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

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 1031

;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = prevstateno = 1030 || prevstateno = 1035
trigger1 = time = 0
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 1000, Explod]
type = Explod
triggerall = prevstateno = 1030 || prevstateno = 1035
trigger1 = time = 0
anim = 7510
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1



[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 32
time = 32

[State 100, EnvColor]
type = EnvColor
trigger1 = Time = [2,4]
value = 255,255,255
time = 1
under = 1


[State 2000]
type = Explod
trigger1 = time = 5
anim = 7200
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 12
anim = 7210
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s9,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s10,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 27
value = s10,7

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 25
value = s12,8
persistent = 9
channel = 0
volume = 255

[State 1112,1 Explod]
type = Explod
trigger1 = time = 30
anim = 2002
id = 2002
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 30
persistent = 0
ignorehitpause = 1
time = 50
value = 255,255,255
under = 2

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 35
trigger2 = time = 45
trigger3 = time = 55
trigger4 = time = 65
trigger5 = time = 75
trigger6 = time = 85
trigger7 = time = 95
attr = A, HP
damage = 12,7
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = -10,-70 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = -20
ground.hittime  = 10
ground.velocity = 0
air.velocity = -5,-7
air.guard = 0
fall.recover = 0

[State 1000, Helper]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "Light"
stateno = 2010
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State a]
type = ChangeState
triggerall = power >= 2000
triggerall = p2life > 0
trigger1 = command = "Doble Mu Ni Kaerou2"
trigger1 = Time >= 105 && Time < 130 ;AnimElemtime(7) >= 0 && AnimElemtime(12) < 7
value = 2100

[State a]
type = ChangeState
triggerall = power >= 2000
triggerall = p2life > 0
trigger1 = var(59)
trigger1 = Time >= 105 && Time < 130 ;AnimElemtime(7) >= 0 && AnimElemtime(12) < 7
value = 2100

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 130
trigger2 = win
value = 2001
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 2001]
type = S
ctrl = 0
anim = 2001
velset = 0,0

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = win
id = 2002

[State 1000, StopSnd]
type = StopSnd
trigger1 = win
channel = 0


[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Light Helper
[Statedef 2010]
type = C
movetype = A
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2010

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

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Colicion"
stateno = 2021
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 5
trigger2 = time = 15
trigger3 = time = 25
trigger4 = time = 35
trigger5 = time = 45
trigger6 = time = 55
trigger7 = time = 65
trigger8 = time = 75
attr = A, HP
damage = 30,5
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = 0
air.velocity = -5,-7
fall.recover = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 80
attr = A, HP
damage = 50,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = -7,-8
air.velocity = -5,-7
fall.recover = 0
fall = 1
guard.pausetime = 10,10
guard.slidetime = 18
guard.hittime = 15

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != 2000
persistent = 0

;-------------------------------------------------------------------------------
;Colicion
[StateDef 2021]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2021
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 = 2021
ignorehitpause = 1

[state 1000, destroyself]
type = destroyself
trigger1 = time = 60
persistent = 0

;-------------------------------------------------------------------------------
;Doble Mu Ni Kaerou
[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2300;2000
ctrl     = 0

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 1031




;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = prevstateno = 1030 || prevstateno = 1035 || prevstateno = 2000 || prevstateno = 2001
trigger1 = time = 0
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 1000, Explod]
type = Explod
triggerall = prevstateno = 1030 || prevstateno = 1035 || prevstateno = 2000 || prevstateno = 2001
trigger1 = time = 0
anim = 7510
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1



;Dream Cartel
[State 1000, Explod]
type = Explod
triggerall = prevstateno = 2210
trigger1 = time = 0
anim = 7530
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 1000, Explod]
type = Explod
triggerall = prevstateno = 2210
trigger1 = time = 0
anim = 7535
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1



[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 32
time = 32

[State 100, EnvColor]
type = EnvColor
trigger1 = Time = [2,4]
value = 255,255,255
time = 1
under = 1


