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[Statedef 1500]  ; farpas Ar Diagnoal ---------------------------------------------------
type    = A
physics = A
movetype= A
ctrl = 0
anim = 621
sprpriority = 11

[State 1000]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "farpa-1"
trigger2 = var(59) > 0 || fvar(39)
trigger2 = power < 1000
var(10) = 3
[State 1000]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "farpa-1"
trigger2 = var(59) > 0 || fvar(39)
trigger2 = power < 1000
var(11) = 70

[State 1000]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "farpa-2"
trigger2 = var(59) > 0 || fvar(39)
trigger2 = power < 2000
var(10) = 4
[State 1000]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "farpa-2"
trigger2 = var(59) > 0 || fvar(39)
trigger2 = power < 2000
var(11) = 90
[State 1000]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "farpa-3"
trigger2 = var(59) > 0 || fvar(39)
trigger2 = power <= 3000
var(10) = 5
[State 1000]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "farpa-3"
trigger2 = var(59) > 0 || fvar(39)
trigger2 = power <= 3000
var(11) = 110

[State 105, 1]
type = Velmul
trigger1 = Time >= 0 && time <= 12
y = .2

[State 105, 1]
type = VelSet
trigger1 = animElem = 4 
X = -1

[State 1500]
type = PlaySnd
trigger1 = time = 1
value = 10,ifelse(random<500,0,12)
channel = 1

[state 1000, Chama] ;chama Bola
type = helper
trigger1 = animElem = 5 
ID = 2001
pos = 60,-75
postype = p1
stateno = 1505
helpertype = normal
sprpriority = -10
ownpal = 1
bindtime = 0
pausemovetime = 100
supermovetime = 100
sprpriority = 10
;size.xscale = .8
;size.yscale = .8
keyctrl = 0

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 52
ctrl=1
[Statedef 1505] ; Raio no chao ------------------
type    = A
movetype= A
physics = N
sprpriority = 10
anim = 622
velset = 3,4.5

[State 1001]
type = changeAnim
triggerAll = parent, var(10) = 3
trigger1 = time = 2
value = 622
[State 1001]
type = changeAnim
trigger1 = parent, var(10) = 4
trigger1 = time = 2
value = 623
[State 1001]
type = changeAnim
trigger1 = parent, var(10) = 5
trigger1 = time = 2
value = 624


[State 1001]
type = VelSet 
trigger1 = parent, var(10) = 3
x = 10
y = 8

[State 1001]
type = VelSet 
trigger1 = parent, var(10) = 4
x = 12
y = 8

[State 1001]
type = VelSet 
trigger1 = parent, var(10) = 5
x = 15
y = 10

[State 1001]
type = PowerAdd
triggerAll = parent, var(10) = 3
trigger1 = time = 4
value = -20
[State 1001]
type = PowerAdd
triggerAll = parent, var(10) = 4
trigger1 = time = 4
value = -50
[State 1001]
type = PowerAdd
triggerAll = parent, var(10) = 5
trigger1 = time = 4
value = -80

[State 1001, som vento2]
type = PlaySnd
trigger1 = Time  >= 0 && timemod = 10,1 && time <= 52
value = 4, 7

[State 1001 , 1] 
type = AssertSpecial
trigger1 = Time >= 0
flag  = noshadow

[State 1001, 2]
type = Afterimage
trigger1  = time = 0
PalBright = 90,0,0
PalContrast  = 120,8,0
PalMul  = .70,.20,.20
time    =  50
length  = 30
TimeGap = 2
FrameGap = 1
Trans = Add

[State 1001, Acertaperto]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = heavy
damage    = floor(parent,fvar(10)*parent,var(11)),40
guardflag = MA
pausetime = 0,8+(p2movetype=A)*8
sparkno = -1
guard.sparkno = -1
sparkxy = 80,90
hitsound   = s1100,8
guardsound = s6,4
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
air.hittime = 26
guard.hittime = 30
guard.ctrltime = 30
airguard.ctrltime = 34
ground.velocity = -6
air.animtype = Back
air.velocity = -4,4
air.fall = 1
palfx.time = 50 ; cor de pegando fogo p2 nova
palfx.add = -50,-200,-200 
sinadd = 50,20,20,50
Palfx.color = 256 
down.velocity = 0,0
down.hittime = 30
down.bounce = 0
envshake.time = 10
envshake.ampl = 5
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 36+(p2movetype=A)*8
;--------------------ダメージ補正
[State 1505, ParentVarSet]
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.90

