; Hyper States

;---------------------------------------------------------------------------
;Emperor J
[Statedef 3999]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 90
velset = 0,0
ctrl = 0
anim = 555



[State 3999, aa]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1



[State 3999, Super A]
type = SuperPause
trigger1 = !time
darken = 0
anim= -1
sound = 20, 0
pos = 0, -90
movetime = 40
poweradd = -1000
bindtime = -1
sprpriority = 6
Time = 40
p2defmul = 2
removeongethit = 1

[State 3999, Hyper Explode]
type = Explod
trigger1 = animelem = 2
anim = 44532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3999, Hyper Circle]
type = Explod
trigger1 = animelem = 2
anim = 44533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3999, GROUNDFLASH]
type = Explod
trigger1 = animelem = 2
anim = 64666
postype = p1
pos = -40,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3999, hs]
type = Explod
trigger1 = AnimElem = 3
ID = 920
anim = 920
pos = -5,-65
postype = P1
sprpriority = 2
supermove = 1
ownpal = 1
bindtime = -1




; DCvM hyper portrait/BG
[State 3999, superportrait]
type = Explod
trigger1 = Time = 0
anim = 11111
ID = 11111
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3999, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 11112
ID = 11112
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 3999 ,Super BG ]
type = Helper
trigger1 = Time = 45
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999


[State 3999, 1]
type = velset
trigger1 = time >= 15
x = 0
y = 0

[State 3999, 1]
type = poweradd
trigger1 = time = 0
value = -500

[State 3999, 13]
type = PlaySnd
trigger1 = AnimElem = 11
value = s11,0

[State 3999, 1]
type = Helper
trigger1 =  AnimElem = 9
trigger1 = facing = 1
trigger1 = numhelper(3999) = 0
helpertype = normal
name = "ZARRO"
id = 3999
postype = left
facing = 1
pos = 0,0
stateno = 3998
keyctrl = 0
ownpal = 1

[State 3999, Helper]
type = Helper
trigger1 =  AnimElem = 9
trigger1 = NumHelper(32001) = 0 ;this is a limit to make sure that
helpertype = normal ;player      ;only one batman can come out at a
name = "BATZARRO"            ;time to help out
ID =  32001                      ;
stateno =   32001
pos = 30,-230
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove


[State 3999, 1]
type = Helper
trigger1 = Time = 0
trigger1 = facing = -1
trigger1 = numhelper(3999) = 0
helpertype = normal
name = "ZARRO"
id = 3999
postype = right
facing = -1
pos = 0,0
sprpriority = 3
stateno = 3998
keyctrl = 0
ownpal = 1

[State 3999, End1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 3999, End2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X <= 100
value = 0
ctrl = 1

[State 3999, End3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X > 100
value = 1

;---------------------------------------------------------------------------
;enters
[Statedef 3998]
type    = A
movetype= A
physics = N
velset = 3,-5
ctrl = 0
anim = 8833

[State 3998, 1]
type = HitOverride
trigger1 = Time = 0
attr = SCA, AA, AP, AT
stateno = 3995
time = -1

[State 3998, 1]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 3998, 3]
type = SprPriority
trigger1 = Time = 0
value = 3

[State 3998, 2]
type = VelAdd
trigger1 = Time >= 0
y = .45

[State 3998, 3]
type = ChangeState
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 3997
ctrl = 0

;---------------------------------------------------------------------------
;Fire
[Statedef 3997]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 8834
ctrl = 0

;[State 3997, effect]
;type = Explod
;trigger1 = animelem = 7
;anim = 3834
;postype = p1
;pos = 0,0
;scale = .6,.6
;sprpriority = 2
;bindtime = 1
;ownpal = 1



[State 3997,2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10000,9

[State 3997, 4]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
attr = A, NA
animtype  = Hard
damage    = 120,10
guardflag = H
pausetime = 0,8
sparkno = s10018
guard.sparkno = s905
sparkxy = -15,-60
hitsound   = s200,28
guardsound = s120,1
ground.type = high
ground.slidetime = 15
ground.hittime = 15
guard.velocity = -5.8
ground.velocity = -3,-3
air.type = trip
air.velocity = -3.1,-3.5
fall = 1
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.time = 60
palfx.invertall = 1



[State 3997, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3996

;---------------------------------------------------------------------------
; exits
[Statedef 3996]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 8835

[State 3996, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0

[State 3996, 3]
type = DestroySelf
trigger1 = Time = 51

;---------------------------------------------------------------------------
;  gets hit
[Statedef 3995]
type    = A
movetype= H
physics = N

[State 5300, 5]
type = playsnd
trigger1 = time = 0
value = 91,4

[State 5300, 1]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 5300, PalFX]
type = PalFX
trigger1 = time = 15
time = 15
add = 200,0,0
mul = 200,0,0
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =


[State 5300, 2]
type = ChangeAnim
trigger1 = Time >= 0
value = 3995

[State 5300, 3]
type = ChangeState
trigger1 = Time = 4
trigger2 = HitShakeOver = 1
value = 3994

;---------------------------------------------------------------------------
; falls
[Statedef 3994]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5301, 1]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 5301, 2]
type = ChangeState
trigger1 = Vel y > 0
trigger1 = Pos y >= 0
value = 3993

;---------------------------------------------------------------------------
;  hit bounce
[Statedef 3993]
type    = L
movetype= H
physics = N
anim = 8337

[State 5302, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5302, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5302, 3]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5302, 4]
type = GameMakeAnim
trigger1 = Time = 1
value = 61
pos = 0, 0
under = 1

[State 5302, 5]
type = HitFallDamage
trigger1 = Time = 3

[State 5302, 6]
type = PosFreeze
trigger1 = Time >= 0

[State 5302, 7]
type = ChangeState
trigger1 = Time = 3
value = 3992

[State 5302, 8]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
[Statedef 3992]
type    = L
movetype= H
physics = N

[State 5303, 0]
type = HitFallVel
trigger1 = Time = 0

[State 5303, 1]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5303, 3]
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 5303, 4]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 3991

;---------------------------------------------------------------------------
;  lie down
[Statedef 3991]
type    = L
movetype= H
physics = N
anim = 8337
velset = 0,0

[State 5303, 4]
trigger1 = animtime = 0
type = ChangeState
value = 3990

;---------------------------------------------------------------------------
;  getup
[Statedef 3990]
type    = L
movetype= H
physics = N
anim = 8836
velset = 0,0

[State 3990, 1]
trigger1 = animtime = 0
type = ChangeState
value = 3996

;-------------------------------------------------
; DIZZY
[Statedef 3989]
type = S
anim = 8836
velset = 0,0
ctrl = 0

