;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS ESPACIALES DEL CHAR
;LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR UNA FALLA TOTAL
;EN EL MISMO
;===============================================================================
;-------------------------------------------------------------------------------
;poder 1
[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 150
velset   = 0,0
anim     = 1000
ctrl     = 0


[State 0, Helper]
type = Helper
trigger1 = animelem = 5; && anim = 300
ID = 301
pos = 0,0
postype = p1
stateno = 301
helpertype = normal
name = "波"
keyctrl = 0
ownpal = -1
;supermove = 1
;pausemove = 1
;supermovetime = 12
;pausemovetime = 12
sprpriority = 9
ignorehitpause = 1


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

[State 0, Helper]
type = Helper
trigger1 = animelem = 5; && anim = 300
ID = 1002
pos = 57,-107
postype = p1
stateno = 1002
helpertype = normal
name = "波"
keyctrl = 0
ownpal = -1
;supermove = 1
;pausemove = 1
;supermovetime = 12
;pausemovetime = 12
sprpriority = 9
ignorehitpause = 1


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

;-------------------------------------------------------------------------------
;poder 2
[Statedef 1010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 150
velset   = 0,0
anim     = 1000
ctrl     = 0


[State 0, Helper]
type = Helper
trigger1 = animelem = 5; && anim = 300
ID = 301
pos = 0,0
postype = p1
stateno = 301
helpertype = normal
name = "波"
keyctrl = 0
ownpal = -1
;supermove = 1
;pausemove = 1
;supermovetime = 12
;pausemovetime = 12
sprpriority = 9
ignorehitpause = 1


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


[State 0, Helper]
type = Helper
trigger1 = animelem = 5; && anim = 300
ID = 1002
pos = 57,-107
postype = p1
stateno = 1002
helpertype = normal
name = "波"
keyctrl = 0
ownpal = -1
;supermove = 1
;pausemove = 1
;supermovetime = 12
;pausemovetime = 12
sprpriority = 9
ignorehitpause = 1

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





;黑粒子
[Statedef 1002]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1010
PowerAdd = 10
ctrl = 0
sprpriority = 99

[State 4100,1]
type = Helper
trigger1 = Animelem = 3
ID = 1001
name = "黑粒子"
postype = p1
pos = 25,0
sprpriority = 2
stateno = 1002
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[state 4000,Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 135,170

[State 4900, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2
[State 4000,Afterimage]
type = Afterimage
trigger1 = Time = 0
time = 2
length = 5
PalBright = 0, 0, 0
PalContrast =135, 135, 135
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add1
ownpal = 0
ontop = 0

[State 1034, 2]
type = Projectile
projID = 1011
trigger1 = time = 0
projremove = 0
Projremovetime = 11
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 2
projanim = 1011
offset = 0,0
velocity = 0,0
attr = S,SP
damage = 33,10
getpower = 100,75
givepower = 40,60
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = s4025
guard.sparkno = s4120
sparkxy = 5,-100+ifelse((P2statetype=C),130,-150-(-150-p2bodydist y))
hitsound = S1,1
guardsound = S2,1
pausetime = 0,11
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -8.5
air.velocity = -6,-9
yaccel = 0.62
air.fall = 1
fall.recover = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

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

;-------------------------------------------------------------------------------
;Lightning 1
[Statedef 1020]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 100
velset   = 0,0
anim     = 1020
ctrl     = 0


;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
;trigger1 = prevstateno != 1020
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1020
trigger2 = prevstateno = 1020
trigger2 = var(5) = 0
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1020
trigger2 = prevstateno = 1020
trigger2 = var(5) = 1
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1020
trigger2 = prevstateno = 1020
trigger2 = var(5) = 2
v = 5
value = 3
;---------------------[僎乕僕憹壛]
[state a]
type = varset
trigger1 = prevstateno != 1020
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1020
v = 13
value = 1