[State 1001, 3]
type = DestroySelf
trigger1 = time = 150

[State 1002,vel]
type = varSet
trigger1 = MoveHit ;= 1
var(12) = 1

[State 1002,vel]
type = varSet
trigger1 = MoveHit = 0
var(12) = 0

[State 1001, 3]
type = ChangeState
trigger1 = movecontact = 0
trigger1 = moveHit = 0
trigger1 = Pos Y > -10
trigger1 = Vel Y > 0
value = 1507

[State 1001, 3]
type = ChangeState
trigger1 = movecontact ;= 1
value = 1507
;Energia Acerta ------------------------------------------------
[Statedef 1507]
type = S
physics = N
sprpriority = 8
ctrl = 0

[State 1001]
type = changeAnim
trigger1 = time = 4
value = 625

[State 1001 , 1] 
type = AssertSpecial
trigger1 = Time >= 0
flag  = noshadow

[State 1001, Bolhas-P1]
type = RemoveExplod
trigger1 = time >= 0
id = 7001
anim = 7001 

[State 1002,vel]
type = Posadd
trigger1 = Time = 0 
x = 10
y = 8

[State 1002, 2]
type = Afterimage
trigger1  = time = 0
PalBright = 90,0,0
PalContrast  = 120,8,0
PalMul  = .70,.20,.20
time    =  2
length  = 10
TimeGap = 2
FrameGap = 1
Trans = Add


[State 1001, Bolhas-P1]
type = Explod
trigger1 = time = 0
anim = 7012 
pos = 20,10
facing = -1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
bindtime = 4
supermove = 1
pausemovetime = 100
supermovetime = 100

[State 1001, Bolhas-P1]
type = Explod
trigger1 = time = 0
anim = 7012 
pos = 20,10
facing = -1
sprpriority = 8
ownpal = 1
ignorehitpause = 1
scale = .5,.5
bindtime = 4
supermove = 1
pausemovetime = 100
supermovetime = 100


[State 1001, Bolhas-P1]
type = Explod
trigger1 = time = 0
anim = 7005 
pos = 5,20
sprpriority = 10
ownpal = 1
ignorehitpause = 1
bindtime = -1
supermove = 1
pausemovetime = 100
supermovetime = 100

[State 1001, Bolhas-P1]
type = Explod
trigger1 = time = 0
anim = 7006 
pos = 20,20
sprpriority = 10
ownpal = 1
ignorehitpause = 1
bindtime = -1
supermove = 1
pausemovetime = 100
supermovetime = 100

[State 1001, Bolhas-P1]
type = Explod
trigger1 = time = 0
anim = 7011 
pos = 50,20
sprpriority = -10
ownpal = 1
scale = .8,.5
ignorehitpause = 1
bindtime = -1
supermove = 1
pausemovetime = 100
supermovetime = 100


[State 1002,vel]
type = VelSet 
trigger1 = Time >= 0 && time <= 4
x = 2
y = 1.5

[State 1002,vel]
type = VelSet 
trigger1 = Time > 4
x = .5
y = .2


[State 1310, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1200,7

[State 3210, 6]
type = Envcolor  
trigger1 = time = 2
persistent = 1
ignorehitpause = 1
value = 245,0,0
time = 1

[State 1002, 3]
type = Destroyself
trigger1 = time = 6
;----------------------------- teleport ------------------------------------
[Statedef 1250]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1944
velset = 0,0
sprpriority = 3

[State 1250]
type = turn
trigger1 = p2dist x<0

[State 1250]
type = attackdist
trigger1 = 1
value = 320

[State 1310, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 14,2

[State 1310, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 14,3

[State 1310, 2]
type = PlaySnd
trigger1 = anim = 1944 && animElem = 1
value = 10,ifelse(random<500,11,13)

[State 1200, roupaVai]
type = Explod
triggerAll = anim = 1944
trigger1 = animElem = 6
anim = 1946
pos = 0,0
sprpriority = 10
bindtime = 1
ownpal = 1

