;---------------------------------------------------------------------------
; Rapid Fire Machine Buster
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3000

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s-1,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 29,-50
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, Helper]
type = Helper
triggerall = anim = 3001
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "Buster Shot"
ID = 3000
stateno = 3090
pos = ceil(24*const(size.xscale)),ceil(-47*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 7   ;fv = 10
value = 0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001

;---------------------------------------------------------------------------
; Rapid Fire Machine Buster
[Statedef 3001]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3001;ifelse(var(32)=0, 3001, 30001)

[State 0, VarSet]
type = VarAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 25
trigger8 = AnimElem = 29
trigger9 = AnimElem = 33
trigger10 = AnimElem = 37
trigger11 = AnimElem = 41
trigger12 = AnimElem = 45
trigger13 = AnimElem = 49
trigger14 = AnimElem = 53
trigger15 = AnimElem = 57
trigger16 = AnimElem = 61
trigger17 = AnimElem = 65
trigger18 = AnimElem = 69
trigger19 = AnimElem = 73
trigger20 = AnimElem = 77
trigger21 = AnimElem = 81
trigger22 = AnimElem = 85
trigger23 = AnimElem = 89
trigger24 = AnimElem = 93
trigger25 = AnimElem = 97
trigger26 = AnimElem = 101
trigger27 = AnimElem = 105
trigger28 = AnimElem = 109
trigger29 = AnimElem = 113
trigger30 = AnimElem = 117
trigger31 = AnimElem = 121
trigger32 = AnimElem = 125
trigger33 = AnimElem = 129
trigger34 = AnimElem = 133
trigger35 = AnimElem = 137
trigger36 = AnimElem = 141
trigger37 = AnimElem = 145
trigger38 = AnimElem = 149
trigger39 = AnimElem = 153
trigger40 = AnimElem = 157
trigger41 = AnimElem = 161
v = 7
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, Helper]
type = Helper
triggerall = anim = 3001
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 25
trigger8 = AnimElem = 29
trigger9 = AnimElem = 33
trigger10 = AnimElem = 37
trigger11 = AnimElem = 41
trigger12 = AnimElem = 45
trigger13 = AnimElem = 49
trigger14 = AnimElem = 53
trigger15 = AnimElem = 57
trigger16 = AnimElem = 61
trigger17 = AnimElem = 65
trigger18 = AnimElem = 69
trigger19 = AnimElem = 73
trigger20 = AnimElem = 77
trigger21 = AnimElem = 81
trigger22 = AnimElem = 85
trigger23 = AnimElem = 89
trigger24 = AnimElem = 93
trigger25 = AnimElem = 97
trigger26 = AnimElem = 101
trigger27 = AnimElem = 105
trigger27 = AnimElem = 105
trigger28 = AnimElem = 109
trigger29 = AnimElem = 113
trigger30 = AnimElem = 117
trigger31 = AnimElem = 121
trigger32 = AnimElem = 125
trigger33 = AnimElem = 129
trigger34 = AnimElem = 133
trigger35 = AnimElem = 137
trigger36 = AnimElem = 141
trigger37 = AnimElem = 145
trigger38 = AnimElem = 149
trigger39 = AnimElem = 153
trigger40 = AnimElem = 157
trigger41 = AnimElem = 161
helpertype = normal ;player
name = "Buster Shot"
ID = 3000
stateno = 3090
pos = ceil(24*const(size.xscale)),ceil(-47*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3001||anim=30001
triggerall = animtime=0
trigger1 = anim != 3002
value = 3002

[State 0, Helper]
type = Helper
triggerall = anim = 30001
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 25
trigger8 = AnimElem = 29
trigger9 = AnimElem = 33
trigger10 = AnimElem = 37
helpertype = normal ;player
name = "Buster Shot"
ID = 3000
stateno = 3095
pos = ceil(24*const(size.xscale)),ceil(-46*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Explod]
type = Explod
triggerall = anim = 30001
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 25
trigger8 = AnimElem = 29
trigger9 = AnimElem = 33
trigger10 = AnimElem = 37
anim = 1004
ID = 3000
pos = ceil(24*const(size.xscale)),ceil(-46*const(size.xscale))
postype = p1  ;p2,front,back,left,right
bindtime = 2
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 220, 5]
type = ChangeState
triggerall = anim = 3002
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rapid Fire Machine Buster
[Statedef 3005]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3005

[State 0, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s-1,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 29,-65
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 7   ;fv = 10
value = 0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3006

;---------------------------------------------------------------------------
; Rapid Fire Machine Buster
[Statedef 3006]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,.25
anim = 3006;ifelse(var(32)=0, 3006, 30006)

[State 0, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0

[State 0, VarSet]
type = VarAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
trigger5 = AnimElem = 13
trigger6 = AnimElem = 16
trigger7 = AnimElem = 19
trigger8 = AnimElem = 22
trigger9 = AnimElem = 25
trigger10 = AnimElem = 28
trigger11 = AnimElem = 31
trigger12 = AnimElem = 34
trigger13 = AnimElem = 37
trigger14 = AnimElem = 40
trigger15 = AnimElem = 43
trigger16 = AnimElem = 46
trigger17 = AnimElem = 49
trigger18 = AnimElem = 52
trigger19 = AnimElem = 55
trigger20 = AnimElem = 58
trigger21 = AnimElem = 61
trigger22 = AnimElem = 64
trigger23 = AnimElem = 67
trigger24 = AnimElem = 70
trigger25 = AnimElem = 73
trigger26 = AnimElem = 76
trigger27 = AnimElem = 79
trigger28 = AnimElem = 82
trigger29 = AnimElem = 85
trigger30 = AnimElem = 88
trigger31 = AnimElem = 91
trigger32 = AnimElem = 94
trigger33 = AnimElem = 97
trigger34 = AnimElem = 100
trigger35 = AnimElem = 103
trigger36 = AnimElem = 106
trigger37 = AnimElem = 109
trigger38 = AnimElem = 112
trigger39 = AnimElem = 115
trigger40 = AnimElem = 118
trigger41 = AnimElem = 121
v = 7
value = 1