[State 2000]
type = Explod
trigger1 = time = 5
anim = 7230
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 12
anim = 7240
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s3000,0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s10,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 27
value = s10,7

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 25
value = s12,11
persistent = 9
channel = 0
volume = 255

[State 1112,1 Explod]
type = Explod
trigger1 = time = 30
anim = 2003
id = 2002
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 31
trigger2 = time = 36
trigger3 = time = 41
trigger4 = time = 46
trigger5 = time = 51
trigger6 = time = 56
trigger7 = time = 61
trigger8 = time = 66
trigger9 = time = 71
trigger10 = time = 76
trigger11 = time = 81
trigger12 = time = 86
trigger13 = time = 91
trigger14 = time = 96
trigger15 = time = 101
attr = A, HP
damage = 12,7
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = -10,-70 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = -20
ground.hittime  = 10
ground.velocity = 0
air.velocity = -5,-7
air.guard = 0
fall.recover = 0

[State 1000, Helper]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "Light"
stateno = 2110
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State a]
type = ChangeState
triggerall = power >= 2000
triggerall = p2life > 0
trigger1 = command = "Doble Mu Ni Kaerou3"
trigger1 = Time >= 115 && Time < 140 ;AnimElemtime(7) >= 0 && AnimElemtime(12) < 7
value = 2500

[State a]
type = ChangeState
triggerall = power >= 2000
triggerall = p2life > 0
trigger1 = var(59)
trigger1 = Time >= 115 && Time < 140 ;AnimElemtime(7) >= 0 && AnimElemtime(12) < 7
value = 2500

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 140
trigger2 = win
value = 2301
ctrl = 0


;-------------------------------------------------------------------------------
;Colicion
[StateDef 2301]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2301
poweradd = 0

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = win
id = 2002

[State 1000, StopSnd]
type = StopSnd
trigger1 = win
channel = 0


[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Light Helper
[Statedef 2110]
type = A
movetype = A
physics = N
anim = 2010
velset = 0,0
juggle = 0
poweradd = 0
ctrl = 0
sprpriority = 5

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

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Colicion"
stateno = 2021
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, Pause]
type = Pause
triggerall = P2stateno = 5052
triggerall = time = [0,100]
trigger1 = p2movetype = H
time = 1
movetime = 1
ignorehitpause = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 25
trigger6 = time = 30
trigger7 = time = 35
trigger8 = time = 40
trigger9 = time = 45
trigger10 = time = 50
trigger11 = time = 55
trigger12 = time = 60
trigger13 = time = 65
trigger14 = time = 70
trigger15 = time = 75
trigger16 = time = 85
trigger17 = time = 90
trigger18 = time = 95
attr = A, HP
damage = 25,5
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = 0
air.velocity = -5,-7
fall.recover = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 100
attr = A, HP
damage = 50,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = -7,-8
air.velocity = -5,-7
fall.recover = 0
fall = 1
guard.pausetime = 10,10
guard.slidetime = 18
guard.hittime = 15

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != 2100
persistent = 0














;-------------------------------------------------------------------------------
;Doble Mu Ni Kaerou
[Statedef 2500]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
sprpriority = 3
velset   = 0,0
anim     = 2000
ctrl     = 0

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 1031

;Dream Cartel
[State 1000, Explod]
type = Explod
triggerall = prevstateno = 2100 || prevstateno = 3201
trigger1 = time = 0
anim = 7530
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 1000, Explod]
type = Explod
triggerall = prevstateno = 2100 || prevstateno = 3201
trigger1 = time = 0
anim = 7535
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1


[State 2500,0]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 32
time = 32

[State 100, EnvColor]
type = EnvColor
trigger1 = Time = [1,4]
value = 255,255,255
time = 1
under = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 4
persistent = 0
ignorehitpause = 1
time = 25;29
value = 0,0,0
under = 2


[State 2000]
type = Explod
trigger1 = time = 5
anim = 7260
pos = 6,-130
sprpriority = 2
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 12
anim = 7270
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s9,2

