;Um Furacão Pequeno (Frente)
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
juggle = 1
velset = 0
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .5,.5
sprpriority = -1
ownpal = 1
removeongethit = 0

[State 1000, sonido]
type = PlaySnd
trigger1 = AnimElem = 2
value = 72,0

[State 1000, sonido]
type = PlaySnd
trigger1 = AnimElem = 1
value = 24,5


[State 1000, GP]
trigger1 = AnimElem = 6
type = HitDef
attr = A, SP
guardflag = MA
damage = 1,1
animtype = Light
sparkno=2
;guard.sparkno=s8105
sparkxy = -10, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1.2,-2

[State 1000, GP]
trigger1 = AnimElem = 7
type = HitDef
attr = A, SP
guardflag = MA
damage = 1,1
animtype = Light
sparkno=2
;guard.sparkno=s8105
sparkxy = -10, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1.2,-2

[State 1000, HD]
trigger1 = AnimElem = 8
type = Projectile
attr = S, SP
ignorehitpause = 1
projanim = 1010
offset = 0,0
velocity = 6
damage = 50,1
animtype = Hard
guardflag = MA
pausetime = 0,0
sparkxy = 50,-45
sparkno=2
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -4
air.velocity = -2.5,-5
projremove = 1

[State 1000, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------
;Um Furacao Pequeno para Cima
[Statedef 1001]
type = S
movetype = A
physics = S
anim = 1000
juggle = 1
velset = 0
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .5,.5
sprpriority = -1
ownpal = 1
removeongethit = 0

[State 1001, sonido]
type = PlaySnd
trigger1 = AnimElem = 2
value = 72,0

[State 1000, sonido]
type = PlaySnd
trigger1 = AnimElem = 1
value = 24,5

[State 1001, GP]
trigger1 = AnimElem = 6
type = HitDef
attr = A, SP
guardflag = MA
damage = 1,1
animtype = Light
sparkno=2
;guard.sparkno=s8105
sparkxy = -10, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1.2,-2

[State 1001, GP]
trigger1 = AnimElem = 7
type = HitDef
attr = A, SP
guardflag = MA
damage = 1,1
animtype = Light
sparkno=2
;guard.sparkno=s8105
sparkxy = -10, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1.2,-2

[State 1001, Helper]
type = helper
trigger1 = animelem = 8
ID = 1002
pos = 0,0
postype = p1
stateno = 1002
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1001, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------
;Helper - Pequeno Tornado para cima
[Statedef 1002]
type = A
movetype = A
physics = N
velset = 6,0
anim = 1010
ctrl = 0

[State 1002, Avanza  y va poco a poco hacia arriba]
type = VelAdd
trigger1 = Time >= 5
y = -.2

[State 1002, 7]
type = HitDef
trigger1 = Time = 0
attr = A,NP
hitflag = MA-
guardflag = A
damage = 50,0
sparkxy = 50,-45
sparkno=2
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
pausetime = 1,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -4
air.velocity = -2.5,-5

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = time = 150

;------------------------------------------
;Pequeno Tornado para Baixo
[Statedef 1003]
type = S
movetype = A
physics = S
anim = 1000
juggle = 1
velset = 0
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .5,.5
sprpriority = -1
ownpal = 1
removeongethit = 0

[State 1003, sonido]
type = PlaySnd
trigger1 = AnimElem = 2
value = 72,0

[State 1000, sonido]
type = PlaySnd
trigger1 = AnimElem = 1
value = 24,5

[State 1003, GP]
trigger1 = AnimElem = 6
type = HitDef
attr = A, SP
guardflag = MA
damage = 1,1
animtype = Light
sparkno=2
;guard.sparkno=s8105
sparkxy = -10, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1.2,-2

[State 1003, GP]
trigger1 = AnimElem = 7
type = HitDef
attr = A, SP
guardflag = MA
damage = 1,1
animtype = Light
sparkno=2
;guard.sparkno=s8105
sparkxy = -10, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1.2,-2

[State 1003, Helper]
type = helper
trigger1 = animelem = 8
ID = 1004
pos = 0,0
postype = p1
stateno = 1004
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1003, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------
;Helper - Tornado para Baixo
[Statedef 1004]
type = A
movetype = A
physics = N
velset = 6,0
anim = 1010
ctrl = 0

[State 1004, Avanza  y va poco a poco hacia arriba]
type = VelAdd
trigger1 = Time >= 5
y = .2