[State 0, AfterImage]
type = AfterImage
triggerall = anim != 44
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, Helper]
type = Helper
triggerall = anim = 3006
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
trigger5 = AnimElem = 13
trigger6 = AnimElem = 16
trigger7 = AnimElem = 19
trigger8 = AnimElem = 22
trigger9 = AnimElem = 25
trigger10 = AnimElem = 28
trigger11 = AnimElem = 31
trigger12 = AnimElem = 34
trigger13 = AnimElem = 37
trigger14 = AnimElem = 40
trigger15 = AnimElem = 43
trigger16 = AnimElem = 46
trigger17 = AnimElem = 49
trigger18 = AnimElem = 52
trigger19 = AnimElem = 55
trigger20 = AnimElem = 58
trigger21 = AnimElem = 61
trigger22 = AnimElem = 64
trigger23 = AnimElem = 67
trigger24 = AnimElem = 70
trigger25 = AnimElem = 73
trigger26 = AnimElem = 76
trigger27 = AnimElem = 79
trigger28 = AnimElem = 82
trigger29 = AnimElem = 85
trigger30 = AnimElem = 88
trigger31 = AnimElem = 91
trigger32 = AnimElem = 94
trigger33 = AnimElem = 97
trigger34 = AnimElem = 100
trigger35 = AnimElem = 103
trigger36 = AnimElem = 106
trigger37 = AnimElem = 109
trigger38 = AnimElem = 112
trigger39 = AnimElem = 115
trigger40 = AnimElem = 118
trigger41 = AnimElem = 121
helpertype = normal ;player
name = "Buster Shot"
ID = 3000
stateno = 3090
pos = ceil(29*const(size.xscale)),ceil(-68*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
triggerall = anim = 30006
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
trigger5 = AnimElem = 13
trigger6 = AnimElem = 16
trigger7 = AnimElem = 19
trigger8 = AnimElem = 22
trigger9 = AnimElem = 25
trigger10 = AnimElem = 28
helpertype = normal ;player
name = "X Shot"
ID = 3000
stateno = 3095
pos = ceil(29*const(size.xscale)),ceil(-68*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Explod]
type = Explod
triggerall = anim = 30006
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
trigger5 = AnimElem = 13
trigger6 = AnimElem = 16
trigger7 = AnimElem = 19
trigger8 = AnimElem = 22
trigger9 = AnimElem = 25
trigger10 = AnimElem = 28
anim = 1004
ID = 1000
pos = ceil(29*const(size.xscale)),ceil(-68*const(size.xscale))
postype = p1  ;p2,front,back,left,right
bindtime = 2
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3006||anim=30006
triggerall = animtime=0
trigger1 = anim != 3007
value = 3007

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=3007
trigger1 = animtime=0
elem=6
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I
physics = A

[State 0, VarSet]
type = VarSet
trigger1 = anim = 44
v = 45    ;fv = 10
value = 0

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1

;---------------------------------------------------------------------------
; Rockman Assault
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3100

[State 0, Explod]
type = Explod
trigger1 = time=1
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=1
value = S100,1
channel = -1

;[State 0, VelSet]
;type = VelSet
;trigger1 = AnimElemTime(2)>=0
;x = backedgedist/-5*(.35)

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem=2
x = backedgedist/-5*(.35)
y=-10

[State 0, ScreenBound]
type = ScreenBound
trigger1 = AnimElemTime(2)>=0
value = 1
movecamera = 0,0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = AnimElemTime(2)>=0
value=0

[State 0, VelAdd]
type = VelAdd
trigger1 = Vel Y <= 0
y = .6

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=2
statetype = A
physics = N

[State 220, 5]
type = ChangeState
triggerall = animelemtime(4)>=0
trigger1 = Pos Y <= -60
trigger1 = backedgebodydist <= 25
value = 3101

[State 220, 5]
type = ChangeState
triggerall = animelemtime(2)>=0
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 1110

;---------------------------------------------------------------------------
; Rockman Assault Hang on Wall
[Statedef 3101]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3101

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s-1,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = -9,-56
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, Width]
type = Width
trigger1 = animelemtime(3)<0
value = -5,1

[State 0, VelSet]
type = VelSet
triggerall = animelemtime(3)<0
trigger1 = backedgedist > 0
x = -7.5

[State 0, PosFreeze]
type = PosFreeze
triggerall = animelemtime(3)<0
trigger1 = backedgedist <= 0
value = 1

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

[State 0, PlayerPush]
type = PlayerPush
trigger1 = animelemtime(3)<0
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
volume = 0
channel = -1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3101
triggerall = AnimElemTime(7) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 285, hit]
type=hitdef
trigger1=time = 0
attr=A,HA
id=3100
damage=70,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime=4,20
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-37
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
ground.velocity=-6
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
air.velocity = -6,4
getpower=0
yaccel=.65
hitonce=1
kill=0
envshake.time=4
envshake.ampl=1
air.fall=1
fall.recover=0

[State 0, TargetState]
type = TargetState
trigger1 = (movehit=1)&&(numtarget)
value = 3110
ID = 3100
ignorehitpause=1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = (movehit)&&(numtarget)
value = SCA
ignorehitpause=1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = ifelse(p2bodydist X < 80, 6, ifelse((p2bodydist X = [80,160]), 12, 18))
y = ifelse(p2bodydist X < 80, 18, ifelse((p2bodydist X = [80,160]), 9, 6))

[State 220, 5]
type = ChangeState
triggerall = ((numtarget)&&(movehit))&&animelemtime(3)>=0
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 3102

[State 220, 5]
type = ChangeState
triggerall = animelemtime(3)>=0
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 1110

;---------------------------------------------------------------------------
; Rockman Assault Uppercut Up and Follow
[Statedef 3102]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 3102

[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget(3100)
pos = 60,0
[State 0, TargetState]
type = TargetState
trigger1 = (movehit)&&(numtarget(3100))
value = 3110
ID = 3100
ignorehitpause=1

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

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

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = s100,0

[State 0, Land FX]
type = Explod
trigger1= Time = 1
anim = 7503
ID = 8030
pos = 0,0
postype = p1
removetime = -2
supermove = 9999
pausemove = 9999
scale = .6,.6
sprpriority = -1
ownpal = 1
ignorehitpause =1