[state 100, aft]
type = AfterImage
trigger1 = AnimElem = 3 
Time = 20
TimeGap=2
FrameGap = 1
length = 4 ;7
PalBright   = 220,  0,  0
PalContrast = 255,200,200
PalAdd      = 5,5, 5
PalMul      = 0.7,0.7,0.7
trans = add

[State 2025]
type = PosAdd 
triggerAll = anim = 1944
trigger1 = animElem = 7
x = (p2dist X) + 35

[State 1310, 1]
type = changeAnim
triggerAll = anim = 1944
trigger1 = animelem = 8
value = 194

[State 1521, 1]
type = turn
triggerAll = anim = 194
trigger1 = animElem = 1

[State 1200, roupaVem]
type = Explod
triggerAll = anim = 194
trigger1 = animElem = 1
anim = 193
pos = 0,0
sprpriority = 10
bindtime = 1
ownpal = 1

[State 2025, 1]
type = HitDef
triggerAll = anim = 194
trigger1 = AnimElem = 2
attr = S, SA
damage   = floor(fvar(10)*5),5
guardflag = MA
animtype = Back
pausetime = 0,2+(p2movetype=A)*6
guardflag = MA
givepower = 0
sparkno = S6002
guard.sparkno = S6003
sparkxy= 0,-60
hitsound   = s1,2
guardsound = s6,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
air.hittime = 34
guard.hittime = 30
guard.ctrltime = 20
airguard.ctrltime = 24
ground.velocity = -1
air.type = High
air.velocity = -3,-5
airguard.velocity = -1,-1
palfx.time = 30
palfx.add = 10,-20,-100
palfx.mul = 256,250,250
palfx.sinadd = 10,20,10,10
palfx.invertall = 0
palfx.color = 0
fall = 0
air.fall = 0
fall.recover = 0
fall.recovertime = 30+(p2movetype=A)*6
;--------------------ダメージ補正
[State 1250, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.85

[State -3, 1]
type = PlaySnd
triggerAll = anim = 1944
trigger1 = animElem = 5
value = 20, 1

[State -3, 1]
type = PlaySnd
triggerAll = anim = 194
trigger1 = animElem = 1
value = 1000, 5

[State 751, ctrl]
type=ctrlSet
triggerall=anim=194
trigger1=var(59)<0
trigger1=time>25
trigger2=var(59)>0
trigger2=animelem>=6
value = 1

[State 1501, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; cal 12 ------------------------------------- cal 12
[Statedef 1200]
type    = S
physics = S
movetype= A
ctrl = 0
sprpriority = 2
velset = 0,0,0
poweradd = 100

[State 1070]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "cal12-1"
trigger2 = var(59) > 0
trigger2 = stateno = 1200 && anim = 1200
var(10) = -8
[State 1070]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "cal12-2"
trigger2 = var(59) > 0
trigger2 = stateno = 1200 && anim = 1205
var(10) = 0
[State 1070]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "cal12-3"
trigger2 = var(59) > 0
trigger2 = stateno = 1200 && anim = 1206
var(10) = 8

[State 1070]
type = VarSet 
trigger1 = !time
var(12) = 0
;------------------------------------- escolhe qual anim baseada no comando...
[State 105, 3]
type = ChangeAnim
triggerall = var(10) = -8
trigger1 = time = 1
value = 1200
[State 105, 3]
type = ChangeAnim
triggerall = var(10) = 0
trigger1 = time = 1
value = 1205
[State 105, 3]
type = ChangeAnim
triggerall = var(10) = 8
trigger1 = time = 1
value = 1206

[State 170, 1]
type = NotHitBy
trigger1 = time <= 4
value = SCA
time = 1

[State 1000, voz]
type = PlaySnd
trigger1 = time = 0
value = 0, 2

[State 1000, voz]
type = PlaySnd
trigger1 = time = 1
value = 10, 0
channel = 1

;[State 1000, voz]
;type = PlaySnd
;trigger1 = time = 10
;value = 1100, 13
;channel = 2