[State 1004, 7]
type = HitDef
trigger1 = Time = 0
attr = A,NP
hitflag = MA-
guardflag = A
damage = 50,0
sparkno=2
;guard.sparkno= s8105
sparkxy = 50,-45
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
pausetime = 1,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -4
air.velocity = -2.5,-5

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = time = 150
;-------------------------------------------------------------------
;Um Furacão Pequeno (Frente) - no Ar
[Statedef 1005]
type = S
movetype = A
physics = S
anim = 1001
juggle = 1
velset = 0
ctrl = 0


[State 1400, Quieto parao]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 1005, sonido]
type = PlaySnd
trigger1 = AnimElem = 2
value = 72,0

[State 1005, sonido]
type = PlaySnd
trigger1 = AnimElem = 1
value = 24,5


[State 1005, GP]
trigger1 = AnimElem = 6
type = HitDef
attr = A, SP
guardflag = MA
damage = 1,1
animtype = Light
sparkno=2
;guard.sparkno=s8105
sparkxy = -10, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1.2,-2

[State 1005, GP]
trigger1 = AnimElem = 7
type = HitDef
attr = A, SP
guardflag = MA
damage = 1,1
animtype = Light
sparkno=2
;guard.sparkno=s8105
sparkxy = -10, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1.2,-2

[State 1005, HD]
trigger1 = AnimElem = 8
type = Projectile
attr = S, SP
ignorehitpause = 1
projanim = 1010
offset = 0,-25
velocity = 6
damage = 50,1
animtype = Hard
guardflag = MA
pausetime = 0,0
sparkxy = 50,-45
sparkno=2
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -4
air.velocity = -2.5,-5
projremove = 1

[State 1005, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;----------------------------------------------------------------------
;Um Furacao Pequeno para Cima (no ar)
[Statedef 1006]
type = A
movetype = A
physics = S
anim = 1001
juggle = 1
velset = 0
ctrl = 0


[State 1400, Quieto parao]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 1006, sonido]
type = PlaySnd
trigger1 = AnimElem = 2
value = 72,0

[State 1006, sonido]
type = PlaySnd
trigger1 = AnimElem = 1
value = 24,5

[State 1006, GP]
trigger1 = AnimElem = 6
type = HitDef
attr = A, SP
guardflag = MA
damage = 1,1
animtype = Light
sparkno=2
;guard.sparkno=s8105
sparkxy = -10, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1.2,-2

[State 1006, GP]
trigger1 = AnimElem = 7
type = HitDef
attr = A, SP
guardflag = MA
damage = 1,1
animtype = Light
sparkno=2
;guard.sparkno=s8105
sparkxy = -10, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1.2,-2

[State 1006, Helper]
type = helper
trigger1 = animelem = 8
ID = 1002
pos = 0,-25
postype = p1
stateno = 1002
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1006, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;------------------------------------------
;Pequeno Tornado para Baixo (no ar)
[Statedef 1007]
type = S
movetype = A
physics = S
anim = 1001
juggle = 1
velset = 0
ctrl = 0


[State 1400, Quieto parao]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 1006, sonido]
type = PlaySnd
trigger1 = AnimElem = 2
value = 72,0

[State 1006, sonido]
type = PlaySnd
trigger1 = AnimElem = 1
value = 24,5

[State 1006, GP]
trigger1 = AnimElem = 6
type = HitDef
attr = A, SP
guardflag = MA
damage = 1,1
animtype = Light
sparkno=2
;guard.sparkno=s8105
sparkxy = -10, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1.2,-2

[State 1006, GP]
trigger1 = AnimElem = 7
type = HitDef
attr = A, SP
guardflag = MA
damage = 1,1
animtype = Light
sparkno=2
;guard.sparkno=s8105
sparkxy = -10, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1.2,-2

[State 1006, Helper]
type = helper
trigger1 = animelem = 8
ID = 1004
pos = 0,-25
postype = p1
stateno = 1004
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1006, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;-------------------------------------------------------------------
; Tornado Spin
[StateDef 1100]
type = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 10    ;fv = 10
value = ifelse(command = "QCF_x", 0,ifelse(command = "QCF_y", 1, 2))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 24,4
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S5,1
volume = 0
channel = -1
persistent=0

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .5,.5
sprpriority = -1
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
triggerall = numhelper(1100)<=1
triggerall = anim = 1100
trigger1 = animelem = 4
helpertype = normal ;player
name = "Tornado"
ID = 1100
stateno = 1190
pos = 30,0
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1

[State 0, Helper2]
type = Helper
triggerall = numhelper(1100)<=1
triggerall = anim = 1100
trigger1 = animelem = 4
helpertype = normal ;player
name = "Tornado2"
ID = 1100
stateno = 1191
pos = -30,0
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1100
trigger1 = animelemtime(4) >= 0
trigger1 = numhelper(1100) = 0
value = 1101