[State 225, hit]
type=hitdef
trigger1=AnimElem=5
attr=A,HA
damage=70,3
id=3100
animtype=Hard
guardflag=MA
hitflag=MAF+
priority=4,Hit
pausetime=6,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-103
hitsound=s1,3
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity=-1,-18
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
air.velocity=-1,-18
yaccel=.5
kill=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(5)=1
x = 2
y = -15

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(5) >= 1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N

[State 0, VelMul]
type = VelMul
trigger1 = AnimElemTime(5) >= 1
x = .85

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) >= 1
y = .49

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3103

;---------------------------------------------------------------------------
; Rockman Assault Uppercut Ready for Assault
[Statedef 3103]
type    = A
movetype = A
physics = N
juggle=0
ctrl = 0
anim = 3103

[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget(3100)
pos = 60,0
[State 0, TargetState]
type = TargetState
trigger1 = numtarget(3100)
value = 3110
ID = 3100

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

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

[State 0, Width]
type = Width
trigger1 = anim=3103
value = 40,0
ignorehitpause = 1

[State 800, 1]
type = HitDef
Trigger1 = 1
attr = A, HT
hitflag = AF+
id=3100
priority = 1, Miss
sparkno = -1
sparkxy = -10, -64
hitsound = -1,0
sprpriority = 1
p2facing = 1
p1stateno = 3104
p2stateno=3110
numhits=0
kill=0
guard.dist = 0
yaccel = .5

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .3

[State 0, ChangeState]
type = ChangeState
triggerall = !movehit
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 1110

;---------------------------------------------------------------------------
; Rockman Assault
[Statedef 3104]
type    = A
movetype= A
physics = N
juggle  = 0
;velset = 0,0
poweradd= 0
ctrl = 0
anim = 3104

[State 0, Width]
type = Width
trigger1 = anim=3104
value = 40,0
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
triggerall = anim = 3104
trigger1 = !time
x = (Vel X)*.1
y = (Vel Y)*.1
[State 0, VelAdd]
type = VelAdd
triggerall = anim = 3104
trigger1 = Vel Y <= 0
y = .035
[State 0, VelSet]
type = VelSet
triggerall = anim = 3104
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0
[State 0, PosSet]
type = PosSet
triggerall = anim = 3104
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0

[State 0, TargetBind]
type = TargetBind
triggerall = anim = 3104
trigger1 = numtarget(3100)
pos = 60,0
ignorehitpause=1
[State 0, PlayerPush]
type = PlayerPush
trigger1 = anim = 3104
value = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = anim = 3104
value = SCA
ignorehitpause=1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3104
triggerall = AnimElemTime(8) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=3
value = S0,1
volume = 0
channel = -1
[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=3
value = S3,0
volume=255
channel = 5
[State 265, hit]
type=hitdef
trigger1= AnimElem=5
attr=A,HA
id=3100
damage=42,3
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,8
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-66
hitsound=s1,4
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime=18
ground.velocity=0,-1
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=High
air.velocity = 0,-.5
kill=0
yaccel=.5
envshake.time=10
envshake.ampl=2
getpower=0

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = animelem=10
value = S3,3
volume=255
channel = 5
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=10
value = S0,3
volume = 0
channel = -1
[State 630, hit]
type=hitdef
trigger1=animelem=11
attr=A,HA
damage=14,1
animtype=Light
guardflag=HA
hitflag=MAF
priority=3,Hit
pausetime=4,8
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-49
hitsound=s1,2
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
ground.velocity=0,-1
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
air.velocity = 0,-.5
kill=0
getpower=0
yaccel=.5
envshake.time=8
envshake.ampl=1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = animelem=14
value = S3,0
volume=255
channel = 5
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=14
value = S0,4
volume = 0
channel = -1
[State 260, hit]
type=hitdef
trigger1=AnimElem = 15
attr=A,HA
id=3100
damage=15,1
animtype=Light
guardflag=HA
hitflag=MAF
priority=3,Hit
pausetime=4,8
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-64
hitsound=s1,5
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
air.hittime=15
ground.velocity=0,-1
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
air.velocity = 0,-.5
kill=0
getpower=0
yaccel=.65
envshake.time=8
envshake.ampl=1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=17
value = S3,2
volume=255
channel = 5
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3104
triggerall = AnimElemTime(18)>=0&&AnimElemTime(22) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=17
value = S0,0
volume = 0
channel = -1
[State 280, hit]
type=hitdef
trigger1=AnimElem=19
attr=A,HA
damage=35,3
animtype=Medium
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=4,8
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-71
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
air.hittime=20
ground.velocity=0,-1
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
air.velocity = 0,-.5
kill=0
getpower=0
yaccel=.5
envshake.time=10
envshake.ampl=2

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = animelem=25
value = S3,3
volume=255
channel = 5
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=25
value = S0,5
volume = 0
channel = -1
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3104
triggerall = AnimElemTime(25)>=0&&AnimElemTime(29) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1
[State 285, hit]
type=hitdef
trigger1=AnimElem=26
attr=A,HA
damage=75,4
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=15,15
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-37
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
air.hittime = 20
ground.velocity=-12
ground.cornerpush.veloff=-12
air.cornerpush.veloff=0
air.type=Low
air.velocity = -12,15
getpower=0
yaccel=.65
envshake.time=12
envshake.ampl=3
fall=1
fall.recover=0
fall.yvelocity=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=3104
trigger1 = animtime=0
elem=6
value = 44

[State 0, VarSet]
type = VarSet
trigger1 = anim=44
v = 45
value = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I
physics=A

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1

;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 3110]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,AP,NT,ST

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 3111 ;HITG_SLIDE

[State 5000, 7]
type = SelfState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 3111]
type    = S
movetype= H
physics = N

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,AP,NT,ST

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Teleport Rush
[Statedef 3200]
type    = S
movetype= A
physics = S
anim = 3200
velset = 0,0
sprpriority = 2
ctrl=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=2
statetype = A
physics = N