;---------------------[曄悢巜掕]
[state a];僐儅儞僪庴晅敾掕弶婜壔
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a];僐儅儞僪庴晅敾掕
type = varset
trigger1 = command = "Lightning 1"
trigger1 = var(5) = 0
trigger2 = command = "Lightning 2"
trigger2 = var(5) = 1
trigger3 = command = "Lightning 3"
trigger3 = var(5) = 2
v = 7
value = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1021
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1021
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------[楢懕]
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[Statedef 1021]
type = S
movetype = H
physics = N
juggle  = 0
poweradd = 0
velset = 0,0
ctrl = 0
anim = 1025
sprpriority = 99

[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = -1
length = 8
PalBright = 0, 0, 0
PalContrast = 100, 100, 100
PalAdd = 0, 0, 0
PalMul = 0.65,0.65,0.65
FrameGap = 1
sprpriority = 5
Trans = Add
ownpal = 1
ontop = 1
;---------------------[柍揋張棟]
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 20
anim = 1026
id = 1026
sprpriority = 0
postype = p1
pos = 0,0
bindtime = 1
ownpal = 1
removeongethit = 1
removetime = 21
supermove = 1
pausemove = 1

;---------------------
[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 15
time = 10
freq = 100
ampl = -4

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 15
value = 255,255,255
time = 1
under = 1

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

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

[state 0,Trans]
type = Trans
trigger1 = 1
trans = add
;---------------------[]
[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 15
value = s12,10
;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time >= 0
attr = A, NA
animtype  = hard
damage    = 58-root,var(13)*30,10
getpower = 150,50
guardflag = M
hitflag = MA
numhits = 1
pausetime = 0,16
sparkno = s4025
sparkxy = 5,-80+ifelse((P2statetype=C),130,-150-(-150-p2bodydist y))
hitsound   = s1,1
guard.sparkno = s4120
guardsound = s2,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-5
air.velocity = -4,-10
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 50
;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0



;-------------------------------------------------------------------------------
;Ketobashi Katto 1
[Statedef 1030]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 250
velset   = 0,0
anim     = 1030
ctrl     = 0

[State 0, Helper]
type = Helper ;援助控制器
trigger1 = animelem = 3
helpertype = normal ;player 援助级别
ID = 1031;援助ID
stateno = 1031;statedef编号
facing = 1
pos = 0,0 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = -1 ;独立色表


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

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 110,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4060
guard.sparkno = s4120
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
air.fall = 1 
fall.recover = 0
fall.recovertime = 30

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Ketobashi Katto 1
[Statedef 1035]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 250
velset   = 0,0
anim     = 1035
ctrl     = 0

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


[State 0, Helper]
type = Helper ;援助控制器
trigger1 = animelem = 3
helpertype = normal ;player 援助级别
ID = 1031;援助ID
stateno = 1031;statedef编号
facing = 1
pos = 0,0 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = -1 ;独立色表


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

[State 200, 僸僢僩掕媊]
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 = s4120
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
;-------------------------------------------------------------------------------
;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 = 40
hitsound = s2,1
p1stateno = 1041
ignorehitpause = 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 = 100
velset   = 0,0
anim     = 1041
ctrl     = 0

[State 0, Helper]
type = Helper ;援助控制器
trigger1 = time = 0
helpertype = normal ;player 援助级别
ID = 1042;援助ID
stateno = 1042;statedef编号
facing = 1
pos = 0,0 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = -1 ;独立色表


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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 0
animtype = diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
sparkno = s4025
guard.sparkno = s4120
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
;---------------------------------------------------------------------------
[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 = -140
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 = 100
velset   = 0,0
anim     = 1045
ctrl     = 0

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "colicion"
stateno = 1046
Id = 2011
pos = 0,0
postype = p1
facing = 1
ownpal = 1
ignorehitpause = 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 0, Helper]
type = Helper ;援助控制器
trigger1 = time = 0
helpertype = normal ;player 援助级别
ID = 10471;援助ID
stateno = 10471;statedef编号
pos = 30,-70 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = -1 ;独立色表
supermovetime = 30    ;*****超杀停顿的时候可以不受停顿干扰的时间****

[State 0, Helper]
type = Helper ;援助控制器
trigger1 = time = 20
helpertype = normal ;player 援助级别
ID = 1048;援助ID
stateno = 1048;statedef编号
pos = 50,0 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = -1 ;独立色表
supermovetime = 30    ;*****超杀停顿的时候可以不受停顿干扰的时间****

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