[State 1000, end]
type = ChangeState
triggerall = anim = 1101
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
; Tornado Push
[StateDef 1200]
type = S
movetype = A
physics = S
anim = 1200
juggle = 1
velset = 0
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .5,.5
sprpriority = -1
ownpal = 1
removeongethit = 0

[State 222, sonido]
type = PlaySnd
trigger1 = time = 1
value = 24,8



[State 222, Seno1]
type = Helper
trigger1 = Time = 2
trigger1 = NumHelper(1201) < 1
helpertype = normal
postype = p1
pos = 0,0
ID = 1201
stateno = 1201
ownpal = 1

[State 222, Seno2]
type = Helper
trigger1 = Time = 7
trigger1 = NumHelper(1201) < 2
helpertype = normal
postype = p1
pos = 0,0
ID = 1201
stateno = 1201
ownpal = 1

[State 222, Seno3]
type = Helper
trigger1 = Time = 12
trigger1 = NumHelper(1201) < 3
helpertype = normal
postype = p1
pos = 0,0
ID = 1201
stateno = 1201
ownpal = 1

[State 222, Seno4]
type = Helper
trigger1 = Time = 17
trigger1 = NumHelper(1201) < 4
helpertype = normal
postype = p1
pos = 0,0
ID = 1201
stateno = 1201
ownpal = 1

[State 222, Seno5]
type = Helper
trigger1 = Time = 23
trigger1 = NumHelper(1201) < 5
helpertype = normal
postype = p1
pos = 0,0
ID = 1201
stateno = 1201
ownpal = 1

[State 222, Seno6]
type = Helper
trigger1 = Time = 30
trigger1 = NumHelper(1201) < 6
helpertype = normal
postype = p1
pos = 0,0
ID = 1201
stateno = 1201
ownpal = 1

[State 222, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------
;Helper - Ventos giratorios
[Statedef 1201]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1201
ctrl = 0
sprpriority = 1

[State 1201, Movimiento senosoidal] 
type = VelSet
trigger1 = 1
x = 5
y = COS(time*0.05)

[State 1201, Pupita]
type = HitDef
trigger1 = time = 1
attr = A,NP
hitflag = MA-
guardflag = A
damage = 17,0
sparkxy = 50,-45
sparkno=2
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = -2
air.velocity = -2,-2
givepower = 3,2

[State 1201, DestroySelf]
type = DestroySelf
trigger1 = time = 64
;----------------------------------------------------------------
;Lanças 4 pequenos Furacões
;Pose
[Statedef 1300]
type = S
movetype = A
physics = N
anim = 1300
velset = 0,0
ctrl = 0

[State 1000, sonido]
type = PlaySnd
trigger1 = AnimElem = 1
value = 24,5

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .5,.5
sprpriority = -1
ownpal = 1
removeongethit = 0

[State 1300, Sound]
type = playsnd
trigger1 = AnimElem = 3
value = 72,0

[State 1300, Torbellino 1 de 4]
type = Helper
trigger1 = AnimElem = 3
trigger1 = NumHelper(1302) < 6
helpertype = normal
ID = 1302
postype = p1
stateno = 1302
ownpal = 1

[State 1300, Torbellino 2 de 4]
type = Helper
trigger1 = AnimElem = 3
trigger1 = NumHelper(1302) < 6
helpertype = normal
ID = 1302
postype = p1
stateno = 1302
ownpal = 1

[State 1300, Sound]
type = playsnd
trigger1 = AnimElem = 4
value = 73,0

[State 1300, Torbellino 3 de 4]
type = Helper
trigger1 = AnimElem = 4
trigger1 = NumHelper(1302) < 6
helpertype = normal
ID = 1302
postype = p1
stateno = 1302
ownpal = 1

[State 1300, Torbellino 4 de 4]
type = Helper
trigger1 = AnimElem = 4
trigger1 = NumHelper(1302) < 6
helpertype = normal
ID = 1302
postype = p1
stateno = 1302
ownpal = 1

[State 489, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301

;-------------------------------------------------
;Pose y vuelta a la normalidad
[Statedef 1301]
type = S
movetype = A
physics = N
anim = 1301
velset = 0,0
ctrl = 0

[State 490, Mover los torbellinos]
type = VarAdd
trigger1 = Var(36) = 1
trigger1 = PrevStateNo = 1300
trigger1 = Time = 0
v = 35
value = 1