[State 3989, effect]
type = Explod
trigger1 = animelem = 4
anim = F2
postype = p1
pos = 0,0
scale = .6,.6
sprpriority = 2
bindtime = 1
ownpal = 1

[State 3989, effect]
type = Explod
trigger1 = animelem = 7
anim = F2
postype = p1
pos = 0,0
scale = .6,.6
sprpriority = 2
bindtime = 1
ownpal = 1



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

[Statedef 32001]
type = C
movetype = A
physics = N
ctrl = 0
anim = 32001
velset = 0,0
sprpriority = 1





;------------code added 4/3/08 to account for super-jumping camera-movers---

[State 32001, PosAdd]
type = PosAdd
trigger1 = p2dist y < 180
trigger2 = rootdist y < 140
trigger3 = pos y < -400
trigger3 = p2dist y < 200
y = -4

[State 32001, PosAdd]
type = PosAdd
trigger1 = p2dist y < 180
trigger2 = rootdist y < 140
y = -2

[State 32001, PosAdd]
type = PosAdd
trigger1 = p2dist y < 180
trigger2 = rootdist y < 140
y = -4




[State 32001, PosAdd]
type = PosAdd
trigger1 = p2dist y < 150
trigger2 = rootdist y < 130
y = -4



[State 32001, PosAdd]
type = PosAdd
trigger1 = p2dist y < 60
trigger2 = rootdist y < 60
y = -2

[State 32001, PosAdd]
type = PosAdd
trigger1 = p2dist y < 30
trigger2 = rootdist y < 30
y = -3

[State 32001, PosAdd]
type = PosAdd
trigger1 = p2dist y > 230
y = 2


[State 32001, PosAdd]
type = PosAdd
trigger1 = p2dist y > 330
y = 10


[State 32001, HitDef]
type = HitDef
trigger1 = random < 500
attr = S,NA
damage = 0,0      ;this is to keep big characters from jumping past batman.
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1,1
sparkno = -1
sparkxy = -10, -90
guard.sparkno = s905
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 2
air.type = Low
air.hittime = 1
air.velocity = 0,1


;----------end of code added 4/3/08





[State 32001, heatseekx]     ;this code makes batman slide towards p2
type = PosAdd
trigger1 = p2dist x >= -30
trigger1 = time > 120
trigger1 = time < 250
x = 3

[State 32001, heatseekxx]     ;so does this...
type = PosAdd               ;if for some reason he's facing the wrong way
trigger1 = p2dist x <= -30
trigger1 = time > 120
trigger1 = time < 250

x = -3

[State 32001, heatseekxxxx]   ;this makes him move faster if he's far away
type = PosAdd
trigger1 = p2dist x > 200
trigger1 = time > 120
trigger1 = time < 250
x = 6

;[State 32001, VelAdd]
;type = VelAdd
;trigger1 = time < 500
;y = -1

[State 32001, VelAdd]
type = Velset
trigger1 = time > 90
trigger1 = time < 150
x = -2


[State 32001, VelAdd]
type = Velset
trigger1 = time = 150
x = 0



[State 32001, PlaySnd]
type = PlaySnd
trigger1 =  time = 10
trigger1 = anim = 32001
value = 32001,0
volume = 0                   ;new gun-loading sound
channel = -1
freqmul = 1
loop = 0
pan = 0



;this makes the gun hurt!
[State 32001, HitDef]
type = HitDef
trigger1 = time=0
attr = S,NA
damage = 40,6      ;low block damage... because it's kinda cheap
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,11
sparkno = -1
sparkxy = -10, -90
guard.sparkno = s905
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.hittime = 15
air.velocity = -6,-5

[State 32001, PlaySnd]
type = PlaySnd
trigger1 = anim = 32001
trigger1 =  time = 60
value = 32001,1                    ;new gun--shot sound
volume = 0                   ;
channel = -1
freqmul = 1
loop = 0
pan = 0





[State 0, Projectile]
type = Projectile
trigger1 = time = 75
projanim = 32003
projhits = 1
offset = -5, 85
velocity = 0,2
attr = S, SP
damage = 50,10
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = s902
guard.sparkno = s905
sparkxy = 0,0
hitsound = S32001,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3

[State 0, Projectile]
type = Projectile
trigger1 = time = 75
projanim = 32003
projhits = 1
offset = -25, 85
velocity = 0,2
attr = S, SP
damage = 20,5
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = s902
guard.sparkno = s905
sparkxy = 32,0
hitsound = S32001,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3



[State 32000, DestroySelf]
type = DestroySelf
trigger1 = time > 125

;----------------------------------------------------------------------------
;Joker Bomb Assault
[Statedef 10224]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 9,-5
poweradd = -1000
anim = 6356
ctrl = 0
sprpriority = 2

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

[State 10224, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s60,20



[State 10224, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = -1
sound = 20, 0
poweradd = -1000

[State 10224, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 44532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 10224, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 44533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 10224, GROUNDFLASH]
type = Explod
trigger1 = animelem = 1
anim = 64666
postype = p1
pos = -40,0
ownpal = 1
sprpriority = 5
supermovetime = 40

; DCvM hyper portrait/BG
[State 10224, superportrait]
type = Explod
trigger1 = Time = 0
anim = 11111
ID = 11111
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 10224, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 11112
ID = 11112
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 10224,Super BG ]
type = Helper
trigger1 = AnimElem = 3
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 3999, 1]
type = velset
trigger1 = time >= 15
x = 0
y = 0


[State 10244, assertspecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1

[State 10244, aa2]
type = AssertSpecial
trigger1 = animelemtime(2) < 0
flag= noFG
flag2= noBG






[State 1010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 5555
ctrl = 1




[State 10224, 1]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 15
trigger3 = AnimElem = 27
trigger4 = AnimElem = 39
trigger5 = AnimElem = 51
projID = 5355
projanim = 5355
projhits = 1
offset = 23, -82
velocity = 10,0
attr = S, SP
damage = 15,3
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
;sparkno = 3
;sparkxy = 82,0
hitsound   = S9,4
guardsound = s120,1
guard.sparkno = S906
sparkno = s10121
sparkxy = 20,-20
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 1
p2stateno = 7697
;air.fall = 1

[State 10224, 1]
type = Projectile
trigger1 = AnimElem = 11
trigger2 = AnimElem = 23
trigger3 = AnimElem = 35
trigger4 = AnimElem = 47
projID = 5355
projanim = 5355
projhits = 1
offset = 23, -82
velocity = 10,2
gravity = 20
attr = S, SP
damage = 15,3
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
;sparkno = 3
;sparkxy = 82,0
hitsound   = S9,4
guardsound = s120,1
guard.sparkno = S906
sparkno = s10121
sparkxy = 20,-20
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 1
p2stateno = 7697
;air.fall = 1

