;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS ESPACIALES DEL CHAR
;LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR UNA FALLA TOTAL
;EN EL MISMO
;===============================================================================
[Statedef 22115]
type = S
movetype = A
physics = N
anim = 22115
ctrl = 0
juggle = 10
poweradd= 300
velset = 0,0
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 2
value = s2562, 30

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 22117
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 210, 2]
type = null;HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 135,20
getpower = 61,61
guardflag = M
pausetime = 10,25
sparkno = 3
sparkxy = -30,-75
hitsound   = s1,7
guardsound = s2,1
guard.sparkno = 50
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-3
air.velocity = -4,-3
envshake.time = 7
envshake.ampl = 7

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117


;ダッシュ
[Statedef 22117]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 10
velset = 80,0
sprpriority = 2

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

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22117

[State 1000, 5]
type = null;Explod
trigger1 = time = 0
anim = 22119
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = Ceil(0.015 * enemy,Const(data.life)) * var(39),Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = 3
sparkxy = -7,-40
hitsound   = s1,7
guardsound = s2,1
guard.sparkno = 50
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .5



[State a];ヘルパ
type = Helper
trigger1 = movecontact = 1
trigger1 = NumHelper(22121) = 0
id = 22121
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1


[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22116


;終了
[Statedef 22116]
type = S
movetype = A
physics = N
anim = 22116
ctrl = 0
juggle = 10
velset = 0,0
sprpriority = 2

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

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s1500, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22118
;id = 1251
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




[Statedef 22121]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 10
anim = 22121
ctrl = 0

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA;, AA, AT, AP

;[state 2901,1]
;type = hitoverride
;trigger1 = 1
;attr = SCA,AA,AP,AT
;stateno = 1411


[State 22121,1]
type = TargetLifeAdd
trigger1 = movehit = 1
value = Ceil(-0.005 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

[State 22121, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = DiagUp
damage    = 30,8
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = 3
sparkxy = -30,-75
hitsound   = s1,7
guardsound = s2,1
guard.sparkno = 50
ground.type = high
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = 0,-0
air.velocity = 0,-0
envshake.time = 7
envshake.ampl = 7

[State 22121, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = DiagUp
damage    = 25,6
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = 3
sparkxy = -30,-75
guard.sparkno = 50
hitsound   = s1,7
guardsound = s2,1
ground.type = high
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = 0,-0
air.velocity = 0,-0
envshake.time = 7
envshake.ampl = 7

[State 22121, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = DiagUp
damage    = 30,7
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = 3
sparkxy = -30,-75
guard.sparkno = 50
hitsound   = s1,7
guardsound = s2,1
ground.type = high
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = 0,-0
air.velocity = 0,-0
envshake.time = 7
envshake.ampl = 7

[State 22121, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = DiagUp
damage    = 32,8
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = 3
sparkxy = -30,-75
guard.sparkno = 50
hitsound   = s1,7
guardsound = s2,1
ground.type = high
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = 0,-0
air.velocity = 0,-0
envshake.time = 7
envshake.ampl = 7

[State 22121, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = DiagUp
damage    = 22,6
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = 3
sparkxy = -30,-75
guard.sparkno = 50
hitsound   = s1,7
guardsound = s2,1
ground.type = high
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = 2,-2
air.velocity = 2,-2
envshake.time = 7
envshake.ampl = 7



[State 2];ヘルパー消滅
type = destroyself
trigger1 = animtime = 0

[Statedef 13111]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 250
velset = 0,0
anim = 2555
sprpriority = 2
ctrl = 0

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 50
add = 100,100,100
mul = 256,256,256
sinadd = 100,100,100,20
invertall = 0
color = 1

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 801, 1



[State -2]
type = Explod
trigger1 = Time = 5
anim = 9865
sprpriority = 97
postype = p1
velset = 0,0
pos = -6,-70
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1.1,1.1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 5
attr = S, HA
damage = 180,10
projpriority = 999999999
projsprpriority = 999999999
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 5,10
sparkno = 3
guard.sparkno = 50
sparkxy = -25, -70
hitsound   = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 24
ground.velocity = -1,-11
air.velocity = -1,-11
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 40
envshake.time = 15
envshake.ampl = 5
envshake.freq = 100