[State 490, volvemos a la normalidad]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------
;Helper - Pequenos Tornados
[Statedef 1302]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1010
ctrl = 0

[State 1302, Variable Vertical]
type = VarRandom
trigger1 = Time = 0
v = 32
range = -87,2

[State 1302, Variable Horizontal]
type = VarRandom
trigger1 = Time = 0
v = 33
range = 7,37

[State 1302, Avanzan un poquito]
type = VelSet
trigger1 = Time = 1
x = 3
y = Var(32)/10

[State 1302, Stop]
type = VelSet
trigger1 = Var(33) < 25
trigger1 = Time = [Var(33),66]
trigger2 = Var(33) >= 25
trigger2 = Time = [Var(33)/2,66]
x = 0
y = 0

[State 1302, Avanza poco a poco y hacen pupita]
type = VelSet
trigger1 = Vel X < 3.2
trigger1 = Time >= 68
x = 5.4
y = 3.2

[State 1302, 7]
type = HitDef
trigger1 = Time = 0
attr = A,NP
hitflag = MA-
guardflag = A
damage = 32,0
sparkno=2
;guard.sparkno=s8105
sparkxy = 50,-45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = -2
air.velocity = -2,-2
getpower = -5,-3
givepower = 3,2

[State 1302, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = time = 190

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

;Lançando 6 pequenos tornados
;Pose
[Statedef 1303]
type = S
movetype = A
physics = N
anim = 1302
velset = 0,0
ctrl = 0

[State 1000, sonido]
type = PlaySnd
trigger1 = AnimElem = 1
value = 24,5

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .5,.5
sprpriority = -1
ownpal = 1
removeongethit = 0

[State 1303, Sound]
type = playsnd
trigger1 = AnimElem = 3
value = 72,0

[State 1303, Torbellino 1 de 6]
type = Helper
trigger1 = AnimElem = 3
trigger1 = NumHelper(1305) < 6
helpertype = normal
ID = 1305
postype = p1
stateno = 1305
ownpal = 1

[State 1303, Torbellino 2 de 6]
type = Helper
trigger1 = AnimElem = 3
trigger1 = NumHelper(1305) < 6
helpertype = normal
ID = 1305
postype = p1
stateno = 1305
ownpal = 1

[State 1303, Sound]
type = playsnd
trigger1 = AnimElem = 5
value = 73,0

[State 1303, Torbellino 3 de 6]
type = Helper
trigger1 = AnimElem = 5
trigger1 = NumHelper(1305) < 6
helpertype = normal
ID = 1305
postype = p1
stateno = 1305
ownpal = 1

[State 1303, Torbellino 4 de 6]
type = Helper
trigger1 = AnimElem = 5
trigger1 = NumHelper(1305) < 6
helpertype = normal
ID = 1305
postype = p1
stateno = 1305
ownpal = 1

[State 1303, Sound]
type = playsnd
trigger1 = AnimElem = 7
value = 73,0

[State 1303, Torbellino 5 de 6]
type = Helper
trigger1 = AnimElem = 7
trigger1 = NumHelper(1305) < 6
helpertype = normal
ID = 1305
postype = p1
stateno = 1305
ownpal = 1

[State 1303, Torbellino 6 de 6]
type = Helper
trigger1 = AnimElem = 7
trigger1 = NumHelper(1305) < 6
helpertype = normal
ID = 1305
postype = p1
stateno = 1305
ownpal = 1

[State 89, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 1304
;----------------------------------------------
;Pose y vuelta a la normalidad
[Statedef 1304]
type = S
movetype = A
physics = N
anim = 1301
velset = 0,0
ctrl = 0

[State 90, Mover los torbellinos]
type = VarAdd
trigger1 = Var(37) = 1
trigger1 = PrevStateNo = 1303
trigger1 = Time = 0
v = 34
value = 1

[State 90, volvemos a la normalidad]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------
;Los torbellinos hacen pupita
[Statedef 1305]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1010
ctrl = 0

[State 1305, Variable Vertical]
type = VarRandom
trigger1 = Time = 0
v = 32
range = -87,2

[State 1305, Variable Horizontal]
type = VarRandom
trigger1 = Time = 0
v = 33
range = 7,37

[State 1305, Avanzan un poquito]
type = VelSet
trigger1 = Time = 1
x = 3
y = Var(32)/10

[State 1305, Stop]
type = VelSet
trigger1 = Var(33) < 25
trigger1 = Time = [Var(33),66]
trigger2 = Var(33) >= 25
trigger2 = Time = [Var(33)/2,66]
x = 0
y = 0