[State 10224, 1]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
projID = 5355
projanim = 5355
projhits = 1
offset = 23, -82
velocity = 10,-2
attr = S, SP
damage = 15,3
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
hitsound   = S9,4
guardsound = s120,1
guard.sparkno = S906
sparkno = s10121
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 1
p2stateno = 7697
;air.fall = 1

[State 10224, 1]
type = Projectile
trigger1 = AnimElem = 55
projID = 5355
projanim = 5355
projhits = 1
offset = 23, -82
velocity = 10,-2
attr = S, SP
damage = 15,3
getpower = 60
givepower = 40
guardflag = MA
pausetime = 40,120
hitsound   = S9,4
guardsound = s120,1
guard.sparkno = S906
sparkno = s10121
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
p2stateno = 7697
;fall = 1


[State 10224,4]
type = ChangeState
trigger1 = movehit = 1
trigger2 = movecontact = 1
value = 10266

[State 99]
type = DestroySelf
trigger1 = time = 200

;-------------------------------------------------------------------------
[Statedef 10266]
type = S
movetype = I
physics = S
anim = 10121
sprpriority = 4

[State 99, NoHit]
type = NotHitBy
trigger1 = Time = 0
time = 0
value = SCA

[State 99]
type = DestroySelf
trigger1 = time = 7

[State 1000, fx]
type=explod
trigger1 = time = 0
anim=10121
ID=10121
sprpriority=1
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

; Hit by Fire Batarang
[Statedef 7697]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5002

[State 7697, 1]
type = VelSet
trigger1 = Time = 0
x = -4
y = -5

[State 7697, Burning_Anim]
type = ChangeAnim
trigger1 = AnimExist(7697)
trigger1 = Anim != 7697
value = 7697

[State 7697, Burn]
type = PalFX
trigger1 = Time = 1
time = 35
add = 40,-60,-150
sinadd = 60,25,0,10
color = 0
invertall = 1

[State 7696, 5]
type = VelAdd
trigger1 = Time > 2
y = 0.45

[State 7696, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;================= Fight HYPER  ==================

[Statedef 3111]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 90
velset = 0,0
ctrl = 0
anim = 3243
sprpriority = 2

[State 3111, 1]
type = Explod
trigger1 = Time >= 15
anim = 4355
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0

[State 3111, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3100,0

[State 3111, VelSet]
type = VelSet
trigger1 = Time >= 15
x = 10.5

[state 3111, 0]
type = Explod
trigger1 = animelem = 5
anim = 4371
pos = 0,0
ontop = 1
postype = p1

[state 3111, 0]
type = Explod
trigger1 = animelem = 10
anim = 4377
pos = 0,0
ontop = 1
postype = p1


[state 3111, 0]
type = Explod
trigger1 = animelem = 15
anim = 4374
pos = 0,0
ontop = 1
postype = p1

[state 3111, 0]
type = Explod
trigger1 = animelem = 21
anim = 2410
pos = 0,0
ontop = 1
postype = p1


[State 3111, aa]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1

; DCvM hyper portrait/BG
[State 3111, superportrait]
type = Explod
trigger1 = Time = 0
anim = 11111
ID = 11111
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3111, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 11112
ID = 11112
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1





[State 3111 ,Super BG ]
type = Helper
trigger1 = AnimElem = 3
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 3111, 3]
type = Explod
trigger1 = time = 0
ID = 920
anim = 920
pos = 10,-65
postype = P1
sprpriority = 8
supermove = 1
ownpal = 1
bindtime = -1

[State 3111, superpause]
type = SuperPause
trigger1 = time = 1
time = 20
anim = 920
sound = 20, 0
pos = 0,-50
darken = 1
poweradd = -1000
sprpriority=4

[State 3111, Hyper Explode]
type = Explod
trigger1 = Time = 1
anim = 44532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3111, Hyper Circle]
type = Explod
trigger1 = Time = 1
anim = 44533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3111, GROUNDFLASH]
type = Explod
trigger1 = Time = 1
anim = 64666
postype = p1
pos = -40,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3111, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = 12,0
sprpriority = 3
volume=-150

[State 0, AfterImage]
type = AfterImage
trigger1 = time=0
time = 20
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 3111, after2]
type = AfterImage
trigger1 = time = 0
time = 52
FrameGap = 2
timegap = 3
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 3111, hit]
type = HitDef
trigger1 = animelem = 5
trigger2 = animelem = 10
trigger3 = animelem = 15
trigger4 = animelem = 21
trigger5 = animelem = 24
trigger6 = animelem = 25
trigger7 = animelem = 26
trigger8 = animelem = 27
attr = C, HA
animtype  = Hard
damage    = 65
hitflag = MA
guardflag = L
pausetime = 12,12
sparkno = s910
guard.sparkno = s905
sparkxy = -10,-52
hitsound   = s1004,3
guardsound = s120,1
animtype = Medium
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7
guard.velocity = -5
air.velocity = -7,-10



[State 3111, PlaySnd]
type = PlaySnd
trigger1 = time=5
value = 12,0

[State 3111, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 52
ctrl = 1

[State 3111, next]
type = changestate
trigger1 = animelem = 30
value = 1089
ctrl = 0



[Statedef 1089]
type    = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2


[State 1089, aa]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1


[State 0, 2]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 0

[State 0, 3]
type = HitDef
trigger1 = TimeMod = 15, 5
attr = S, SA
hitflag = MAF
animtype  = Hard
damage    = 80, 40
priority  = 5
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S1501
guard.sparkno = S905
sparkxy = 20,-100
hitsound = S9,3
guardsound = 3, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
p2stateno = 7600



[State 0, 6]
type = VarAdd
trigger1 = Time > 3
trigger1 = Command = "Strong Electricity"
var(2) = 1

[State 0, 7]
type = VarAdd
trigger1 = AnimElem = 6
trigger1 = Var(2) > 0
var(2) = -1


[State 0, End]
type = ChangeState
trigger1 = animtime=0
trigger1 = BackEdgeBodyDist > -1
value = 5555
ctrl = 1

[State 1089, ChangeState]
type = ChangeState
trigger1 = Time = 55
value = 5555
ctrl = 1

;------------------------------------------------------------
; EXPLOSIVE CARDS -Jump Forward
[Statedef 2100]
type    = S
physics = S
anim = 235
ctrl = 0