[State 210, 2]
type = HitDef
trigger1 = !time
attr = C, SA
animtype  = Hard
hitflag = MAFD
damage    = floor(fvar(10)*20),5
guardflag = MA
pausetime = 2,2+(p2movetype=A)*10
guard,pausetime = 2,12
sparkno = S6002
guard.sparkno = S6003
sparkxy = -15,-80
hitsound   = s1,2
guardsound = s6,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
air.hittime = 24
guard.hittime = 20
guard.ctrltime = 20
guard.kill = 1
airguard.ctrltime = 24
ground.velocity = -3,0
air.velocity = -3,-4
recovery = 0
envshake.time = 10
envshake.ampl = 10
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 24+(p2movetype=A)*8
;--------------------ダメージ補正
[State 1200, ParentVarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.98

[State 1001, armaSome]
type = Explod
triggerall = var(10) = -8
trigger1 = animElem = 8
anim = 1201 
sprpriority = 2
ownpal = 0
ignorehitpause = 1
supermove = 1
[State 1001, caveiraPeq]
type = Explod
triggerall = var(10) = -8
trigger1 = AnimElem = 8
anim = 1202 
pos = 100,-85
sprpriority = 2
ownpal = 0
facing = -1
scale = .5,.4
ignorehitpause = 1
supermove = 1

[State 1001, armaSome]
type = Explod
triggerall = var(10) = 0 || var(10) = 8
trigger1 = animElem = 10
anim = 1201 
sprpriority = 2
ownpal = 0
ignorehitpause = 1
supermove = 1
[State 1001, caveiraPeq]
type = Explod
triggerall = var(10) = 0 || var(10) = 8
trigger1 = AnimElem = 10
anim = 1202 
pos = 100,-85
sprpriority = 2
ownpal = 0
facing = -1
scale = .5,.4
ignorehitpause = 1
supermove = 1

[State 1070]
type = VarSet 
triggerall = var(10) = -8
triggerAll = time >= 4 && time <= 30
trigger1 = var(59) < 0
trigger1 = command = "x"
trigger2 = var(59) > 0
trigger2 = time > 28
var(12) = 1
[State 1070]
type = VarSet 
triggerall = var(10) = 0
triggerAll = time >= 8 && time <= 35
trigger1 = var(59) < 0
trigger1 = command = "y"
trigger2 = var(59) > 0
trigger2 = time > 34
var(12) = 2
[State 1070]
type = VarSet 
triggerall = var(10) = 8
triggerAll = time >= 8 && time <= 38
trigger1 = var(59) < 0
trigger1 = command = "z"
trigger2 = var(59) > 0
trigger2 = time > 36
var(12) = 3

[State 105, 3]
type = ChangeState
triggerAll = power >= 500
triggerAll = var(12) = 1
trigger1 = var(59) < 0
trigger1 = command = "x"
trigger2 = var(59) > 0
value = 1201
ctrl = 0
[State 105, 3]
type = ChangeState
triggerAll = power >= 500
triggerAll = var(12) = 2
trigger1 = var(59) < 0
trigger1 = command = "y"
trigger2 = var(59) > 0
value = 1201
ctrl = 0
[State 105, 3]
type = ChangeState
triggerAll = power >= 500
triggerAll = var(12) = 3
trigger1 = var(59) < 0
trigger1 = command = "z"
trigger2 = var(59) > 0
value = 1201
ctrl = 0

[State 105, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; cal 12 ------------------------------------- cal 12 solta TIRO
[Statedef 1201]
type    = S
physics = S
movetype= A
ctrl = 0
anim = 1207
sprpriority = 2
velset = 0,0,0
poweradd = -500

[State 170, 1]
type = NotHitBy
trigger1 = time <= 4
value = SCA
time = 1

[State 1201]
type = PlaySnd
trigger1 = time = 1
value = 10,ifelse(random<500,7,8)
channel = 1

[State 1000, voz]
type = PlaySnd
trigger1 = !time
value = 1100, 13
channel = 2

[State 210, 2]
type = HitDef
trigger1 = !time
attr = C, SA
animtype  = Hard
hitflag = MAFD
damage    = floor(fvar(10)*150),20
guardflag = MA
pausetime = 6,2+(p2movetype=A)*10
sparkno = S6002
guard.sparkno = S6003
sparkxy = -30,-80
hitsound   = s1,0
guardsound = s6,3
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.hittime  = 30
air.hittime = 34
guard.hittime = 30
guard.ctrltime = 30
airguard.ctrltime = 30
ground.velocity = -8,0
air.velocity = -5,-1
recovery = 0
envshake.time = 10
envshake.ampl = 10
guard.kill=1
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 999
;--------------------ダメージ補正
[State 1201, ParentVarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.98