[State 1305, Avanza poco a poco y hacen pupita]
type = VelAdd
trigger1 = Vel X < 3.2
trigger1 = Time >= 68
x = 3.1

[State 1305, 7]
type = HitDef
trigger1 = Time = 0
attr = A,NP
hitflag = MA-
guardflag = A
damage = 32,0
sparkno=2
;guard.sparkno=s8105
sparkxy = 50,-45		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5	
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = -2
air.velocity = -2,-2
getpower = -5,-3
givepower = 3,2

[State 92, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = time = 190
;--------------------------------------------------------
;Aspirando lixo
[Statedef 1400]
type = A
movetype = A
anim = 1400
ctrl = 0

[State 1400, Quieto parao]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 1400, sonido]
type = PlaySnd
trigger1 = time = 1
value = 24,7

[State 1400, sonido]
type = PlaySnd
trigger1 = AnimElem = 1
value = 87,0

[State 1400, Chatarra1]
type = Helper
trigger1 = Time = 1
helpertype = normal
postype = p1
pos = -270,-10
ID = 1500
stateno = 1500
ownpal = 1

[State 1400, Chatarra2]
type = Helper
trigger1 = Time = 1
helpertype = normal
postype = p1
pos = -270,70
ID = 1501
stateno = 1501
ownpal = 1

[State 1400, Chatarra3]
type = Helper
trigger1 = Time = 1
helpertype = normal
postype = p1
pos = -10,-170
ID = 1506
stateno = 1506
ownpal = 1

[State 1400, Chatarra4]
type = Helper
trigger1 = Time = 1
helpertype = normal
postype = p1
pos = -310,-170
ID = 1505
stateno = 1505
ownpal = 1

[State 1400, Chatarra5]
type = Helper
trigger1 = Time = 1
helpertype = normal
postype = p1
pos = 270,-10
ID = 1504
stateno = 1504
ownpal = 1

[State 1400, Chatarra6]
type = Helper
trigger1 = Time = 1
helpertype = normal
postype = p1
pos = 270,-170
ID = 1503
stateno = 1503
ownpal = 1

[State 1400, Chatarra7]
type = Helper
trigger1 = Time = 1
helpertype = normal
postype = p1
pos = 30,150
ID = 1502
stateno = 1502
ownpal = 1

[State 1400, CS]
type = changestate
trigger1 = time = 130
ctrl = 1
value = 50
;-----------------------------------------------------------------
;Helper1 Viene
[Statedef 1500]
type = A
movetype = A
anim = 1500
sprpriority = 3

[State 1500, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1500, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1500, Override]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) >= 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1500, Override2]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) < 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1500, 1]
type = HitBy
trigger1 = AnimTime > 1
value = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
stateno = 1593
ctrl = 0

[State 1500, VS]
type = VelSet
trigger1 = Time = 0
x = 2.7
y = .1

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1500, CS]
type = changestate
trigger1 = RootDist X = 0
ctrl = 1
value = 1510
;--------------------------------------------------------

;Helper1 Circula
[Statedef 1510]
type = A
movetype = A
anim = 1510
sprpriority = 3

[State 1510, B2P]
type = BindToParent
trigger1 = Anim = 1510
pos = 0,7
facing = 1

[State 1510, VS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1510, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1510, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1510, CS]
type = changestate
trigger1 = Time = 298
trigger2 = root,stateno = [3000,3300]
ctrl = 1
value = 1520
;-----------------------------------------------
;Helper1 Se larga
[Statedef 1520]
type = A
movetype = A
anim = 1520
sprpriority = 3

[State 1520, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1520, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1520, VS]
type = VelSet
trigger1 = Time = 0
x = 3.4
y = 2.2

[State 1520, DS]
type = DestroySelf
trigger1 = MoveContact
trigger2 = Time >= 180

;-----------------------------------------------------
;Helper2 Viene
[Statedef 1501]
type = A
movetype = A
anim = 1501
sprpriority = 3

[State 1501, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1501, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1501, VS]
type = VelSet
trigger1 = Time = 0
x = 2.7
y = -.7

[State 1501, Override]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) >= 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1501, Override2]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) < 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1501, 1]
type = HitBy
trigger1 = AnimTime > 1
value = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
stateno = 1593
ctrl = 0

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1501, CS]
type = changestate
trigger1 = RootDist X = 0
ctrl = 1
value = 1511
;----------------------------------------------------------------------
;Helper2 Circula
[Statedef 1511]
type = A
movetype = A
anim = 1511
sprpriority = 3