[State 10, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2100, 1]
type = Explod
trigger1 = Time = 2
anim = 4355
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0

[State 2100, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2102
ctrl = 0

;---------------------------------------------------------
; CARDS
[Statedef 2101]
type    = S
physics = S
anim = 235
ctrl = 0

[State 10, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2101, 1]
type = Turn
trigger1 = Time = 0



[State 2101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2102
ctrl = 0

[State 2101, 2]
type = Explod
trigger1 = Time = 2
anim = 4355
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0

;---------------------------------------------------------
; CARDS
[Statedef 2102]
type    = A
movetype= I
pyshics = N
velset = frontedgedist/5 * (.35),-7
anim = 8888
ctrl = 0
sprpriority = 2

[State 2102, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 32
FrameGap = 2
timegap = 3
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 2002, 1]
type = VelAdd
trigger1 = 1
y = .26

[State 2002, 1]
type = VelSet
trigger1 = vel x = 0
trigger1 = frontedgedist < 5
x = .35

[State 2002, 2]
type = changestate
trigger1 = pos y < -70
trigger1 = frontedgebodydist <= 5
trigger2 = vel y > 1
value = 2103

[State 2002, 3]
type = VarSet
trigger1 = time = 0
var(1) = 1

[State 2002, 4]
type = Playerpush
trigger1 = 1
value = 0

[State 2002, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; CARDS
[Statedef 2103]
type    = A
movetype= A
physics = A
anim = 4356
velset = 0,0
sprpriority = 5

[State 2103, aa]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1

[State 2103, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 32
FrameGap = 2
timegap = 3
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 2103, 15]
type = PlaySnd
trigger1 = AnimElem = 5
value = 11,0

; DCvM hyper portrait/BG
[State 2103, superportrait]
type = Explod
trigger1 = Time = 0
anim = 11111
ID = 11111
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 2103, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 11112
ID = 11112
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 2103 ,Super BG ]
type = Helper
trigger1 = AnimElem = 4
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2103, 1]
type = Turn
trigger1 = Time = 0

[State 2103, 2]
type = Velset
trigger1 = AnimElem = 18, < 0
x = 0
y = 0

[State 2103, 2]
type = CtrlSet
trigger1 = AnimElem = 18
value = 1

[State 2103, 3]
type = SuperPause
trigger1 = Time = 4
time = 41
sound = 20, 0
movetime = 41
anim = -1

[State 2103, Hyper Explode]
type = Explod
trigger1 = Time = 4
anim = 44532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 2103, Hyper Circle]
type = Explod
trigger1 = Time = 4
anim = 44533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 2103, GROUNDFLASH]
type = Explod
trigger1 = Time = 4
anim = 64666
postype = p1
pos = -40,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 2103, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,2

[State 2103, 5]
type = AssertSpecial
trigger1 = Time = [6,47]
flag = timerfreeze
flag2 = nobardisplay




[State 2103, 8]
type = Projectile
trigger1 = Time = 62
projid = 4358
projanim = 4358
projhitanim = -1
projremovetime = 29
projremove = 0
numhits = 2
attr = S, HA
postype = back
offset = 80
velocity = 0
animtype = DiagUp
damage = 70,5
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = S7106
sparkxy = -15,-60
guard.sparkno = S7102
hitsound = S3,4
guardsound = S7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -8,-5
air.type = Low
air.velocity = -7,-5
fall = 1
fall.recover = 0
sprpriority = 3

[State 2103, 9]
type = Projectile
trigger1 = Time = 70
projid = 4358
projanim = 4358
projhitanim = -1
projremovetime = 29
projremove = 0
numhits = 2
attr = S, HA
postype = back
offset = 150
velocity = 0
animtype = DiagUp
damage = 70,5
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = S7106
sparkxy = -15,-60
guard.sparkno = S7102
hitsound = S3,4
guardsound = S7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -8,-5
air.type = Low
air.velocity = -7,-5
fall = 1
fall.recover = 0
sprpriority = 3

[State 2103, 10]
type = Projectile
trigger1 = Time = 78
projid = 4358
projanim = 4358
projhitanim = -1
projremovetime = 29
projremove = 0
numhits = 2
postype = back
attr = S, HA
offset = 220
velocity = 0
animtype = DiagUp
damage = 70,5
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = S7106
sparkxy = -15,-60
guard.sparkno = S7102
hitsound = S3,4
guardsound = S7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -8,-5
air.type = Low
air.velocity = -7,-5
fall = 1
fall.recover = 0
sprpriority = 3

[State 2103, 10]
type = Projectile
trigger1 = Time = 86
projid = 4358
projanim = 4358
projhitanim = -1
projremovetime = 29
projremove = 0
numhits = 2
postype = back
attr = S, HA
offset = 290
velocity = 0
animtype = DiagUp
damage = 70,5
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = S7106
sparkxy = -15,-60
guard.sparkno = S7102
hitsound = S3,4
guardsound = S7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -8,-5
air.type = Low
air.velocity = -7,-5
fall = 1
fall.recover = 0
sprpriority = 3

[State 2103, 10]
type = Projectile
trigger1 = Time = 94
projid = 4358
projanim = 4358
projhitanim = -1
projremovetime = 29
projremove = 0
postype = back
numhits = 2
attr = S, HA
offset = 360
velocity = 0
animtype = DiagUp
damage = 70,5
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = S7106
sparkxy = -15,-60
guard.sparkno = S7102
hitsound = S3,4
guardsound = S7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -8,-5
air.type = Low
air.velocity = -7,-5
fall = 1
fall.recover = 0
sprpriority = 3

[State 2103, 3]
type = PlaySnd
trigger1 = Time = 62
trigger2 = Time = 70
trigger3 = Time = 78
trigger4 = Time = 86
trigger5 = Time = 94
value = 9,3

[State 2103, 3]
type = PlaySnd
trigger1 = Time = 66
trigger2 = Time = 74
trigger3 = Time = 82
trigger4 = Time = 90
;trigger5 = Time = 98
value = 3,3

[State 2103, 3]
type = EnvShake
trigger1 = Time = 72
trigger2 = Time = 80
trigger3 = Time = 88
trigger4 = Time = 96
trigger5 = Time = 104
time = 5
freq = 100
ampl = -6

[State 2103, 3]
type = EnvShake
trigger1 = Projhit = 1
time = 15
freq = 100
ampl = -6