[State 0, Explod]
type = Explod
trigger1 = time=2
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 8
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s-1,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 29,-50
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, Landing Sound]
type = PlaySnd
trigger1 = AnimElem=9
value = s100,6

[State 0, Width]
type = Width
trigger1 = animelemtime(9)>=0
value = 15,0

[State 100, 1]
type = VelSet
trigger1 = animelem=9
x = const(velocity.run.fwd.x)+3
y = const(velocity.run.fwd.y)

[State 0, VelAdd]
type = VelAdd
trigger1 = time >= 65
x = -.35

[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(9)>=0
y = .25

[State 200, hit]
type=hitdef
trigger1=!time
attr=A,HA
damage=10,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=5,15
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = -10, -38		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type=Low
ground.slidetime=8
ground.hittime=8
ground.velocity=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
air.hittime=8
air.velocity=0,-.5
yaccel=.5
p1stateno = 3201
persistent=0
envshake.time = 8
envshake.ampl = 1
getpower=0

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit&&numtarget
value = 3201

[State 100, 4]
type = ChangeState
triggerall = AnimElemTime(9)>=0
trigger1 = vel Y >= 0
trigger1 = Pos Y >= 0
value = 101

;---------------------------------------------------------------------------
; Standing Light Punch
[Statedef 3201]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
ctrl = 0
anim = 3201
poweradd =0

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

[State 0, Width]
type = Width
trigger1 = 1
value = 120,0

[State 0, TargetBind]
type = TargetBind
trigger1 = 1
pos = 80,0

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

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time <= 8
x = -.25
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=3
value = S0,4
volume = 0
channel = -1

[State 200, hit]
type=hitdef
trigger1=AnimElem=4
attr=S,HA
damage=15,1
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=4,12
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = -10, -48		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type=Low
ground.slidetime=8
ground.hittime=15
ground.velocity=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
p2facing=1
air.type=Low
air.hittime=15
air.velocity=0,-.5
yaccel=.5
persistent=0
envshake.time = 8
envshake.ampl = 1
getpower=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S0,0
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=8
value = S3,2
volume=255
channel = 5

[State 220, hit]
type=hitdef
trigger1=AnimElem=9
attr=S,HA
damage=40,2
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,12
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = -15,-57
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=20
air.hittime=20
ground.velocity=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
p2facing=1
air.type=Low
air.velocity=0,-.5
yaccel=.5
envshake.time=10
envshake.ampl=2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=14
value = S0,0
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=15
value = S3,2
volume=255
channel = 5

[State 250, hit]
type=hitdef
trigger1=animelem=16
attr=C,HA
damage=40,2
animtype=Medium
guardflag=L
hitflag=MAF
priority=3,Hit
pausetime=4,12
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-16
hitsound=s1,0
guardsound=s2,0
ground.type=Low
ground.slidetime=15
ground.hittime=20
air.hittime=20
ground.velocity=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
air.type=Low
p2facing = 1
air.velocity=0,-.5
yaccel=.65
envshake.time = 10
envshake.ampl = 2
getpower=0

[State 200, 5]
type = ChangeState
triggerall = !numtarget
trigger1 = Time>=10
value = 0
ctrl = 1

[State 200, 5]
type = ChangeState
triggerall = numtarget
trigger1 = AnimTime=0
value = 3210
ctrl = 0

;---------------------------------------------------------------------------
; Standing Light Punch
[Statedef 3202]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
ctrl = 0
anim = 3202
poweradd =0

[State 0, Turn]
type = Turn
trigger1 = p2dist X <= -5
persistent=0

[State 0, PalFX]
type = PalFX
trigger1 =  time <= 2
time = 2
add = (255+(time*125)),(255+(time*125)),(255+(time*125))

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time < 2
scale= (.5*time),const(size.yscale);-(.065*time)

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

[State 0, Width]
type = Width
trigger1 = 1
value = 120,0

[State 0, TargetBind]
type = TargetBind
trigger1 = movehit&&numtarget
pos = 80,0

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

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=4
value = S0,3
volume = 0
channel = -1

[State 215, hit]
type=hitdef
trigger1 = AnimElem=5
attr=S,HA
damage=15,1
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=4,12
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=ifelse(p2bodydist x >=20,-15,-25),-40
hitsound=s1,2
guardsound=s2,0
ground.type=Low
ground.slidetime=9
ground.hittime=15
ground.velocity=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
p2facing=1
air.type=Low
air.hittime=15
air.velocity=0,-.5
yaccel=.5
persistent=0
envshake.time = 8
envshake.ampl = 1
getpower=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=10
value = S0,1
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=10
value = S3,0
volume=255
channel = 5

[State 235, hit]
type=hitdef
trigger1=AnimElem=12
attr=C,HA
damage=40,2
animtype=Medium
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=4,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-65
hitsound=s1,4
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=20
ground.velocity=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
p2facing=1
air.type=Low
air.hittime=20
air.velocity=0,-.5
yaccel=.5
envshake.time = 10
envshake.ampl = 2
getpower=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=24
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=24
value = S3,1
volume=255
channel = 5

[State 225, hit]
type=hitdef
trigger1=AnimElem=26
attr=S,HA
damage=70,3
id=3200
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,12
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-75
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity=0,-13.5
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
p2facing=1
air.type=Low
air.hittime=18
air.velocity=-4.25,-7
yaccel=.65
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 200, 5]
type = ChangeState
;triggerall = !numtarget
trigger1 = AnimTime=0;Time>=10
value = 0
ctrl = 1

[State 200, 5]
type = null;ChangeState
triggerall = numtarget
trigger1 = AnimTime = 0
value = 3215
ctrl = 0

;---------------------------------------------------------------------------
; Standing Light Punch
[Statedef 3202]
type    = A				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = N				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
ctrl = 0
anim = 3203
poweradd =0

[State 0, Turn]
type = Turn
trigger1 = p2dist X <= -5
persistent=0

[State 0, PalFX]
type = PalFX
trigger1 =  time <= 2
time = 2
add = (255+(time*125)),(255+(time*125)),(255+(time*125))

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time < 2
scale= (.5*time),const(size.yscale);-(.065*time)