[State 1511, B2P]
type = BindToParent
trigger1 = Anim = 1511
pos = 0,7
facing = 1

[State 1511, VS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1511, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1511, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3


[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1511, CS]
type = changestate
trigger1 = Time = 298
trigger2 = root,stateno = [3000,3300]
ctrl = 1
value = 1521
;----------------------------------------------------------------------
;Helper2 Se larga
[Statedef 1521]
type = A
movetype = A
anim = 1521
sprpriority = 3

[State 1521, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1521, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1521, VS]
type = VelSet
trigger1 = Time = 0
x = -3.7
y = -2.2

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = Time >= 180
;---------------------------------------------------

;Helper3 Viene
[Statedef 1506]
type = A
movetype = A
anim = 1506
sprpriority = 3

[State 1506, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1506, VS]
type = VelSet
trigger1 = Time = 0
x = .1
y = 1.7

[State 1506, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1506, Override]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) >= 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1506, Override2]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) < 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1506, 1]
type = HitBy
trigger1 = AnimTime > 1
value = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
stateno = 1593
ctrl = 0

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1506, CS]
type = changestate
trigger1 = RootDist Y <= 0
ctrl = 1
value = 1516
;----------------------------------------------------------------------
;Helper3 Circula
[Statedef 1516]
type = A
movetype = A
anim = 1516
sprpriority = 3

[State 1516, B2P]
type = BindToParent
trigger1 = Anim = 1516
pos = 0,7
facing = 1

[State 1516, VS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1516, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1516, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3


[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1516, CS]
type = changestate
trigger1 = Time = 298
trigger2 = root,stateno = [3000,3300]
ctrl = 1
value = 1526
;------------------------------------------------------------------------------
;Helper3 Se larga
[Statedef 1526]
type = A
movetype = A
anim = 1526
sprpriority = 3

[State 1526, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1526, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1526, VS]
type = VelSet
trigger1 = Time = 0
x = 2.2
y = 5


[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = Time >= 180
;-----------------------------------------------------------------------

;Helper4 Viene
[Statedef 1505]
type = A
movetype = A
anim = 1505
sprpriority = 3

[State 1505, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1505, VS]
type = VelSet
trigger1 = Time = 0
x = 3.1
y = 1.7

[State 1505, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1505, Override]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) >= 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1505, Override2]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) < 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1505, 1]
type = HitBy
trigger1 = AnimTime > 1
value = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
stateno = 1593
ctrl = 0

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1505, CS]
type = changestate
trigger1 = RootDist Y <= 0
ctrl = 1
value = 1515
;----------------------------------------------------------------
;Helper4 Circula
[Statedef 1515]
type = A
movetype = A
anim = 1515
sprpriority = 3

[State 1515, B2P]
type = BindToParent
trigger1 = Anim = 1515
pos = 0,7
facing = 1

[State 1515, VS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1515, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1515, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3


[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1515, CS]
type = changestate
trigger1 = Time = 298
trigger2 = root,stateno = [3000,3300]
ctrl = 1
value = 1525
;-----------------------------------------------------------------
;Helper4 Se larga
[Statedef 1525]
type = A
movetype = A
anim = 1525
sprpriority = 3

[State 1525, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1525, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1525, VS]
type = VelSet
trigger1 = Time = 0
x = 3.5
y = -1.1


[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = Time >= 180

;----------------------------------------------------------------------------------------
;Helper5 Viene
[Statedef 1504]
type = A
movetype = A
anim = 1504
sprpriority = 3

[State 1504, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1504, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1504, VS]
type = VelSet
trigger1 = Time = 0
x = -2.7
y = .1

[State 1504, Override]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) >= 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1504, Override2]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) < 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1504, 1]
type = HitBy
trigger1 = AnimTime > 1
value = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
stateno = 1593
ctrl = 0

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1504, CS]
type = changestate
trigger1 = RootDist X = 0
ctrl = 1
value = 1514
;-------------------------------------------------------------------
;Helper5 Circula
[Statedef 1514]
type = A
movetype = A
anim = 1514
sprpriority = 3

[State 1514, B2P]
type = BindToParent
trigger1 = Anim = 1514
pos = 0,7
facing = 1

[State 1514, VS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1514, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1514, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3


[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1514, CS]
type = changestate
trigger1 = Time = 298
trigger2 = root,stateno = [3000,3300]
ctrl = 1
value = 1524
;------------------------------------------------------------------------------------
;Helper5 Se larga
[Statedef 1524]
type = A
movetype = A
anim = 1524
sprpriority = 3