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s10,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 27
value = s10,7

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 25
value = s12,12
persistent = 9
channel = 150
volume = 255


[State 1112,1 Explod]
type = Explod
trigger1 = time = 30
anim = 2110
id = 2002
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1
scale = 1.06,1.075




[State 1000, Helper]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "Light"
stateno = 2503
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1


[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 140
trigger2 = win
value = 2501
ctrl = 0

;-------------------------------------------------------------------------------
;Colicion
[StateDef 2501]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2501
poweradd = 0

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = win
id = 2002

[State 1000, StopSnd]
type = StopSnd
trigger1 = win
channel = 0


[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;-------------------------------------------------------------------------------
;Light
[StateDef 2503]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2502
poweradd = 0


;Movehit Sparks
[State explod]
type = Explod
trigger2 = stateno = 2502
triggerall = movehit
trigger1 = time = [3,135]
anim = ifelse((random<=750),4020,4025)
sprpriority = 5
removetime = -2
postype = p2
pos = 2,-52
bindtime = 1
supermove = 1
random = 50,50
under = 0
ownpal = -1

;Moveguard Sparks
[State explod]
type = Explod
trigger2 = stateno = 2502
triggerall = moveguarded
trigger1 = time = [3,135]
anim =  4012
sprpriority = 5
removetime = -2
postype = p2
pos = 2,-52
bindtime = 1
supermove = 1
random = 50,50
under = 0
ownpal = -1

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3200, 14]
type = HitDef
trigger1 = time >= 0
attr = A, NA
animtype = diagup
projpriority = 99999999999999999999
projsprpriority = 999999999999999999999
damage = 3,1
hitflag = HLAFD
guardflag = M
priority = 10
pausetime = -3,10
sparkno = -1
guard.sparkno = -1
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = -1
guardsound = s2,1

guard.pausetime = 0,8
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-8
air.velocity = -8,-8.5
fall = 1
air.fall = 1
fall.recover = 0
id = 2200


[state 1000, destroyself]
type = DestroySelf
trigger1 = parent,stateno != 2500
persistent = 0


;-------------------------------------------------------------------------------
;Colicion
[StateDef 2121]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2021
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 = 2121
ignorehitpause = 1

[state 1000, destroyself]
type = destroyself
trigger1 = parent,stateno != 2110
persistent = 0
;-------------------------------------------------------------------------------
;Soul Extraction
[Statedef 2200]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2200
ctrl     = 0

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 32
time = 32

[State 100, EnvColor]
type = EnvColor
trigger1 = Time = [2,4]
value = 255,255,255
time = 1
under = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,27]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7200
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 12
anim = 7210
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s9,0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = [45,210]
trigger1 = gametime%4 = 0
value = 255,255,255
time = 1
under = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 45
value = S12,5
volume = 0
channel = 12
loop = 1

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = hard
hitflag = MAF
priority = 99
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
air.juggle = 11
ground.type = low
ground.slidetime = 30
ground.hittime = 15
ground.velocity = -7,-6
air.velocity = -7,-6
p2facing = 1
fall.recover = 0
fall = 1

[State 1000, p2GCRUSH]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 0
value = 2215
ctrl = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = movehit
value = 2210
ctrl = 0

[State 1000, Helper]
type = helper
trigger1 = time = 40
helpertype = normal
name = "Atraccion"
pos = -10,0
postype = p2
stateno = 2213
keyctrl = 0
ownpal = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 210
value = 2201
ctrl = 0
;-------------------------------------------------------------------------------
;End
[Statedef 2201]
type = S
ctrl = 0
anim = 2201
velset = 0,0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Target
[Statedef 2210]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2210
ctrl     = 0

[State 1000, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 45,0

[State 0, Helper]
type = Helper ;援助控制器
trigger1 = animelem = 7
helpertype = normal ;player 援助级别
ID = 2211;援助ID
stateno = 2211;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
supermovetime = 30    ;*****超杀停顿的时候可以不受停顿干扰的时间****