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

[State 0, Width]
type = Width
trigger1 = 1
value = 120,0

[State 0, TargetBind]
type = TargetBind
trigger1 = movehit&&numtarget
pos = 80,0

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

[State 200, 5]
type = ChangeState
;triggerall = !numtarget
trigger1 = AnimTime=0;Time>=10
value = 0
ctrl = 1

[State 200, 5]
type = null;ChangeState
triggerall = numtarget
trigger1 = AnimTime = 0
value = 3215
ctrl = 0

;-------------------------------------------------------------------------------
; Mega Teleport (Behind Enemy)
[statedef 3210]
type = S
Movetype = I
physics = S
poweradd = 0
ctrl = 0

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

[State 0, Width]
type = Width
trigger1 = 1
value = 0,0

[State 0, ChangeAnim]
type = ChangeAnim ;Freeze
trigger1 = 1
value = anim
elem=animelemno(0)

[State 0, PalFX]
type = PalFX
trigger1 =  time <= 2
time = 2
add = (0+(time*125)),(0+(time*125)),(0+(time*125))

[state 0, posadd]
type = posadd
trigger1 = time >= 2
x = floor(p2dist X)+60

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time < 2
scale= (1-(.5*time)),const(size.yscale);-(.065*time)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 2
flag = noshadow
flag2 = invisible

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "Teleport FX"
ID = 1900
stateno = 1990
postype = p1
ownpal = 1
supermovetime=9999
pausemovetime=9999
size.xscale=const(size.xscale)
size.yscale=const(size.yscale)

[state 0, ChangeState]
type = changestate
trigger1 = Time >= 2
value = 3202

;-------------------------------------------------------------------------------
; Mega Teleport (Behind Enemy Air)
[statedef 3215]
type = S
Movetype = I
physics = N
poweradd = 0
ctrl = 0

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

[State 0, Width]
type = Width
trigger1 = 1
value = 0,0

[State 0, ChangeAnim]
type = ChangeAnim ;Freeze
trigger1 = 1
value = anim
elem=animelemno(0)

[State 0, PalFX]
type = PalFX
trigger1 =  time <= 2
time = 2
add = (0+(time*125)),(0+(time*125)),(0+(time*125))

[state 0, posadd]
type = posadd
trigger1 = time >= 2
x = floor(p2dist X)+60
y = floor(p2dist Y)-12

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time < 2
scale= (1-(.5*time)),const(size.yscale);-(.065*time)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 2
flag = noshadow
flag2 = invisible

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "Teleport FX"
ID = 1900
stateno = 1990
postype = p1
ownpal = 1
supermovetime=9999
pausemovetime=9999
size.xscale=const(size.xscale)
size.yscale=const(size.yscale)

[state 0, ChangeState]
type = changestate
trigger1 = Time >= 2
value = 3203

;---------------------------------------------------------------------------
; Blazing Spin (Flame Weapon Equipped)
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3300

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s-1,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 25,-27
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=2
value = S10,16
channel = -1

[State 225, hit]
type=hitdef
trigger1=AnimElem=2
attr=S,HA
damage=30,3
animtype=Hard
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=6,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-48
hitsound=s1,3
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
yaccel=.5
ground.velocity = ifelse(p2bodydist X > 30, 3, ifelse(p2bodydist X < -30, -3, 0)),-18
air.velocity = ifelse(p2bodydist X > 30, 3, ifelse(p2bodydist X < -30, -3, 0)),-18
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3301

;--------------------------------------------------------------------
;Blazing Spin
[StateDef 3301]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3301
poweradd=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
trigger2 = (time%5)=1
value = S10,15
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S3,6
channel = 5
persistent = 0

[State 0, Helper]
type = Helper
trigger1 = animelem =1
trigger2 = animelem =9
trigger3 = animelem =17
trigger4 = animelem =25
trigger5 = animelem =33
trigger6 = animelem =41
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3312
pos = 21,-74
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 3

[State 0, Helper]
type = Helper
trigger1 = animelem =1
trigger2 = animelem =9
trigger3 = animelem =17
trigger4 = animelem =25
trigger5 = animelem =33
trigger6 = animelem =41
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3305
pos = -21,-74
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 3

[State 0, Helper]
type = Helper
trigger1 = animelem =2
trigger2 = animelem =10
trigger3 = animelem =18
trigger4 = animelem =26
trigger5 = animelem =34
trigger6 = animelem =42
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3305
pos = 10,-75
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem =2
trigger2 = animelem =10
trigger3 = animelem =18
trigger4 = animelem =26
trigger5 = animelem =34
trigger6 = animelem =42
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3312
pos = 0,-75
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem =3
trigger2 = animelem =11
trigger3 = animelem =19
trigger4 = animelem =27
trigger5 = animelem =35
trigger6 = animelem =43
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3305
pos = 22,-75
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem =3
trigger2 = animelem =11
trigger3 = animelem =19
trigger4 = animelem =27
trigger5 = animelem =35
trigger6 = animelem =43
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3312
pos = -25,-75
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem =4
trigger2 = animelem =12
trigger3 = animelem =20
trigger4 = animelem =28
trigger5 = animelem =36
trigger6 = animelem =44
trigger7 = animelemtime(4)= 1
trigger8 = animelemtime(12)= 1
trigger9 = animelemtime(20)= 1
trigger10 = animelemtime(28)= 1
trigger11 = animelemtime(36)= 1
trigger12 = animelemtime(44)= 1
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3305
pos = 30,-75
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem =4
trigger2 = animelem =12
trigger3 = animelem =20
trigger4 = animelem =28
trigger5 = animelem =36
trigger6 = animelem =44
trigger7 = animelemtime(4)= 1
trigger8 = animelemtime(12)= 1
trigger9 = animelemtime(20)= 1
trigger10 = animelemtime(28)= 1
trigger11 = animelemtime(36)= 1
trigger12 = animelemtime(44)= 1
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3312
pos = -30,-75
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem =5
trigger2 = animelem =13
trigger3 = animelem =21
trigger4 = animelem =29
trigger5 = animelem =37
trigger6 = animelem =45
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3312
pos = 25,-75
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem =5
trigger2 = animelem =13
trigger3 = animelem =21
trigger4 = animelem =29
trigger5 = animelem =37
trigger6 = animelem =45
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3305
pos = -25,-75
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem =6
trigger2 = animelem =14
trigger3 = animelem =22
trigger4 = animelem =30
trigger5 = animelem =38
trigger6 = animelem =46
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3305
pos = -10,-75
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem =6
trigger2 = animelem =14
trigger3 = animelem =22
trigger4 = animelem =30
trigger5 = animelem =38
trigger6 = animelem =46
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3312
pos = 10,-75
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem =7
trigger2 = animelem =15
trigger3 = animelem =23
trigger4 = animelem =31
trigger5 = animelem =39
trigger6 = animelem =47
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3305
pos = 21,-74
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 3