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1051];飛び道具
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 175
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,0

[State 240, 4]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
trigger4 = animelem = 12
x = -4

;[State 4100,1]
;type = Helper
;trigger1 = Animelem = 6
;ID = 1000
;name = "black"
;postype = p1
;pos = 70,-105
;sprpriority = 2
;stateno = 223
;helpertype = normal
;keyctrl = 0
;persistent = 0
;ignorehitpause = 1
;ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 6
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 10655
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 6
id = 1050
persistent = 0
name = "sennpuuki"
pos = -38,-216
postype = P1
stateno = 10677
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 6
id = 1050
persistent = 0
name = "sennpuuki"
pos = -38,36
postype = P1
stateno = 10688
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 1
ID = 1000
name = "black"
postype = p1
pos = -20,-105
sprpriority = 2
stateno = 225
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2248
offset = 35,-105
velocity = 0,0
attr = S, SP

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 6
projpriority = 999999999
projremove = 0
Projremovetime = 12
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 5
projanim = 1003
offset = 55,-110;05
velocity = 0,0
attr = S, SP
damage   = 190,15
animtype = Hard
hitflag = MA
guardflag = M
sparkno = 3
guard.sparkno = 50
sparkxy = 0,20
hitsound = s1,1
guardsound = s2,1
pausetime = 0,8
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 33
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
getpower = 100,70

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

[Statedef 1052];飛び道具
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 150
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,0

[State 240, 4]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
trigger4 = animelem = 12
x = -4

;[State 4100,1]
;type = Helper
;trigger1 = Animelem = 6;9
;ID = 1000
;name = "black"
;postype = p1
;pos = 70,-105
;sprpriority = 2
;stateno = 223
;helpertype = normal
;keyctrl = 0
;persistent = 0
;ignorehitpause = 1
;ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 6
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 10655
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 6
id = 1050
persistent = 0
name = "sennpuuki"
pos = -38,-216
postype = P1
stateno = 10677
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 6
id = 1050
persistent = 0
name = "sennpuuki"
pos = -38,36
postype = P1
stateno = 10688
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = time = 1
ID = 1000
name = "black"
postype = p1
pos = -20,-105
sprpriority = 2
stateno = 225
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2248
offset = 35,-105
velocity = 0,0
attr = S, SP

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 6
projpriority = 999999999
projremove = 0
Projremovetime = 12
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 5
projanim = 1003
offset = 55,-110;05
velocity = 0,0
attr = S, SP
damage   = 190,15
animtype = Hard
hitflag = MA
guardflag = M
sparkno = 3
guard.sparkno = 50
sparkxy = 0,20
hitsound = s1,1
guardsound = s2,1
pausetime = 0,8
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 33
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -9
air.velocity = -7,-4
air.fall = 1
fall.recover = 0
getpower = 100,70

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




; 飛び道具ヘルパー
[Statedef 10655]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065


;---------------------[無敵処理]
;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10611
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10612
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10631
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10632
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22133
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22133
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22133
sprpriority = 1
postype = p1
velset = 0,0
pos = -60,0
;scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -25,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SA
projanim = 10622
;projhitanim = 2011
projremovetime = 16
projid = 1050
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = 80,25
animtype = hard
guardflag = M
sparkno = 3
guard.sparkno = 50
sparkxy = 0,0
hitsound = s1,1
guardsound = s2,1
pausetime = 0,8
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0




[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 2216
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300

; 飛び道具ヘルパー
[Statedef 10677]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,4
ctrl = 0
anim = 1065


;---------------------[無敵処理]
;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10611
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
scale = 1,1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10612
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10631
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
scale = 1,1
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10632
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22133
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22133
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22133
sprpriority = 1
postype = p1
velset = 0,0
pos = -60,0
;scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -25,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SA
projanim = 10622
;projhitanim = 2011
projremovetime = 16
projid = 1050
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = 80,25
animtype = hard
guardflag = M
sparkno = 3
guard.sparkno = 50
sparkxy = 0,0
hitsound = s1,1
guardsound = s2,1
pausetime = 0,8
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0