[State 1001, tiroEfeito]
type = Explod
trigger1 = time = 0
anim = 7004
sprpriority = 9
pos = 130,-89
ownpal = 0
ignorehitpause = 1
scale = .6,.6
supermove = 1

[State 1001, armaSome]
type = Explod
trigger1 = animElem = 6
anim = 1201 
sprpriority = 2
ownpal = 0
ignorehitpause = 1
supermove = 1

[State 1001, caveiraPeq]
type = Explod
trigger1 = AnimElem = 6
anim = 1202 
pos = 100,-85
sprpriority = 2
ownpal = 0
facing = -1
scale = .5,.4
ignorehitpause = 1
supermove = 1

[State 105, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; axe ---------------------------------------------
[Statedef 1300]
type    = S
physics = S
movetype= A
ctrl = 0
;anim = 1300
sprpriority = 2
velset = 0,0,0
poweradd = -200

[State 1070]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "axe-1"
var(10) = -8
[State 1070]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "axe-2"
var(10) = 0
[State 1070]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "axe-3"
var(10) = 8

[State 1070]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "axe-1"
var(11) = -4
[State 1070]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "axe-2"
var(11) = -6
[State 1070]
type = VarSet 
trigger1 = var(59) < 0
trigger1 = command = "axe-3"
var(11) = -4

[State 1070]
type = VarSet 
trigger1 = !time
var(12) = 0
;------------------------------------- escolhe qual anim baseada no comando...
[State 105, 3]
type = ChangeAnim
triggerall = NumHelper(1301) = 0
triggerall = var(10) = -8
trigger1 = time = 1
value = 1300
[State 105, 3]
type = ChangeAnim
triggerall = NumHelper(1301) = 0
triggerall = var(10) = 0
trigger1 = time = 1
value = 1306
[State 105, 3]
type = ChangeAnim
triggerall = NumHelper(1301) = 0
triggerall = var(10) = 8
trigger1 = time = 1
value = 1307

[State 105, 3] ;chama axe do chao
type = ChangeAnim
triggerall = NumHelper(1301) = 1
trigger1 = time = 1
value = 1305

[State 170, 1]
type = NotHitBy
trigger1 = time <= 4
value = SCA
time = 1

[State 1000, voz] ;levanta macahdo do cho
type = PlaySnd
trigger1 = Anim = 1305 && AnimElem = 4
value = 0,0

[State 1000, voz] ;levanta macahdo do cho
type=PlaySnd
trigger1=Anim=1307&&AnimElem=7
value=0,4

[State 1000, voz]
type = PlaySnd
trigger1 = Anim = 1300 && AnimElem = 8
trigger2 = Anim = 1306 && AnimElem = 9
trigger3 = Anim = 1307 && AnimElem = 10
value = 0, 2

[State 1000, voz]
type = PlaySnd
trigger1 = Anim = 1300 && AnimElem = 5
trigger2 = Anim = 1306 && AnimElem = 6
trigger3 = Anim = 1307 && AnimElem = 7
value = 10, ifelse(random<500,6,9)

[State 1000, voz]
type = PlaySnd
trigger1 = Anim = 1305 && time = 1
value = 10, ifelse(random<500,7,10)

[State 1000, voz]
type = PlaySnd
trigger1 = Anim = 1300 && AnimElem = 8
trigger2 = Anim = 1306 && AnimElem = 9
trigger3 = Anim = 1307 && AnimElem = 10
value = 1200, 10


[State 210, 2]
type = HitDef
triggerAll = P2statetype = A
trigger1 = time = 0
attr = A, A
animtype  = Hard
hitflag = MAFD
damage    = floor(fvar(10)*120),30
guardflag = M
pausetime = 4,2+(p2movetype=A)*16
sparkno = s7011
guard.sparkno = S6003
sparkxy = -15,-60
hitsound   = s1,3
guardsound = s6,3
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
down.hittime = 50
air.hittime = 40
guard.hittime = 40
guard.ctrltime = 40
airguard.ctrltime = 40
ground.velocity = -3,5
air.velocity = -3,5
recovery = 0
envshake.time = 10
envshake.ampl = 10
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 46+(p2movetype=A)*16
;--------------------ダメージ補正
[State 1300,VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.95