[State 0, Helper]
type = Helper
trigger1 = animelem =7
trigger2 = animelem =15
trigger3 = animelem =23
trigger4 = animelem =31
trigger5 = animelem =39
trigger6 = animelem =47
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3312
pos = -21,-74
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 3

[State 0, Helper]
type = Helper
trigger1 = animelem =8
trigger2 = animelem =16
trigger3 = animelem =24
trigger4 = animelem =32
trigger5 = animelem =40
trigger6 = animelem =48
trigger7 = animelemtime(8)= 1
trigger8 = animelemtime(16)= 1
trigger9 = animelemtime(24)= 1
trigger10 = animelemtime(32)= 1
trigger11 = animelemtime(40)= 1
trigger12 = animelemtime(48)= 1
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3312
pos = -30,-75
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem =8
trigger2 = animelem =16
trigger3 = animelem =24
trigger4 = animelem =32
trigger5 = animelem =40
trigger6 = animelem =48
trigger7 = animelemtime(8)= 1
trigger8 = animelemtime(16)= 1
trigger9 = animelemtime(24)= 1
trigger10 = animelemtime(32)= 1
trigger11 = animelemtime(40)= 1
trigger12 = animelemtime(48)= 1
helpertype = normal ;player
name = "Fire"
ID = 3300
stateno = 3305
pos = 30,-75
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
sprpriority = 2

[State 225, hit]
type=hitdef
trigger1=AnimElem=4
trigger2=AnimElem=8
trigger3=AnimElem=12
trigger4=AnimElem=16
trigger5=AnimElem=20
trigger6=AnimElem=24
trigger7=AnimElem=28
trigger8=AnimElem=32
trigger9=AnimElem=36
attr=A,HA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=3,3
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-74
hitsound=s1,8
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity=ifelse(p2bodydist X >= 35, 3, -.25),-12
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
air.velocity=ifelse(p2bodydist X >= 35, 3, -.25),((vel y)-.2)
yaccel=.5
palfx.time = 18
palfx.add = 180,80,30
palfx.sinadd = 110,55,85,5
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
triggerall = command = "a" || command = "b" || command = "c"
trigger1=AnimElem=6
trigger2=AnimElem=10
trigger3=AnimElem=14
trigger4=AnimElem=18
trigger5=AnimElem=22
trigger6=AnimElem=26
trigger7=AnimElem=30
trigger8=AnimElem=34
trigger9=AnimElem=38
attr=A,HA
damage=10,1
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=3,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-74
hitsound=s1,8
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity=ifelse(p2bodydist X >= 35, 3, -.25),-12
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
air.velocity=ifelse(p2bodydist X >= 35, 3, -.25),((vel y)-.2)
yaccel=.5
palfx.time = 18
palfx.add = 180,80,30
palfx.sinadd = 110,55,85,5
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=40
attr=A,HA
damage=60,5
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=15,15
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-74
hitsound=s1,8
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
ground.velocity = ifelse(frontedgedist <= 50, 12, -12),-8
air.velocity = ifelse(frontedgedist <= 50, 12, -12),-8
yaccel=.5
fall=1
fall.recover=0
palfx.time = 45
palfx.add = 180,80,30
palfx.sinadd = 110,55,85,5
envshake.time = 15
envshake.ampl = 3
getpower=0

[State 0, VelSet]
type = VelSet
trigger1 = !time
y = -15

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .3

[State 105, 3]
type = ChangeState
trigger1 = Vel Y >= 0
trigger1 = animtime = 0
value =3302

;--------------------------------------------------------------------
;Plasma Uppercut Falling
[StateDef 3302]
type = A
movetype= A
physics = N
juggle  = 0
;velset = 0,0
ctrl = 0
anim = 3302
poweradd=0

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

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

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .65

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value =1110

;---------------------------------------------------------------------------
; Ultimate Megaman
[Statedef 3500]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3500

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [70,101]
value = ,NT,ST
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [15,70]
trigger2 = time = [105,195]
value = SCA
time = 1

[State 0, PalFX]
type = PalFX
trigger1 = (Time = [34,70])
time = 2
add = (12+time*3),(12+time*3),(12+time*3)
invertall = 0
ignorehitpause = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 80
time = 80
add = 0,0,150
mul = 256,256,256
sinadd = 80,80,120,10

[State 0, PalFX]
type = PalFX
trigger1 = (Time = [193,195])
time=2
add = 255,255,255
invertall = 0
ignorehitpause = 1
[State 0, PalFX]
type = PalFX
trigger1 = (Time = [196,197])
time=1
add = 200,200,200
invertall = 0
ignorehitpause = 1
[State 0, PalFX]
type = PalFX
trigger1 = (Time = [198,199])
time=1
add = 140,140,140
invertall = 0
ignorehitpause = 1
[State 0, PalFX]
type = PalFX
trigger1 = (Time = [200,201])
time=1
add = 80,80,80
invertall = 0
ignorehitpause = 1
[State 0, PalFX]
type = PalFX
trigger1 = (Time = [202,203])
time=1
add = 20,20,20
invertall = 0
ignorehitpause = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem=4
time = 50
anim = -1
sound = s-1,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -3000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=animelem=4
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 9,-49
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 20
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,10
volume = 255
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S3,11
volume = 255
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S10,20
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S3,11
volume = 255
channel = 5