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1,7

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S10,1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S12,2

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 1
trigger2 = animelem = 7
trigger3 = animelem = 19
value = 255,255,255
time = 1
under = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 19
time = 20
freq = 100
ampl = -4

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 350
numhits = 0
animtype = diagup
hitflag = MAF
priority = 99
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -7,-7
air.velocity = -7,-7
fall.recover = 0
fall = 1

[State 200, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Atracccion
[Statedef 2213]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2213

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

[state 1000]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state 1000]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state 1000]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

[State 1000, 0]
type = velset
trigger1 = 1
x = 2

[state 1000]
type = destroyself
trigger1 = root,stateno != 2200
trigger2 = parent,movehit = 1
;-------------------------------------------------------------------------------
;Doble Soul Extraction
[Statedef 2300]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2200
ctrl     = 0

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 32
time = 32

[State 100, EnvColor]
type = EnvColor
trigger1 = Time = [2,4]
value = 255,255,255
time = 1
under = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,27]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7230
pos = 6,-130
sprpriority = -390
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 10
anim = 7240
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s3000,0

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = [45,210]
trigger1 = gametime%4 = 0
value = 255,255,255
time = 1
under = 1

[State 1000, HitBy]
type = HitBy
trigger1 = time = [0,210]
value = SA,HA,HP,NT,ST,HT,SP,SA

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 45
value = S12,5
volume = 0
channel = 12
loop = 1

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = hard
hitflag = MAF
priority = 999
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
air.juggle = 11
ground.type = low
ground.slidetime = 30
ground.hittime = 15
ground.velocity = -7,-6
air.velocity = -7,-6
p2facing = 1
fall.recover = 0
fall = 1

[State 1000, p2GCRUSH]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 0
value = 2215
ctrl = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = movehit
value = 2310
ctrl = 0

[State 1000, Helper]
type = helper
trigger1 = time = 40
helpertype = normal
name = "Atraccion"
pos = -10,0
postype = p2
stateno = 2313
keyctrl = 0
ownpal = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 210
value = 2201
ctrl = 0
;-------------------------------------------------------------------------------
;Target
[Statedef 2310]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2210
ctrl     = 0

[State 1000, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 45,0


[State 0, Helper]
type = Helper ;援助控制器
trigger1 = animelem = 7
helpertype = normal ;player 援助级别
ID = 2211;援助ID
stateno = 2211;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
supermovetime = 30    ;*****超杀停顿的时候可以不受停顿干扰的时间****


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1,7

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S10,1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S12,2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S12,7

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 1
trigger2 = animelem = 7
trigger3 = animelem = 19
value = 255,255,255
time = 2
under = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 19
time = 20
freq = 100
ampl = -7


[State 0, Helper]
type = Helper ;援助控制器
trigger1 = animelem = 19
helpertype = normal ;player 援助级别
ID = 2212;援助ID
stateno = 2212;statedef编号
facing = 1
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****
size.xscale = .9
;size.yscale = .7

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 500
numhits = 0
animtype = diagup
hitflag = MAF
priority = 99
pausetime = 0,12
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4,-15
air.velocity = -4,-15
fall.recover = 0
fall = 1
yaccel = .55

[State 200, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Atracccion
[Statedef 2313]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2213

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

[state 1000]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state 1000]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state 1000]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

[State 1000, 0]
type = velset
trigger1 = 1
x = 3

[state 1000]
type = destroyself
trigger1 = root,stateno != 2300
trigger2 = parent,movehit = 1
;-------------------------------------------------------------------------------
[Statedef 2215]
type    = S
movetype= H
physics = N
velset = 0,0

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

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2215

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1












;===============================================================================
;===============================================================================
;===============================================================================
;-------------------------------------------------------------------------------
;Doble Mu Ni Kaerou
[Statedef 6500]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 6500
ctrl     = 0