[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 2216
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
;---------------------[消滅]


[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300

; 飛び道具ヘルパー
[Statedef 10688]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,-4
ctrl = 0
anim = 1065


;---------------------[無敵処理]
;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10611
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
scale = 1,1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10612
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10631
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
scale = 1,1
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10632
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1
ignorehitpause = 1
under = 0
ownpal = 1



[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22133
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22133
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22133
sprpriority = 1
postype = p1
velset = 0,0
pos = -60,0
;scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22197
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22197
sprpriority = 1
postype = p1
velset = 0,0
pos = -25,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SA
projanim = 10622
;projhitanim = 2011
projremovetime = 16
projid = 1050
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = 80,25
animtype = hard
guardflag = M
sparkno = 3
guard.sparkno = 50
sparkxy = 0,0
hitsound = s1,1
guardsound = s2,1
pausetime = 0,8
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0


[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 2216
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300

[Statedef 223];飛び道具ヘルパー1
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
anim = 1004
ctrl = 0
sprpriority = 2

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 4100,1]
type = Helper
trigger1 = Animelem = 3
ID = 1000
name = "black"
postype = p1
pos = 30,0
sprpriority = 2
stateno = 223
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2246
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 0
projremove = 0
Projremovetime = 11
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projscale = 1.125, 1.125
projanim = 223
offset = 0,0
velocity = 0,0
attr = S, SP
damage   = 65,12
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = 3
guard.sparkno = 50
sparkxy = 0,-70 + var(11)
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3

[State 821, 4]
type = destroyself
trigger1 = Time = 11
trigger2 = FrontEdgeBodyDist < -20


[Statedef 224];飛び道具ヘルパー1
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
anim = 1004
ctrl = 0
sprpriority = 2

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 4100,1]
type = Helper
trigger1 = Animelem = 3
ID = 1000
name = "black"
postype = p1
pos = 30,0
sprpriority = 2
stateno = 224
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 1
ID = 1000
name = "black"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 225
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2246
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 0
projremove = 0
Projremovetime = 11
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 223
offset = 0,0
velocity = 0,0
attr = S, SP
damage   = 65,10;33,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = 3
guard.sparkno = 50
sparkxy = 0,-70 + var(11)
hitsound = s1,1
guardsound = s2,1
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3

[State 821, 4]
type = destroyself
trigger1 = animtime = 0
trigger2 = FrontEdgeBodyDist < -20

[Statedef 225]
type    = S
poweradd = 0
velset = 4,0
anim = 32550
ctrl = 0
sprpriority = 5


[State 240, 4]
type = destroyself
trigger1 =  Time = 21
trigger2 = FrontEdgeBodyDist < -20

;-------------------------------------------------------------------------------
;poder 1
[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 350
velset   = 0,0
anim     = 1000
ctrl     = 0

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 301
pos = 57,-110
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 9
removeongethit = 1

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,0

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 5
name = "Estela"
pos = 57,-110
stateno = 1001


[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1000
projanim = 1011
projremove = 0
projpriority = 999999999
projhitanim = 1015
projremanim = 1015
projsprpriority = 7
projmisstime = 8
projshadow = 0,0,0
projremovetime = -1
projhits = 6
getpower = 140,20
ownpal = 1
offset = 57,-110
velocity = 4, 0
attr = S, SP
animtype = Hard
damage = 50,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = 3
guard.sparkno = 50
sparkxy = 20,-0
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1


[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Dimenciones
[Statedef 1001]
type    = S
movetype= I
physics = N
velset = 4,0
anim = 999
sprpriority = 1

[State 1000, explod]
type = Explod
trigger1 = gametime%10 = 0
anim = 1010
projscale = 1.45, 1.45
pos = 0,0
vel = 0,0
random = 0,0
sprpriority = 6
ownpal = 1

[State 1000, 4]
type = destroyself
trigger1 = time > 0
trigger1 = parent, numprojID(1000) = 0
;-------------------------------------------------------------------------------
;poder 2
[Statedef 1010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 300
velset   = 0,0
anim     = 1000
ctrl     = 0