[State 210, 2] ; raspa
type = HitDef
triggerall = var(10) = -8
triggerAll = P2statetype = S || P2statetype = C 
trigger1 = animElem = 9 ;|| animElem = 10
attr = C, S
animtype  = Hard
hitflag = MAFD
damage    = floor(fvar(10)*100),25
guardflag = M
pausetime = 6,4+(p2movetype=A)*16
sparkno = s7006
guard.sparkno = S6003
sparkxy = -15,-60
hitsound   = s1,3
guardsound = s6,3
ground.type = High
ground.slidetime = 44
ground.hittime  = 44
down.hittime = 50
air.hittime = 44
guard.hittime = 44
guard.ctrltime = 44
airguard.ctrltime = 44
ground.velocity = -3,0
guard.kill = 1
air.velocity = -3,0
recovery = 0
envshake.time = 10
envshake.ampl = 10
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 44+(p2movetype=A)*16
;--------------------ダメージ補正
[State 1300,VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.95


[State 210, 2] ;derruba
type = HitDef
triggerall = var(10) = 0
triggerAll = P2statetype = S || P2statetype = C 
trigger1 = animElem = 10 ;|| animElem = 11
attr = C, S
animtype  = Hard
hitflag = MAFD
damage    = floor(fvar(10)*120),30
guardflag = M
pausetime = 10,6+(p2movetype=A)*10
sparkno = s7011
guard.sparkno = S6003
sparkxy = -15,-70
hitsound   = s1,3
guardsound = s6,3
ground.type = High
ground.slidetime = 44
ground.hittime  = 44
down.hittime = 50
air.hittime = 44
guard.hittime = 44
guard.ctrltime = 44
airguard.ctrltime = 44
ground.velocity = -4,0
air.velocity = -1,3
guard.kill = 1
recovery = 0
envshake.time = 10
envshake.ampl = 10
palfx.time = 10 ; cor de pegando fogo p2 nova
palfx.add = -50,-200,-200 
sinadd = 50,20,20,50
Palfx.color = 256 
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 36+(p2movetype=A)*10
;--------------------ダメージ補正
[State 1300,VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.95

[State 210, 2] ;atordoa
type = HitDef
triggerall = var(10) = 8
triggerAll = P2statetype = S || P2statetype = C 
trigger1 = animElem = 11 ;|| animElem = 12
attr = C, S
animtype  = Hard
hitflag = MAFD
damage    = floor(fvar(10)*150),35
guardflag = M
pausetime = 15,6+(p2movetype=A)*10
sparkno = s7011
guard.sparkno = S6003
sparkxy = -15,-70
hitsound   = s1,3
guardsound = s6,3
ground.type = High
ground.slidetime = 44
p2stateno = 845
ground.hittime  = 44
down.hittime = 50
air.hittime = 44
guard.hittime = 44
guard.ctrltime = 44
airguard.ctrltime = 44
ground.velocity = -5,0
air.velocity = -1,-1
guard.kill = 1
recovery = 0
envshake.time = 10
envshake.ampl = 10
palfx.time = 20 ; cor de pegando fogo p2 nova
palfx.add = -50,-200,-200 
sinadd = 50,20,20,50
Palfx.color = 256 
fall = 0
air.fall = 0
fall.recover = 0
fall.recovertime = 44+(p2movetype=A)*10
;--------------------ダメージ補正
[State 1300,VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.95


[State 751, env]
type = EnvShake
trigger1 = anim = 1300
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger2 = anim = 1306
trigger3 = AnimElem = 14
trigger3 = anim = 1307
time = 10
ampl = -3
freq = 30
phase = 30

[State 222, 14]
type = helper
triggerall = NumHelper(1301) = 0
trigger1 = AnimElem = 12
trigger1 = anim = 1300
trigger2 = AnimElem = 13
trigger2 = anim = 1306
trigger3 = AnimElem = 14
trigger3 = anim = 1307
ID = 1301
postype = p1
stateno = 1301
helpertype = normal
name = "axeRoda"
ownpal = 1
keyctrl = 0