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 1031
;-------------------------------------------------------------------------------
;===============================================================================
;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = prevstateno = 1030 || prevstateno = 1035 || prevstateno = 2000 || prevstateno = 2001
trigger1 = time = 0
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 1000, Explod]
type = Explod
triggerall = prevstateno = 1030 || prevstateno = 1035 || prevstateno = 2000 || prevstateno = 2001
trigger1 = time = 0
anim = 7510
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1
;-------------------------------------------------------------------------------
;===============================================================================
;-------------------------------------------------------------------------------
;Dream Cartel
[State 1000, Explod]
type = Explod
triggerall = prevstateno = 2210
trigger1 = time = 0
anim = 7530
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 1000, Explod]
type = Explod
triggerall = prevstateno = 2210
trigger1 = time = 0
anim = 7535
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1
;-------------------------------------------------------------------------------
;===============================================================================
[State 2000]
type = Explod
trigger1 = time = 0
anim = 3900
id = 3900
pos = ifelse(facing=1,-320,320),60
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -10
facing = ifelse(facing=-1,-1,1)

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Animtime = 0
id = 3900
;ignorehitpause =
;persistent =

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = time = 0
name = "MAX3"
stateno = 3901
ID = 3901
helpertype = normal
pos = -320,-220
postype = front
ownpal = 1
keyctrl = 0
supermove = 99999
pausemove = 99999
supermovetime = 99999
pausemovetime = 99999
persistent = 0
ignorehitpause = 1
size.yscale = 1.025

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = Animtime = 0
name = "MAX3END"
stateno = 3902
ID = 3902
helpertype = normal
pos = 0,0
postype = front
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.yscale = 1.025
;-------------------------------------------------------------------------------
[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 100
time = 100

[State 100, EnvColor]
type = EnvColor
trigger1 = Time = [2,4]
value = 255,255,255
time = 1
under = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG



[State 2000]
type = Explod
trigger1 = time = 5
anim = 7260
pos = 6,-130
sprpriority = -1
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 12
anim = 7270
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s9,2

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s10,0


[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 27
value = s10,6


[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6501
ctrl = 0


;===============================================================================
;===============================================================================
;===============================================================================
;-------------------------------------------------------------------------------

[Statedef 6501]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 6501
ctrl     = 0



[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6505
id = 6505
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6507
id = 6507
sprpriority = 10
postype = p1
pos = -65,-210
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 1]
type = removeexplod
trigger1 = time = 234
ID = 6505

[State 0, Explod]
type = Explod
trigger1 = time = 234
anim = 6506
id = 6506
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 234
value = s3000,2

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Light"
stateno = 6503
pos = 0,0
postype = back
keyctrl = 0
ownpal = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 285
value = 6502
ctrl = 0



;-------------------------------------------------------------------------------
;Colicion
[StateDef 6502]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2301
poweradd = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s10,5

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = win
id = 2002

[State 1000, StopSnd]
type = StopSnd
trigger1 = win
channel = 0


[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;-------------------------------------------------------------------------------
[Statedef 6503]
type = C
movetype = A
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
anim = 6503

[State 3001,3]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 3001,4]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1


[State 1950]
type = HitDef
trigger1 = (Gametime%8) = 0
attr = S,HA
getpower = 0
damage = 25,9
animtype = Hard
hitflag = MAFD
guardflag = M
priority = 5
pausetime = 0,5
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25,-80+ifelse((P2statetype=C),25,-150-(-150-p2bodydist y))
hitsound = S3000,1
guardsound = s2,1
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = -1,-2
guard.velocity = -10
air.velocity = -1,-2
p2facing = 1
p2stateno = 6599
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 0, ChangeState/DestroySelf]
type = DestroySelf
trigger1 = (animtime = 0 && anim != 6503)||root,movetype = H||(root,anim!=6501)



[Statedef 6599]
type    = A
movetype= H
physics = N
velset = 0,0

[State 871, 懍搙壛嶼]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 871, 懍搙壛嶼]
type = Velset
trigger1 = time = 3
x = -1
y = -2

[State 871, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .2

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 6599

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 5050