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 301
pos = 57,-110
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 9
removeongethit = 1

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,0

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 4
name = "Estela"
pos = 57,-110
stateno = 1002

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1001
projanim = 1011
projremove = 0
projpriority = 999999999
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projmisstime = 8
projshadow = 0,0,0
projremovetime = -1
projhits = 4
getpower = 140,20
ownpal = 1
offset = 57,-110
velocity = 6, 0
attr = S, SP
animtype = Hard
damage = 60,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = 3
guard.sparkno = 50
sparkxy = 20,-0
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 1001
projanim = 1011
projremove = 0
projpriority = 999999999
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projmisstime = 8
projshadow = 0,0,0
projremovetime = -1
projhits = 4
getpower = 140,20
ownpal = 1
offset = 57,-110
velocity = 6, 0
attr = S, SP
animtype = Hard
damage = 50,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = 3
guard.sparkno = 50
sparkxy = 20,-0
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Dimenciones
[Statedef 1002]
type    = S
movetype= I
physics = N
velset = 5,0
anim = 999
sprpriority = 1

[State 1000, explod]
type = Explod
trigger1 = gametime%8 = 0
anim = 1010
pos = 0,0
vel = 0,0
random = 0,0
sprpriority = 6
ownpal = 1


[State 1000, 4]
type = destroyself
trigger1 = time > 0
trigger1 = parent, numprojID(1001) = 0

;-------------------------------------------------------------------------------
;Lightning 1
[Statedef 1020]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 250
velset   = 0,0
anim     = 1020
ctrl     = 0

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,10

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 10
freq = 100
ampl = -4

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 5
value = 255,255,255
time = 1
under = 1

[State 4100,1]
type = Helper
trigger1 = AnimElem = 5
name = "dass"
postype = p1
pos = 60,0
stateno = 11012
helpertype = normal
keyctrl = 0
ownpal = 1

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

;-------------------------------------------------------------------------------
;Lightning 2
[Statedef 1021]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 150
velset   = 0,0
anim     = 1020
ctrl     = 0

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,10

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 10
freq = 100
ampl = -4

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 5
value = 255,255,255
time = 1
under = 1

[State 4100,1]
type = Helper
trigger1 = AnimElem = 5
name = "dass"
postype = p1
pos = 120,0
stateno = 11012
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Lightning 3
[Statedef 1022]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 150
velset   = 0,0
anim     = 1020
ctrl     = 0

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,10

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 10
freq = 100
ampl = -4

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 5
value = 255,255,255
time = 1
under = 1

[State 4100,1]
type = Helper
trigger1 = AnimElem = 5
name = "dass"
postype = p1
pos = 180,0
stateno = 11012
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Lightning 4
[Statedef 1023]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 150
velset   = 0,0
anim     = 1020
ctrl     = 0

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,10

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 10
freq = 100
ampl = -4

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 5
value = 255,255,255
time = 1
under = 1

[State 4100,1]
type = Helper
trigger1 = AnimElem = 5
name = "dass"
postype = p1
pos = 240,0
stateno = 11012
helpertype = normal
keyctrl = 0
ownpal = 1

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

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

;-------------------------------------------------------------------------------
;Ketobashi Katto 1
[Statedef 800]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 250
velset   = 0,0
anim     = 1035
ctrl     = 0

[State 2100, 非無敵]
type = HitBy
trigger1 = AnimElem = 7, <= 0
value = SC, NT, ST, HT

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1032
ID = 1031 
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
sprpriority = 9
removeongethit = 1

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,6

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 130,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
sparkno = s4060
guard.sparkno = 50
sparkxy = -25,-75
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 35
ground.hittime  = 20
ground.velocity = -6,-10
air.velocity = -6,-10
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 30

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;Ketobashi Katto 1

;-------------------------------------------------------------------------------
;Reflection 1
[Statedef 1040]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 100
velset   = 0,0
anim     = 1040
ctrl     = 0

