriority = 7
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3300,Explod]
type = Explod
trigger1 = animelem = 14
anim = 2304
pos = (-260 - (NumExplod(2304) * 0)) * Facing, -Floor(Pos Y - ScreenPos Y)
postype = Front
facing = - Facing
sprpriority = 7
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3300,Projectile]
type = Projectile
trigger1 = animelem = 7
projanim = 2302
projID = 2302
projhits = 10
projremove = 0
projmisstime = 1
projpriority = 8
projhitanim = -1
offset = 10, 0
postype = Front
velocity = -10
attr = S, HA
damage = 17,10
getpower = 0
givepower = 26
animtype = diagup
guardflag = M
hitflag = MAFP
guard.pausetime = 10,12
hitsound = -1
guardsound = -1
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = hard
ground.hittime = 23
ground.slidetime = 25
ground.velocity = -1,-5
air.velocity = -1,-5
air.animtype = diagup
air.fall = 1
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 90
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

;-------------------------------------------------------------------------------
;Flame Light
[Statedef 2320]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -1000
velset   = 0,0
anim     = 2320
ctrl     = 0

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1170
trigger4 = prevstateno = 1175
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S13,15

[State 1000.Explod]
type = Explod
trigger1 = animelem = 2
anim = 2321
pos = 0,0
postype = Left
removeongethit = 1
sprpriority = -5
supermove = 1
ownpal = 0
bindtime = -1
scale = 1.1,1.1
under = 1

[State 1000.Explod]
type = Explod
trigger1 = animelem = 2
anim = 2322
pos = 0,0
postype = Left
removeongethit = 1
sprpriority = 9
supermove = 1
ownpal = 0
bindtime = -1
scale = 1.1,1.1
under = 1

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,0

[State 2000, 4]
type = SuperPause
trigger1 = animelem = 1
time = 28
movetime = 1
anim = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 28
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S12,10

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7010
pos = 5,-72
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
removeongethit = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7000
pos = 5,-72
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
removeongethit = 1
sprpriority = -1

[State 1000, Hitdef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 14
trigger7 = AnimElem = 16
trigger8 = AnimElem = 18
trigger9 = AnimElem = 20
trigger10 = AnimElem = 22
trigger11 = AnimElem = 24
attr = A, HP
animtype = up
damage = 17,7
guardflag = M
pausetime = 0,13
sparkno = s4020
guard.sparkno = s4120
sparkxy = -15,-50 + (floor(p2bodydist Y))
hitsound = S1,4
priority = 6, Hit
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = .45
air.fall = 1


[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 26
attr = A, HP
animtype = diagup
damage = 10,10
guardflag = M
pausetime = 0,13
sparkno = s4020
guard.sparkno = s4120
sparkxy = -15,-50 + (floor(p2bodydist Y))
hitsound = S1,4
priority = 6, Hit
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
p2stateno = 3595
p2facing = 1
fall = 1
fall.recover = 0
yaccel = .45
air.fall = 1


[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