[State 2103, 13]
type = VarSet
trigger1 = p2life = 0
var(9) = 1
persistent = 0

[State 2103, 13]
type = VarSet
trigger1 = projhit = 1
var(10) = 1
persistent = 0

[State 2103, 12]
type = PowerAdd
trigger1 = Time = 6
value = -1000

[State 2103, 12]
type = ScreenBound
trigger1 = var(10) >= 1
value = 0
movecamera = 0

[State 2103, 12]
type = EnvColor
trigger1 = Projhit = 1
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1

[State 2103, 12]
type = MoveHitReset
trigger1 = 1
ignorehitpause = 1

[State 2103, 13]
type = ChangeState
trigger1 = BackEdgeBodyDist <= -20 && time > 102
value = 2104

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

[Statedef 2104]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 0,0
anim = 4444
ctrl = 0

[State 2103, 13]
type = VarSet
trigger1 = p2life = 0
var(9) = 1
persistent = 0

[State 2104, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 2104, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2104, 3]
type = PosAdd
trigger1 = Time = 50
x = (-1 * BackEdgeBodyDist) + (-100)

[State 2104, 4]
type = ChangeState
trigger1 = Time = 80
value = 2105
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 2105]
type    = S
movetype= A
physics = N
anim = 100
ctrl = 0
sprpriority = 1

[State 2105, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 2105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.back.y)

[State 2105, 2]
type = VelAdd
trigger1 = 1
y = .25



[State 2105, 5]
type = AssertSpecial
trigger1 = 1
flag = nowalk

[State 2105, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;Shotgun Hyper
[StateDef 702]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 700
poweradd = 20

[State 702 Super pause]
type = SuperPause
trigger1 = AnimElem = 5
pos = 20, -723
anim = 920
sound = 20, 0

[State 702, aa]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1

[State 702, Hyper Explode]
type = Explod
trigger1 = AnimElem = 5
anim = 44532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 702, Hyper Circle]
type = Explod
trigger1 = AnimElem = 5
anim = 44533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 702, GROUNDFLASH]
type = Explod
trigger1 = AnimElem = 5
anim = 64666
postype = p1
pos = -40,0
ownpal = 1
sprpriority = 5
supermovetime = 40


; DCvM hyper portrait/BG
[State 702, superportrait]
type = Explod
trigger1 = Time = 0
anim = 11111
ID = 11111
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 702, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 11112
ID = 11112
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 702 ,Super BG ]
type = Helper
trigger1 = AnimElem = 6
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999


[State 702, Explod]
type = Explod
trigger1 = animelem = 6
anim = 701
pos = 70,-77
ontop = 1
postype = p1



[State 702, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 8000, 15

[State 702, 1]
type = Projectile
trigger1 = AnimElem = 7
projanim = 702
projhitanim = 702
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 70,-79
velocity = 12
attr = S, SP

damage   = 200
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 85,0
sparkno = s902
guard.sparkno = s905
hitsound = s5,2
guardsound = s120,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 6
ground.velocity = -6,-9
guard.slidetime = 1
guard.velocity = -1
air.velocity = -6,-7
airguard.slidetime = 1
airguard.velocity = -1
fall = 1
fall.recover = 0
p2facing=1

[State 702, 3]
type = explod
trigger1 = MoveHit
anim = 910
pos = 25,-40
facing = -1
postype = P2
sprpriority = 2
bindtime = -1
removetime = 45

[State 702, 5]
type = Changestate;Anim
trigger1 = anim = 700 && AnimTime = 0
trigger2 = anim = 700 && Animelemtime(16) >= 0 && numhelper(3600)=1
value = 767


;--------------------------------------------
[Statedef 767]
type = A
movetype= I
physics = N
ctrl = 0
anim = 5070
velset = -5, -4

[State 8000, 5]
type = StateTypeSet
trigger1 = anim = 5080
statetype = L
physics = C

[State 767, 2]
type = Explod
triggerall = anim = 5070
trigger1 = animelem=3
pos = -70,-15
postype = p1
bindtime = 1
anim = 10013
vel = -15,0
removetime = 14
sprpriority = -1
supermovetime = 14

[State 3520, 1] ;Gravity
trigger1 = anim = 5070;pos y < 0
type = veladd
y = 0.43

[State 767, 5]
type = ChangeAnim
trigger1 = anim = 5070 && pos y > 20;AnimTime = 0
value = 50800

[State 767, 5]
type = velset
trigger1 =  anim = 50800
x = -5 * (time=0)
y=0

[State 767, 5]
type = posset
trigger1 =  anim = 50800
y=0

[State 767, 5]
type = ChangeAnim
trigger1 = anim = 50800 && AnimTime = 0
value = 5120

[State 767, 5]
type = ChangeState
trigger1 = anim = 5120 && AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------------------
;Joker Bazooka

[Statedef 3702]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 77015
poweradd = 20





[State 3702, as]
type = AssertSpecial
trigger1 = Time = [6,47]
flag = timerfreeze
flag2 = nobardisplay

[State 3702, as2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1

[State 3702, 0]
type = velset
trigger1 = time = 0
x = 0

[State 3702, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3100,0

[State 3702, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3400,0

[State 3702, 3]
type = playsnd
trigger1 = time = 0
value = s4000,18







[State 3702, 9]
type = SuperPause
trigger1 = !time
darken = 0
anim= -1
sound = 20, 0
pos = 0, -90
movetime = 40
poweradd = -1000
bindtime = -1
sprpriority = 6
Time = 40
p2defmul = 2
removeongethit = 1

[State 3702, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 44532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3702, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 44533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3702, GROUNDFLASH]
type = Explod
trigger1 = animelem = 1
anim = 64666
postype = p1
pos = -40,0
ownpal = 1
sprpriority = 5
supermovetime = 40

; DCvM hyper portrait/BG
[State 3702, superportrait]
type = Explod
trigger1 = Time = 0
anim = 11111
ID = 11111
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3702, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 11112
ID = 11112
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1


[State 3702, HyperBg]
type = Helper
trigger1 = AnimElem = 8
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999



[State 3702 3]
type = Helper
ID = 99204
name = "joker missle"
trigger1 = animelem = 7
postype = P1
pos = 40,-67
sprpriority = 2
stateno = 99204
keyctrl = 0
ownpal = 1

[State 3702, 7]
type = Explod
trigger1 = animelem = 7
pos = 50,-120 + 10 *(animelem = 4||animelem = 5||animelem = 6||animelem = 7)
postype = p1
bindtime = 1
sprpriority = 2
anim = 4368
removetime = -2

[State 3702, 6]
type = Explod
trigger1 = animelem = 7
pos = -51,-115 + 10 *(animelem = 4||animelem = 5||animelem = 6||animelem = 7)
postype = p1
bindtime = 1
sprpriority = -1
anim = 4367
removetime = -2