[State 0, Width]
type = Width
trigger1 = time = [70,73]
value = 15,15
ignorehitpause = 1
[State 0, Width]
type = Width
trigger1 = time = [73,77]
value = 20,20
ignorehitpause = 1
[State 0, Width]
type = Width
trigger1 = time = [77,80]
value = 25,25
ignorehitpause = 1
[State 0, Width]
type = Width
trigger1 = time = [80,101]
value = 30,30
ignorehitpause = 1
[State 0, Width]
type = Width
trigger1 = time = [102,180]
value = 70,30
ignorehitpause = 1

;----------------Thunder Effects-------------
[State 0, Main FX]
type = Explod
trigger1 = AnimElem = 9
anim = 3501
ID = 3500
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 0, Thunder FX 1]
type = Explod
trigger1 = AnimElem = 9
anim = 3550
ID = 3500
pos = ceil(-36*const(size.xscale)),ceil(-180*const(size.yscale))
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, Thunder FX 2]
type = Explod
trigger1 = AnimElem = 9
anim = 3551
ID = 3500
pos = ceil(90*const(size.xscale)),ceil(-38*const(size.yscale))
postype = p1
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, Thunder FX 3]
type = Explod
trigger1 = AnimElem = 9
anim = 3551
ID = 3500
pos = ceil(75*const(size.xscale)),ceil(-130*const(size.yscale))
postype = p1
vfacing = -1
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, Thunder FX 3]
type = Explod
trigger1 = AnimElem = 9
anim = 3552
ID = 3500
pos = ceil(-119*const(size.xscale)),ceil(-153*const(size.yscale))
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, Thunder FX 4]
type = Explod
trigger1 = AnimElem = 9
anim = 3553
ID = 3500
pos = ceil(-111*const(size.xscale)),ceil(-174*const(size.yscale))
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, Thunder FX 5]
type = Explod
trigger1 = AnimElem = 9
anim = 3550
ID = 3500
pos = ceil(-74*const(size.xscale)),ceil(-175*const(size.yscale))
facing = -1
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;---------------------------------------------
[State 285, hit]
type=hitdef
trigger1=time = 0
attr=A,HA
damage=70,5
animtype=Hard
guardflag=MA
hitflag=MAFD
priority=5,Hit
pausetime=2,6
sparkno=S8220+(random%8)
guard.sparkno=S8105
sparkxy=-15,ceil(p2dist Y+(enemy, const(size.mid.pos.y)))
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-5,-13.5
air.type=Low
air.velocity = -5,-11
down.velocity = -5,-13.5
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
yaccel = .7
getpower=0
envshake.time=12
envshake.ampl=3
fall=1
fall.recover=0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal ;player
name = "Beam"
ID = 3590
stateno = 3590
pos = ceil(110*const(size.xscale)),ceil(-115*const(size.yscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Right Shoulder Missle 1"
ID = 3540
stateno = 3540
pos = ceil(-15*const(size.xscale)),ceil(-140*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = Helper
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Left Shoulder Missle 1"
ID = 3540
stateno = 3540
pos = ceil(35*const(size.xscale)),ceil(-140*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Right Shoulder Missle 2"
ID = 3541
stateno = 3541
pos = ceil(5*const(size.xscale)),ceil(-130*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = Helper
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Left Shoulder Missle 2"
ID = 3541
stateno = 3541
pos = ceil(55*const(size.xscale)),ceil(-130*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Right Shoulder Missle 3"
ID = 3542
stateno = 3542
pos = ceil(-5*const(size.xscale)),ceil(-125*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = Helper
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Left Shoulder Missle 3"
ID = 3542
stateno = 3542
pos = ceil(40*const(size.xscale)),ceil(-125*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Right Shoulder Missle 4"
ID = 3543
stateno = 3543
pos = ceil(5*const(size.xscale)),ceil(-125*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = Helper
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Left Shoulder Missle 4"
ID = 3543
stateno = 3543
pos = ceil(55*const(size.xscale)),ceil(-125*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
trigger1 = time = 130
trigger2 = time = 165
helpertype = normal ;player
name = "Blue Shot"
ID = 3510
stateno = 3510
pos = ceil(20*const(size.xscale)),ceil(-95*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
trigger1 = time = 120
trigger2 = time = 150
helpertype = normal ;player
name = "Orange Shot"
ID = 3520
stateno = 3520
pos = ceil(60*const(size.xscale)),ceil(-50*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
trigger1 = time = 135
trigger2 = time = 160
helpertype = normal ;player
name = "Fuchsia Shot"
ID = 3530
stateno = 3530
pos = ceil(-30*const(size.xscale)),ceil(-35*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ultimate Megaman Air
[Statedef 3505]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3505

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
triggerall = anim = 3505
trigger1 = time = [70,101]
value = ,NT,ST
time = 1

[State 0, NotHitBy]
type = NotHitBy
triggerall = anim = 3505
trigger1 = time = [15,70]
trigger2 = time = [105,195]
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
triggerall = anim = 3505
trigger1 = animelem=4
time = 50
anim = -1
sound = s-1,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -3000
unhittable = 1

[State 3000, carga]
type=helper
triggerall = anim = 3505
trigger1=animelem=4
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 9,-49
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = anim = 3505
triggerall = numhelper(7005)=0
trigger1=time >= 20
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 3505
trigger1 = AnimElem = 3
value = S3,10
volume = 255
channel = 5

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 3505
trigger1 = AnimElem = 12
value = S3,11
volume = 255
channel = 5

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 3505
trigger1 = AnimElem = 6
value = S10,20
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 3505
trigger1 = AnimElem = 12
value = S3,11
volume = 255
channel = 5

[State 0, Width]
type = Width
trigger1 = time = [70,73]
value = 15,15
ignorehitpause = 1
[State 0, Width]
type = Width
trigger1 = time = [73,77]
value = 20,20
ignorehitpause = 1
[State 0, Width]
type = Width
trigger1 = time = [77,80]
value = 25,25
ignorehitpause = 1
[State 0, Width]
type = Width
trigger1 = time = [80,101]
value = 30,30
ignorehitpause = 1
[State 0, Width]
type = Width
trigger1 = time = [102,180]
value = 70,30
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = (Time = [34,70])
time = 2
add = (12+time*3),(12+time*3),(12+time*3)
invertall = 0
ignorehitpause = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 80
time = 80
add = 0,0,150
mul = 256,256,256
sinadd = 80,80,120,10