[State 1524, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1524, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1524, VS]
type = VelSet
trigger1 = Time = 0
x = 3.7
y = -1.37


[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = Time >= 180

;------------------------------------------------------------------------------
;Helper6 Viene
[Statedef 1503]
type = A
movetype = A
anim = 1503
sprpriority = 3

[State 1503, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1503, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1503, VS]
type = VelSet
trigger1 = Time = 0
x = -2.7
y = 1.7

[State 1503, Override]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) >= 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1503, Override2]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) < 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1503, 1]
type = HitBy
trigger1 = AnimTime > 1
value = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
stateno = 1593
ctrl = 0

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1503, CS]
type = changestate
trigger1 = RootDist X = 0
ctrl = 1
value = 1513
;------------------------------------------------------------------------------
;Helper6 Circula
[Statedef 1513]
type = A
movetype = A
anim = 1513
sprpriority = 3

[State 1513, B2P]
type = BindToParent
trigger1 = Anim = 1513
pos = 0,7
facing = 1

[State 1513, VS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1513, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1513, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3


[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1513, CS]
type = changestate
trigger1 = Time = 298
trigger2 = root,stateno = [3000,3300]
ctrl = 1
value = 1523
;------------------------------------------------------------------------------------
;Helper6 Se larga
[Statedef 1523]
type = A
movetype = A
anim = 1523
sprpriority = 3

[State 1523, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1523, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1523, VS]
type = VelSet
trigger1 = Time = 0
x = -3.6
y = 2.2


[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = Time >= 180
;-------------------------------------------------------------------------------------------

;Helper7 Viene
[Statedef 1502]
type = A
movetype = A
anim = 1502
sprpriority = 3

[State 1502, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1502, VS]
type = VelSet
trigger1 = Time = 0
x = -.3
y = -1.5

[State 1502, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1502, Override]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) >= 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1502, Override2]
type = HitOverride
trigger1 = Time = 0
trigger1 = Var(37) < 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1

[State 1502, 1]
type = HitBy
trigger1 = AnimTime > 1
value = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
stateno = 1593
ctrl = 0

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1502, CS]
type = changestate
trigger1 = RootDist Y >= 0
ctrl = 1
value = 1512
;---------------------------------------------------------------------------------------
;Helper7 Circula
[Statedef 1512]
type = A
movetype = A
anim = 1512
sprpriority = 3

[State 1512, B2P]
type = BindToParent
trigger1 = Anim = 1512
pos = 0,7
facing = 1

[State 1512, VS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1512, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1512, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3


[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact


[State 1512, CS]
type = changestate
trigger1 = Time = 298
trigger2 = root,stateno = [3000,3300]
ctrl = 1
value = 1522
;---------------------------------------------------------------------------------------
;Helper7 Se larga
[Statedef 1522]
type = A
movetype = A
anim = 1522
sprpriority = 3

[State 1522, AS]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1522, HD]
trigger1 = Time = 0
type = HitDef
attr = A, SP
guardflag = MA
damage = 25,0
animtype = Medium
pausetime = 0,0
sparkxy = 50,-45
sparkno=S8200
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2
air.velocity = -1.2,-3
getpower = -40,-12
givepower = 5,3

[State 1522, VS]
type = VelSet
trigger1 = Time = 0
x = -1.3
y = -2.4


[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = Time >= 180
=------------------------------------------------------------------------------------------
;Remover 1 - Los copio de Elecman que pa eso es mio xD
[Statedef 1593]
type = A
movetype = A
velset = 0,0
ctrl = 0
anim = 704

[State 1593, SP]
type = sprpriority
trigger1 = Time = 0
value = -4

[State 1593, VS]
Type = Varset
trigger1 = Time = 0
var(37) = 0

[State 1593, Override]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1594
time = -1
;-----------------------------------------------------------------------
;Remover 2
[Statedef 1594]
type = A
movetype = A
velset = 0,0
ctrl = 0
anim = 1594

[State 1594, Sound]
type = playsnd
trigger1 = animelem = 1
value = 7777,0

[State 1594 ,7]
type = ChangeState
trigger1 = time = 10
value = 1599

;Remover (y 3)
[Statedef 1599]
type = A
movetype = A
velset = 0,0
ctrl = 0
anim = 706

[State 1599, DS]
type = DestroySelf
trigger1 = Time = 1   
;----------------------------------------------------------------------------
; Patadón
[Statedef 1600]
type = A
movetype = A
physics = A
anim = 1600
ctrl = 0