[State 3702, velset]
type = velset
trigger1 = animelem = 9
x = -16
y = 0

[State 3702, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; Joker Missle
[Statedef 99204]
type    = A
physics = N
movetype= A
anim = 10016
ctrl = 0
poweradd = 0
sprpriority = 3

[State 99204, 8]
type = explod
trigger1 = (time % 3)=0
pos = 0,0;-20,10
anim = 4369;F120
removetime = -2
ownpal=1

[State 99204, 1]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = Hard
damage    = 140,30
priority  = 6
hitflag = MA
guardflag = MAF
pausetime = 0,0
sparkno = -1
guard.sparkno = s906
sparkxy = 0,-25
hitsound   = s10000,9
guardsound = S120,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -4,-5
fall = 1
fall.recover = 0
air.recover = 0
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.time = 60
palfx.invertall = 1

[State 99204, 2]
type = Helper
triggerall = numhelper(10000) = 0
triggerall = p2stateno = [5000,5999]
trigger1 = movehit
name = "Fire"
ID = 10700
stateno = 10700
postype = P1
pos = -100,0
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 99204, 3]
type = playsnd
trigger1 = animelem = 1
value = s10000,8

[State 99204, 4]
type = velset
trigger1 = time = 0
y = 0
x = 8




[State 99204, 6]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 99204, 7]
type = Destroyself
trigger1 = animtime = 0
trigger2 = movehit
trigger3 = moveguarded

[statedef 10700]
type = A
movetype = I
physics = N
anim = 4444
velset = 0,0
sprpriority = -1

[state 10700, 1]
type = explod
trigger1 = time = 0
id = 10121
anim = 10121
postype = p2
pos = 15,-60
accel = 0,0
pausemovetime = 0
supermovetime = 0
sprpriority = 4
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 1
facing = 1
removetime = 30

[state 10700, 2]
type = explod
trigger1 = time = 1
id = 10121
anim = 10121
postype = p2
pos = -15,-100
accel = 0,0
pausemovetime = 0
supermovetime = 0
sprpriority = 4
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 1
facing = 1
removetime = 30

[State 10700, 3]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[state 10700, 4]
type = Destroyself
trigger1 = time >= 30

;---------------------------------------------------------------------------
; Gas Baloon
[Statedef 3000]
type    = C
movetype= A
physics = C
juggle  = 3
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 1

[State 3000, aa]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1

[State 3000, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[State 1040, balloon snd]
type = PlaySnd
trigger1 = animelem = 3
value = S60,22


; DCvM hyper portrait/BG
[State 3000, superportrait]
type = Explod
trigger1 = Time = 0
anim = 11111
ID = 11111
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 11112
ID = 11112
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1




[State 3000, 2]
type = playsnd
trigger1 = time = 0
value = s4000,18



[State 3000, 4]
type = nothitby
trigger1 = time <= 48
value = SCA




[State 3000, 8]
type = SuperPause
trigger1 = AnimElem = 5
time = 48
movetime = 48
anim = -1
poweradd = -1000
unhittable = 1

[State 3000, Hyper Explode]
type = Explod
trigger1 = Time = 0
anim = 44532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = Time = 0
anim = 44533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, GROUNDFLASH]
type = Explod
trigger1 = Time = 0
anim = 64666
postype = p1
pos = -40,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[state 3000, 9]
type = helper
trigger1 = AnimElem = 9
helpertype = Normal
name = "Good Face"
id = 3010
pos = 45, 0
postype = P1
stateno = 3010
ownpal = 1
sprpriority = 3
bindtime = -1

[State 3000, 10]
type = ChangeState
trigger1 = numhelper(3015) = 1
value = 5555
ctrl = 0


[State 3000, 11]
type = Helper
trigger1 = AnimElem = 5
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[Statedef 3001]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3001
sprpriority = -2

[State 3001, 1]
type = ChangeState
trigger1 = animtime = 0
value = 5555
ctrl = 1

;---------------------------------------------------------------------------
; Good Face States
[Statedef 3010]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3010
sprpriority = 3


[State 3010, 1.5]
type = velset
trigger1 = time >= 0
x = 0
y = 0


[state 3010, gethit]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA,NP,SP,HP
slot = 0
stateno = 33321

[state 3010, 9]
type = helper
trigger1 = time = 0
helpertype = Normal
id = 33010
pos = 55, 0
postype = P1
stateno = 33010
ownpal = 1
sprpriority = 3
bindtime = -1

[state 3010, 0]
type = helper
trigger1 = AnimElem = 17
helpertype = Normal
name = "GAS"
id = 35010
pos = 0,0
postype = P1
stateno = 35010
ownpal = 1
sprpriority = 4
bindtime = -1



[State 3010, SND]
type = PlaySnd
trigger1 = animelem = 1
value = s180, 2

[State 3010, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3010, 2]
type = PlaySnd
trigger1 = Time = 1
value = s3000, 1

[State 3010, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
animtype  = Hard
damage    = 90, 10
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-35
sparkno = s902
guard.sparkno = s906
hitsound   = s200,20
guardsound = s120,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1

[State 3010, 4]
type = HitDef
trigger1 = animelem = 9
attr = S, HP
animtype  = Hard
damage    = 50, 10
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-65
sparkno = s902
guard.sparkno = s906
hitsound   = s200,20
guardsound = s120,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1

[State 3010, 5]
type = HitDef
trigger1 = animelem = 14
attr = S, HP
animtype  = Hard
damage    = 50, 10
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-85
sparkno = s902
guard.sparkno = s906
hitsound   = s200,20
guardsound = s120,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1

[State 3010, 6]
type = HitDef
trigger1 = animelem = 17
attr = S, HP
animtype  = Hard
damage    = 50, 10
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-105
sparkno = s902
guard.sparkno = s906
hitsound   = s200,20
guardsound = s120,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1

[State 3010, 7]
type = HitDef
trigger1 = animelem = 19
attr = S, HP
animtype  = Hard
damage    = 50, 10
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-125
sparkno = s902
guard.sparkno = s906
hitsound   = s200,20
guardsound = s120,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1

[State 3010, 8]
type = HitDef
trigger1 = animelem = 21
attr = S, HP
animtype  = Hard
damage    = 50, 10
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-145
sparkno = s902
guard.sparkno = s906
hitsound   = s200,20
guardsound = s120,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-4.5
air.velocity = -2.5,-4.5
fall = 1