[State 105, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1301] ;axe parado wait ---------------------
type    = A
physics = N
movetype= I
ctrl = 0
anim = 1304
sprpriority = 1

[State 1001, 2]
type = Afterimage
trigger1  = time = 0
PalBright = 200,150,150
time    =  1000
length  = 10
TimeGap = 2
FrameGap = 1
Trans = Add

[State 1001, some axe]
type = Explod
trigger1 = time = 498
anim = 1301 
sprpriority = 2
ownpal = 0
ignorehitpause = 1
supermove = 1

[State 105, 3]
type = ChangeState
triggerAll = (root,anim = 1305)
trigger1 = (root,animElem = 5)
trigger2 = (root,animElem = 6)
value = 1302
ctrl = 0

[State 105, 3]
type = ChangeState
trigger1 = root,var(12)=1
value = 1302
ctrl = 0

;[State 105, 3]
;type = ChangeState
;trigger1 = (root,var(8) >= 4)
;value = 1302
;ctrl = 0

[State 1070, 2]
type = powerAdd
trigger1 = time >= 0 && TimeMOd = 26,2
value = 60

[State 106, 4]
type = DestroySelf
trigger1 = Time = 500
value = 0
ctrl = 1

[State Debug Display]
type = DisplayToClipboard
text = "p2x:%.2f facing%:d"
params = p2dist x,facing  
trigger1 = 1

[Statedef 1302] ;------------- vai ----------
type    = A
physics = N
movetype= A
ctrl = 0
anim = 1302
sprpriority = 1


[State 1070, 2]
type = velset
triggerAll = parent,var(12)=0
triggerAll = (root,anim = 1305)
trigger1 = (root,animElem = 5)
trigger2 = (root,animElem = 6)
x = (root,var(10))
y = (root,var(11))


[State 1070, 2]
type = PowerAdd
triggerAll = parent,var(12)=1
trigger1 = !time
value = -1000

;--------------------- tipo comboBreaker ---------------------------
[state salvaRaveX]
type = velset
triggerAll = parent,var(12)=1
trigger1 = 1 
x = ifelse(p2bodydist X -30 < 0,-9,9)   ;  x = ifelse(parentdist x -30 < 0,-9,9) com esse tras no rave
y = -1 
[State salvaRaveY]
type = PosAdd
triggerAll = parent,var(12)=1
trigger1 = 1
y = Ceil((p2bodydist Y - 60)/30) 
;--------------------- tipo comboBreaker ---------------------------


[State 1000, voz]
type = PlaySnd
trigger1 = time = 10
value = 0, 2

[State 1000, voz]
type = PlaySnd
trigger1 = !time
value = 1100, 2


;[State 1070, 2]
;type = PosAdd
;trigger1 = !time
;x = -8
;y = -4


[State 1001, some axe]
type = Explod
trigger1 = !time
anim = 1303 
sprpriority = 2
ownpal = 0
ignorehitpause = 1
supermove = 1


[State 1001, 2]
type = Afterimage
trigger1  = time = 0
PalAdd = -10,-50,-50
time    =  40
length  = 6
TimeGap = 2
FrameGap = 1
Trans = Add


[State 2027, 4]
type = AngleSet
trigger1 = Time = 1
value = 0
[State 2027, 5]
type = AngleAdd
trigger1 = Time >= 1
value = 22.5
[State 2027, 6]
type = AngleDraw
trigger1 = Time >= 1


[State 106, 3]
type = MakeDust
trigger1 = Time >= 2 && time <= 6
pos = -5,10
spacing = 1


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 4
attr = C, SA
animtype  = Hard
hitflag = MAFD
damage    = floor(parent,fvar(10)*40),20
guardflag = MA
pausetime = 4,2+(p2movetype=A)*6
sparkno = s7006
guard.sparkno = S6003
sparkxy = -10,-20
hitsound   = s1,3
guardsound = s6,3
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
air.hittime = 30
guard.hittime = 30
guard.ctrltime = 30
airguard.ctrltime = 30
ground.velocity = -2,-4
guard.kill = 1
air.velocity = -2,-4
envshake.time = 7
envshake.ampl = 7
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 999
;--------------------ダメージ補正
[State 1302,VarSet]
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.98