[State 1200, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 7,12
sparkno = s4120
hitsound = s2,1
p1stateno = 1041
ignorehitpause = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Target
[Statedef 10411]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 350
velset   = 0,0
anim     = 10459
ctrl     = 0

[State 4100,1]
type = Helper
trigger1 = time = 10
name = "dass"
postype = p1
pos = 27,-156
stateno = 11014
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 8
value = S12,1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 80, 10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
sparkno = s4060
guard.sparkno = 50
sparkxy = -25,-75
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 35
ground.hittime  = 20
ground.velocity = -6,-10
air.velocity = -6,-10
p2stateno = 1050
p2facing = 1
kill = 0

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

;Target
[Statedef 1041]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 300
velset   = 0,0
anim     = 1041
ctrl     = 0

[State 4100,1]
type = Helper
trigger1 = time = 1
name = "dass"
postype = p1
pos = 46,-100
stateno = 11017
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S12,1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 1
attr = S, HA
damage = 75, 10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
sparkno = s4060
guard.sparkno = 50
sparkxy = -25,-75
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 35
ground.hittime  = 20
ground.velocity = -6,-15
air.velocity = -6,-15
p2stateno = 1050
p2facing = 1
kill = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1050]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 52, 1]
type = VelSet
trigger1 = animelem = 23
x = -2.4
y = -12

[State 52, 2]
type = Veladd
trigger1 = time >= 23
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 1000, LifeAdd]
type = LifeAdd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = -150
kill = 1

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1050

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;-------------------------------------------------------------------------------
;Reflection 2 De Proyectiles
[Statedef 1045]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 500
velset   = 0,0
anim     = 1301
ctrl     = 0

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "colicion"
stateno = 1046
Id = 2011
pos = 10,0
postype = p1
facing = 1
ownpal = 1
ignorehitpause = 0

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 4
value = s120,1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 1312
scale = 0.60,1.15
id = 211
sprpriority = 5
postype = p1
pos = 44,-80
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = Ceil(0.20 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 0,0
guardflag = H
hitflag = MAF
pausetime = 11,12
sparkno = 3
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = 50
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
p2stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 130,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = 3
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = 50
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = diagup
damage    = 120,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = 3
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = 50
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 8
attr = S, SA
animtype  = diagup
damage    = 120,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = 3
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = 50
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, SA
animtype  = diagup
damage    = 120,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = 3
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = 50
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 12
attr = S, SA
animtype  = diagup
damage    = 120,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = 3
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = 50
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 14
attr = S, SA
animtype  = d4025iagup
damage    = 120,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = 3
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = 50
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 16
attr = S, SA
animtype  = diagup
damage    = 120,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = 3
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = 50
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 18
attr = S, SA
animtype  = diagup
damage    = 120,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = 3
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = 50
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 20
attr = S, SA
animtype  = diagup
damage    = 120,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = 3
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = 50
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Colicion
[StateDef 1046]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1046
poweradd = 0

[State 3110, 2]
type = BindToParent
trigger1 = 1
facing = 0
pos = 30,-70

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

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

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 1047

[state 1000, destroyself]
type = destroyself
Trigger1 = time = 45
trigger2 = parent,movetype = H
persistent = 0
;-------------------------------------------------------------------------------
;Reflection 2 De Proyectiles Target
[Statedef 1047]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 100
velset   = 0,0
anim     = 999
ctrl     = 0

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

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S12,3

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 25
value = S12,4

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 1047
pos = 10,-10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 7
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = time = 25
projID = 1020
projanim = 1048
projremove = 1
projpriority = 9
projhitanim = 1049
projremanim = 1049
projsprpriority = 9
projshadow = 0,0,0
projremovetime = -1
getpower = 100,20
ownpal = 1
offset = 20,0
velocity = 7,0
attr = S, HP
animtype = diagup
damage = 150
hitflag = MAF
hitsound = s1,4
guardsound = s2,1
pausetime = 0,12
sparkno = 3
guard.sparkno = 50
sparkxy = 20,-0
ground.type = hard
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -7,-7
air.juggle = 8
air.velocity = -7,-7
fall.recover = 0
fall = 1

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 30
 