[state 3010, 10]
type = helper
triggerall = numhelper(3015) = 0
trigger1 = AnimElem = 39
helpertype = Normal
name = "Explosion"
id = 3015
pos = 0, 0
postype = P1
stateno = 3015
ownpal = 1
sprpriority = 7
bindtime = -1


[state 3010, 12]
type = destroyself
trigger1 = numhelper(3015) = 1
trigger2 = animtime = 0

[Statedef 33010]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9041
sprpriority = 3

[State 33010, 1]
type = bindtoparent
trigger1 = time >= 0
pos = 0,0

[State 33010, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0



[state 33010, 12]
type = destroyself
trigger1 = numhelper(3015) = 1
trigger2 = animtime = 0


[Statedef 33321]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 5

[State 33321, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 1004

[State 33321, 2]
type = PlaySnd
trigger1 = time = 0
value = 3000,1

[State 33321, 3]
type = destroyself
trigger1 = AnimTime = 0
;-------------------------------------------------------------------------------
; CNS difficulty: easy
[Statedef 35010]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7999
sprpriority = 4

[State 35010, 1]
type = bindtoparent
trigger1 = time >= 0
pos = 60,-90



[State 35010, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 45
priority = 6, Hit
getpower = 162,162
guardflag = MA
pausetime = 11,12
sparkxy = 0,0
sparkno = s900
guard.sparkno = S906
hitsound = s1004,3
guardsound = s120,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = -10
air.type = High
air.velocity = -13,10
air.fall = 1
air.hittime = 25
p2stateno = 10210
palfx.add  = 40,248,10
palfx.sinadd = 70,70,70,15
palfx.time = 125
color = 0
getpower = 0
givepower = 0

[State 35010, 7]
type = DestroySelf
Trigger1 = Time = 35


;---------------------------------------------------------------------------
; Explosion Good Face States
[Statedef 3015]
type    = S
physics = N
ctrl = 0
anim = 3012
sprpriority = 7

[State 3015, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1



[State 3015, 3]
type = bindtoroot
trigger1 = time >= 0
pos = 55,0


[state 3015, 5]
type = destroyself
trigger1 = animtime = 0

;----------------------------------------------------------------
;Spinning card slash
[Statedef 3400]
type    = C
movetype= A
physics = C
juggle  = 3
anim = 3100
ctrl = 0

[State 3400, aa]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1

[State 3400, 1]
type = Explod
trigger1 = Time >= 50
anim = 4355
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0


[State 3400, as]
type = AssertSpecial
trigger1 = Time = [6,47]
flag = timerfreeze
flag2 = nobardisplay

[State 3400, 0]
type = velset
trigger1 = time = 0
x = 0

[State 3400, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3100,0

[State 3400, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3400,0

[State 3400, 3]
type = playsnd
trigger1 = time = 0
value = s4000,18

[State 3400, 4]
type = Explod
trigger1 = time = 0
ID = 920
anim = 920
pos = -5,-65
postype = P1
sprpriority = 8
supermove = 1
ownpal = 1
bindtime = -1




[State 3400, 9]
type = SuperPause
trigger1 = Time = 0
time = 48
movetime = 48
anim = -1
darken = 0
sound = 20, 0
poweradd = -1000
unhittable = 1

[State 3400, Hyper Explode]
type = Explod
trigger1 = Time = 0
anim = 44532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3400, Hyper Circle]
type = Explod
trigger1 = Time = 0
anim = 44533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3400, GROUNDFLASH]
type = Explod
trigger1 = Time = 0
anim = 64666
postype = p1
pos = -40,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3400, 10]
type = VelSet
trigger1 = Time >= 50
x = 5.5

[State 3400, 11]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 7
trigger4 = animelem = 10
trigger5 = animelem = 11
trigger6 = animelem = 14
trigger7 = animelem = 15
trigger8 = animelem = 18
attr = C, HA
animtype  = Hard
damage    = 60,10
hitflag = MA
guardflag = L
pausetime = 12,12
sparkno = s910
guard.sparkno = s905
sparkxy = -10,-52
hitsound   = s1004,3
guardsound = s120,1
animtype = Medium
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7
guard.velocity = -5
air.velocity = -7,-10


[State 3400, 12]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 11
trigger4 = animelem = 15
ID = 3110
anim = 3110
pos = 0,0
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
bindtime = -1
scale = .92, .92
removeongethit = 1

[State 3400, 13]
type = RemoveExplod
trigger1 = numexplod(3111) = 1
trigger2 = animtime = 0
ID = 3110

[State 3400, 14]
type = Explod
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 14
trigger4 = animelem = 18
ID = 3113
anim = 3113
pos = 0,0
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
bindtime = -1
scale = .92, .92
removeongethit = 1

[State 3400, 15]
type = RemoveExplod
trigger1 = numexplod(3110) = 1
trigger2 = animtime = 0
ID = 3113

[State 3400, 16]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 8
trigger3 = animelem = 12
trigger4 = animelem = 16
ID = 3111
anim = 3111
pos = 0,0
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
bindtime = -1
scale = .92, .92
removeongethit = 1

[State 3400, 18 ]
type = AfterImage
trigger1 = stateno = 3400
trigger1 = time = 1
time = 100
length = 32
framegap = 8
trans = add1
ignorehitpause = 0




[State 3400, 17]
type = ChangeState
trigger1 = animtime = 0
value = 3401
ctrl = 0


; DCvM hyper portrait/BG
[State 3400, superportrait]
type = Explod
trigger1 = Time = 0
anim = 11111
ID = 11111
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3400, portraitBG]
type = Explod
trigger1 = Time = 0
anim = 11112
ID = 11112
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1


[State 3400, HyperBg]
type = Helper
trigger1 = AnimElem = 3
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[Statedef 3401]
type    = C
movetype= A
physics = C
juggle  = 3
velset = 0,0
anim = 3101
ctrl = 0
sprpriority = -2

[State 3401, aa]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1

[State 3401, 1]
type = velset
trigger1 = animelem = 5
x = 0

[State 3401, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 7
attr = C, HA
animtype  = Hard
damage    = 60,10
hitflag = MA
guardflag = L
pausetime = 12,12
sparkno = s910
guard.sparkno = s905
sparkxy = -10,-52
hitsound   = s1004,3
guardsound = s120,1
animtype = Medium
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7
guard.velocity = -5
air.velocity = -7,-10
fall = 1
fall.recover = 0

[State 3401, 3]
type = Explod
trigger1 = animelem = 1
ID = 3110
anim = 3110
pos = 0,0
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
bindtime = -1
scale = .92, .92
removeongethit = 1