[State 1070, 2]
type = VelAdd
triggerAll = parent,var(12)=0
trigger1 = time >= 0
y = -.1

[State 105, 3]
type = ChangeAnim
trigger1 = time = 40
value = 1309
ctrl = 0

[State 105, 3]
type = DestroySelf
trigger1 = time = 50
; RUN_BACK2 (land) ---------------------------------------
[Statedef 1202]
type    = S
physics = S
poweradd= 65
ctrl = 0
anim = 1203
sprpriority = 2

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Alpha Counter ---------------------------------------------
[Statedef 801]
type= S
movetype= A
physics= S
anim= 240
velset= 0,0
poweradd= -500
ctrl= 0

[State 3100, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 10
pos = 50,-70         
anim = -1
sprpriority = 4

[State 1800, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1800, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = floor(fvar(10)*50)
guardflag = MA
hitflag = MAF
pausetime = 10,4+(p2movetype=A)*8
sparkno = S6002
guard.sparkno = S6003
sparkxy = -10,-90
hitsound   = s1,3
guardsound = s6,3
envshake.time = 20
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 10
down.bounce = 1
ground.type = low
ground.slidetime = 20
ground.hittime  = 40
air.hittime = 40
guard.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -6,-6
air.velocity = -8,-4
palfx.time = 5 
palfx.mul = 200,50,50
palfx.sinadd = 255,255,255
palfx.add = 68,200,199
fall = 1
air.fall = 1
air.recovery = 0
fall.recovertime = 90
;--------------------ダメージ補正
[State 801,VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.50

[State 1800, 9]
type = ChangeState
trigger1 = AnimTime = 0 
value = 0
ctrl = 1
;--------------- Parry By Inferis -----------------------
[Statedef 750]   ;segurando P2
type     = A
physics  = A
movetype = I
ctrl     = 0
poweradd = 50
anim     = 750

[State 105, widt]
type = width
trigger1 = Time = 0 || Time = 2
value = 35,10


[State 750]
type = nothitby
trigger1 = 1
value = SAC

[State 105, widt]
type = velset
trigger1 = time = [1,8]
x=-1.5
y=-2.5

[State 751, 1]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20
IgnoreHitPause = 1

[State 751, piscaP1] 
type = palFX
trigger1 = time = 0
time = 10 
add = 0,0,150 
Palfx.color = 256 

[State 751, PISCA]
type = EnvColor
trigger1 = time = 0
value = 240,240,255
time = 1
under = 0

[State 751, env]
type = EnvShake
trigger1 = time = 2
time = 10
ampl = -3
freq = 30
phase = 30

[State 751, ctrl]
type=ctrlSet
trigger1=var(59)<0
trigger1=time>9
value=1

[State 751, ctrl]
type=changestate
trigger1=time>20
value=50
ctrl=1
;--------------- Parry By Inferis -----------------------
[Statedef 751]   ;segurando P2
type     = S
physics  = S
movetype = I
ctrl     = 0
poweradd = 50
velset = 0,0,0
anim     = 751

[State 751]
type = nothitby
trigger1 = 1
value = SAC

[State 106, 2]
type = PosSet
trigger1 = Time <= 4
y = 0

[State 105, widt]
type = width
trigger1 = Time = 0 || Time = 2
value = 35,10

[State 751, 1]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20
IgnoreHitPause = 1

[State 751, piscaP1] 
type = palFX
trigger1 = time = 0
time = 10 
add = 0,0,150 
Palfx.color = 256 

[State 751, PISCA]
type = EnvColor
trigger1 = time = 0
value = 240,240,255
time = 1
under = 0

[State 751, env]
type = EnvShake
trigger1 = time = 4
time = 10
ampl = -3
freq = 30
phase = 30

[State 751, ctrl]
type=ctrlSet
trigger1=var(59)<0
trigger1=time>16
value=1

[State 751, Change] ; morre na defesa
type = ChangeState
Trigger1 = life <= 0
value = 171
ctrl = 0

[State 751, Change]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1