[State 1000, sonido]
type = PlaySnd
trigger1 = AnimElem = 1
value = 24,6

[State 83, sonido]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,5

[State 83, 1]
type = VelAdd
trigger1 = time <= 10
x = 1.7
y = 1.4

[State 83, AftImg]
type = AfterImage
trigger1 = time = 1
time = 12
FrameGap = 2
length = 10
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
Trans = Add1

[State 83, 1]
type = Hitdef
trigger1 = time = 1
trigger2 = time = 5
attr = S, NA
damage = 70
animtype = Medium
guardflag = MAF
sparkno=S8200
;guard.sparkno=S8105
sparkxy=-15,-25
hitsound=s1,3
guardsound=s2,0
pausetime = 3,1
ground.hittime = 12
ground.type = High
ground.slidetime = 40
ground.velocity X = -2
air.velocity = -3, -3
getpower = 30,25
givepower  = 20,18
fall = 1


[State 83, 3]
type = changestate
trigger1 = animtime = 0
ctrl = 1
value = 50
;---------------------------------------------------------------------------
; Air Man Typhoon
[Statedef 1700]
type = S
movetype = A
physics = S
;anim = 1700
velset = 0,0
poweradd = 100
ctrl = 0

[State 1000, sonido]
type = PlaySnd
trigger1 = !time
value = 24,6

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .5,.5
sprpriority = -1
ownpal = 1
removeongethit = 0

[State 1700, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo


[State 1700, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2, = 0
value = 10,1
channel = 0

[State 1700, Helper]
type = Helper
trigger1 = time = 17
trigger2 = time = 23
stateno = 1701
postype = p1
pos = 0,20
bindtime = 1
ownpal = 1
name = "Typhoon"
id = 1701

[State 1700, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Typhoon X Projectile
[Statedef 1701]
type = A
movetype = A
physics = N
sprpriority = 2
ctrl = 0

[State 1701, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1701, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 223,0



[State 1701, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1701, PosAdd]
type = PosAdd
trigger1 = !(Time%7)
x = 64


[State 1701, ChangeAnim]
type = ChangeAnim
trigger1 = !(Time%7)
value = 1701

[State 1701, Explod]
type = Explod
trigger1 = !(Time%7)
anim = 1701
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
id = 1701
name = "Typhoon"

[State 1701, HitDef]
type = HitDef
trigger1 = p2statetype != L
trigger1 = !time
attr = S, SP
animtype = Hard
damage = 50,0
sprpriority = 2
hitflag = MAF
guardflag = MA
pausetime = 2,9
sparkxy = 50,-45
sparkno=2
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = Low
ground.slidetime = 17
ground.hittime = 21
ground.velocity = -8
guard.slidetime = 12
guard.hittime = 12
air.velocity = -4,-5
airguard.velocity = -6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 13

[State 1701, HitDef]
type = HitDef
trigger1 = p2statetype = L
trigger1 = !time
attr = S, SP
animtype = Hard
damage = 50,0
sprpriority = 2
hitflag = MAF
guardflag = MA
pausetime = 2,9
sparkxy = 50,-45
sparkno=2
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = Low
down.velocity = -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1701, HitDef]
type = HitDef
trigger1 = p2statetype = L
trigger1 = !time
attr = S, SP
animtype = Hard
damage = 50,0
sprpriority = 2
hitflag = MAF
guardflag = MA
pausetime = 2,9
sparkxy = 50,-45
sparkno= -1
;guard.sparkno= s8105
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type = Low
down.velocity = -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1701, ParentVarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(9) = 1
persistent = 0

[State 1701, ParentVarAdd]
type = ParentVarAdd
trigger1 = HitCount = 2
var(9) = 1
persistent = 0

[State 1701, ParentVarAdd]
type = ParentVarAdd
trigger1 = HitCount = 3
var(9) = 1
persistent = 0

[State 1701, ParentVarAdd]
type = ParentVarAdd
trigger1 = HitCount = 4
var(9) = 1
persistent = 0

[State 1701, ParentVarAdd]
type = ParentVarAdd
trigger1 = HitCount = 5
var(9) = 1
persistent = 0

[State 1701, VarSet]
type = VarSet
trigger1 = MoveHit
var(59) = 15
persistent = 0
ignorehitpause = 1

[State 1701, VarAdd]
type = VarAdd
trigger1 = var(59) > 0
var(59) = -1
ignorehitpause = 1

[State 1701, ParentVarSet]
type = ParentVarSet
trigger1 = Random < 100
trigger1 = var(59)
var(39) = 1
persistent = 0
ignorehitpause = 1

[State 1701, DestroySelf]
type = DestroySelf
trigger1 = Time = 49