[State 3401, 4]
type = RemoveExplod
trigger1 = numexplod(3111) = 1
trigger2 = animtime = 0
ID = 3110

[State 3401, 5]
type = Explod
trigger1 = animelem = 4
ID = 3113
anim = 3113
pos = 0,0
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
bindtime = -1
scale = .92, .92
removeongethit = 1

[State 3401, 6]
type = RemoveExplod
trigger1 = numexplod(3110) = 1
trigger2 = animelem = 5
ID = 3113

[State 3401, 7]
type = Explod
trigger1 = animelem = 2
ID = 3111
anim = 3111
pos = 0,0
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
bindtime = -1
scale = .92, .92
removeongethit = 1

[State 3401, 8]
type = ChangeState
trigger1 = animtime = 0
value = 5555
ctrl = 1

[State 3401, 9]
type = AfterImage
trigger1 = time = 2
trigger1 = palno != 10
time = 10
length = 32
framegap = 8
trans = add1
ignorehitpause = 0


;-------------------------------------------------------------
;Super BG
;-------------------------------------------------------------
[Statedef 8005]
type = A
physics  = N
sprpriority = 5

[State 8018]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noFG

[State 8018, muteki]
type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = -1

[State 8018, 3]
type = PosSet
trigger1 = 1
y = 0
x = -160

[State 0, ]
type = EnvColor
trigger1 = timemod = 10,1
value = ceil (random/1),0,ceil (random/1)
time = 10
under = 1
ignorehitpause = 1

[State 8005, hyperBG2]
type = Explod
trigger1 = Time = 0
anim = 9999
ID = 9999
supermovetime = 999999
pausemovetime = 999999
removeongethit = 1
removetime = -1
vel = 0, 0
postype = back
pos = 0, 0
sprpriority = -999995
bindtime = -1
ownpal = 1

[State 8018,1]
type = Explod
trigger1 = time= 1
anim = 110
ID = 110
supermovetime = 999999
pausemovetime = 999999
removeongethit = 1
removetime = -1
vel = 0, 0
postype = p1
pos = 0, 0
sprpriority = -999998
bindtime = -1
ownpal = 0
scale = 2,1

[State 8018,1]
type = Explod
trigger1 = time= 1
anim = 115
ID = 110
supermovetime = 999999
pausemovetime = 999999
removeongethit = 1
removetime = -1
vel = 0, 0
postype = back
pos = 0, 0
sprpriority = -999999
bindtime = -1
ownpal = 0
scale = 1.0,1.0

[State 8018, Assert]
type = assertspecial
trigger1 = Animtime != 0
flag = noshadow

[State 8018, 6]
type = ChangeState
Trigger1 = Time = 20
value = 8006
ctrl = 0

[Statedef 8006]
type = A
physics  = N
sprpriority = 5

[State 80180]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noBG
flag3 = noFG

[State 80180, 3]
type = posset
trigger1 = 1
y = 0
x = -160

[State 0, ]
type = EnvColor
trigger1 = timemod = 10,1
value = ceil (random/1),0,ceil (random/1)
time = 10
under = 1
ignorehitpause = 1

[State 8018,1]
type = Explod
trigger1 = timemod = 4,1 && numexplod(111) <= 20
anim = 111
ID = 111
supermovetime = 999999
pausemovetime = 999999
removeongethit = 1
removetime = 60
vel = -10-ceil(random/20), 0
postype = p1
pos = 320, 0
random = 20,500
ontop = 1
bindtime = 1
ownpal = 1

[State 8018,1]
type = Explod
trigger1 = timemod = 4,1 && numexplod(112) <= 20
anim = 112
ID = 112
supermovetime = 999999
pausemovetime = 999999
removeongethit = 1
removetime = 60
vel = -10-ceil(random/20), 0
postype = p1
pos = 320, 0
random = 20,500
ontop = 1
bindtime = 1
ownpal = 1

[State 80180, muteki]
type = NotHitBy
trigger1 = Time = 0
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = -1

[State 80180, Assert]
type = assertspecial
trigger1 = Animtime != 0
flag = noshadow

[State 80180, 6]
type = ChangeState
Trigger1 = parent,movetype != A
value = 8007
ctrl = 0

[Statedef 8007]
type = A
physics  = N
sprpriority = 5

[State 80181]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 80181, 3]
type = PosSet
trigger1 = 1
y = 0
x = -160

[State 80181, Assert]
type = assertspecial
trigger1 = Animtime != 0
flag = noshadow

[State 80181, muteki]
type = NotHitBy
trigger1 = Time = 0
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = -1

[State 0, ]
type = RemoveExplod
trigger1 = time >= 10
ID = 110
ignorehitpause = 1

[State 0, ]
type = RemoveExplod
trigger1 = time >= 10
ID = 9999
ignorehitpause = 1

[State 80181, 7]
type = DestroySelf
Trigger1 = Time = 20

;---------------------------------------------------------------------------
; Finish Hit Explod (based on FlowaGirl and Ethan Lives codes)
; (taken with permission from McCready's StrongGuy char)
[Statedef 8900]
type = S
movetype = I
physics = N
anim = 8930

;[State 8900, 1]
;type = Pause
;trigger1 = (!Time)
;time = 12
;movetime = 12

[State 8900, 1]
type = EnvShake
trigger1 = (!Time)
time = 12
freq = 120;10
ampl = -3;2
phase = 90

[State 8900, 2]
type = Explod
triggerall = (NumExplod(8900) < 1)
trigger1 = Time = 0
persistent = 0
anim = 8900
ID = 8900
postype = left
pos = 0, 0
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = -4
bindtime = -1
ontop = 1
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1

[State 8900, 3]
type = PlaySnd
trigger1 = (NumExplod(8900) != 0)
value = 30, 0
persistent = 0
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1

[State 8900, done]
type = DestroySelf
trigger1 = RoundState = 4

;-------Flechas pra Cima
;---------------------------------------------------------------------------

;---[Super Pause State EXP]-------
;[State 0, ]
;type = SuperPause
;trigger1 = time = 0
;time = 40
;sound = S20,0
;pos = 0,0
;darken = 1
;poweradd = -1000

;[State 0, ]
;type = Helper
;trigger1 = time = 0
;name = "Orb"
;ID = 8000
;pos = 0,0
;postype = p1
;stateno = 8000
;supermovetime = 40
;pausemovetime = 1
;ownpal = 1

;[State 0, ]
;type = Helper
;trigger1 = time = 0
;name = "Super BG"
;ID = 8005
;pos = 0,0
;postype = back
;stateno = 8005
;supermovetime = 40
;pausemovetime = 1
;ownpal = 1