[State 0, PalFX]
type = PalFX
trigger1 = (Time = [193,195])
time=2
add = 255,255,255
invertall = 0
ignorehitpause = 1
[State 0, PalFX]
type = PalFX
trigger1 = (Time = [196,197])
time=1
add = 200,200,200
invertall = 0
ignorehitpause = 1
[State 0, PalFX]
type = PalFX
trigger1 = (Time = [198,199])
time=1
add = 140,140,140
invertall = 0
ignorehitpause = 1
[State 0, PalFX]
type = PalFX
trigger1 = (Time = [200,201])
time=1
add = 80,80,80
invertall = 0
ignorehitpause = 1
[State 0, PalFX]
type = PalFX
trigger1 = (Time = [202,203])
time=1
add = 20,20,20
invertall = 0
ignorehitpause = 1

;----------------Thunder Effects-------------
[State 0, Main FX]
type = Explod
trigger1 = AnimElem = 9
anim = 3501
ID = 3500
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 0, Thunder FX 1]
type = Explod
trigger1 = AnimElem = 9
anim = 3550
ID = 3500
pos = ceil(-36*const(size.xscale)),ceil(-180*const(size.yscale))
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, Thunder FX 2]
type = Explod
trigger1 = AnimElem = 9
anim = 3551
ID = 3500
pos = ceil(90*const(size.xscale)),ceil(-38*const(size.yscale))
postype = p1
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, Thunder FX 3]
type = Explod
trigger1 = AnimElem = 9
anim = 3551
ID = 3500
pos = ceil(75*const(size.xscale)),ceil(-130*const(size.yscale))
postype = p1
vfacing = -1
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, Thunder FX 3]
type = Explod
trigger1 = AnimElem = 9
anim = 3552
ID = 3500
pos = ceil(-119*const(size.xscale)),ceil(-153*const(size.yscale))
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, Thunder FX 4]
type = Explod
trigger1 = AnimElem = 9
anim = 3553
ID = 3500
pos = ceil(-111*const(size.xscale)),ceil(-174*const(size.yscale))
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, Thunder FX 5]
type = Explod
trigger1 = AnimElem = 9
anim = 3550
ID = 3500
pos = ceil(-74*const(size.xscale)),ceil(-175*const(size.yscale))
facing = -1
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;---------------------------------------------

[State 285, hit]
type=hitdef
trigger1=time = 0
attr=A,HA
damage=70,5
animtype=Hard
guardflag=MA
hitflag=MAFD
priority=5,Hit
pausetime=2,6
sparkno=S8220+(random%8)
guard.sparkno=S8105
sparkxy=-15,ceil(p2dist Y+(enemy, const(size.mid.pos.y)))
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-5,-15
air.type=Low
air.velocity = -5,-13.5
down.velocity = -5,-13.5
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
yaccel = .7
getpower=0
envshake.time=12
envshake.ampl=3
fall=1
fall.recover=0

[State 0, Helper]
type = Helper
triggerall = anim = 3505
trigger1 = AnimElem = 12
helpertype = normal ;player
name = "Beam"
ID = 3590
stateno = 3590
pos = ceil(110*const(size.xscale)),ceil(-115*const(size.yscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
triggerall = anim = 3505
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Right Shoulder Missle 1"
ID = 3540
stateno = 3540
pos = ceil(-15*const(size.xscale)),ceil(-140*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = Helper
triggerall = anim = 3505
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Left Shoulder Missle 1"
ID = 3540
stateno = 3540
pos = ceil(35*const(size.xscale)),ceil(-140*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
triggerall = anim = 3505
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Right Shoulder Missle 2"
ID = 3541
stateno = 3541
pos = ceil(5*const(size.xscale)),ceil(-130*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = Helper
triggerall = anim = 3505
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Left Shoulder Missle 2"
ID = 3541
stateno = 3541
pos = ceil(55*const(size.xscale)),ceil(-130*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
triggerall = anim = 3505
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Right Shoulder Missle 3"
ID = 3542
stateno = 3542
pos = ceil(-5*const(size.xscale)),ceil(-125*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = Helper
triggerall = anim = 3505
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Left Shoulder Missle 3"
ID = 3542
stateno = 3542
pos = ceil(40*const(size.xscale)),ceil(-125*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
triggerall = anim = 3505
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Right Shoulder Missle 4"
ID = 3543
stateno = 3543
pos = ceil(5*const(size.xscale)),ceil(-125*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = Helper
triggerall = anim = 3505
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
helpertype = normal ;player
name = "Left Shoulder Missle 4"
ID = 3543
stateno = 3543
pos = ceil(55*const(size.xscale)),ceil(-125*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
triggerall = anim = 3505
trigger1 = time = 130
trigger2 = time = 165
helpertype = normal ;player
name = "Blue Shot"
ID = 3510
stateno = 3510
pos = ceil(20*const(size.xscale)),ceil(-95*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
triggerall = anim = 3505
trigger1 = time = 120
trigger2 = time = 150
helpertype = normal ;player
name = "Orange Shot"
ID = 3520
stateno = 3520
pos = ceil(60*const(size.xscale)),ceil(-50*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
triggerall = anim = 3505
trigger1 = time = 135
trigger2 = time = 160
helpertype = normal ;player
name = "Fuchsia Shot"
ID = 3530
stateno = 3530
pos = ceil(-30*const(size.xscale)),ceil(-35*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=3505
trigger1 = animtime=0
elem=6
value = 44

[State 0, VelSet]
type = VelSet
trigger1 = anim = 3505&&var(11)=0
trigger1 = animtime = 0
x = -3
y = -.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I
physics = A

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, VarSet]
type = VarSet
trigger1 = anim = 44
v = 45
value = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1

;---------------------------------------------------------------------------
; Shin Uppercut
[Statedef 3600]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3600

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem=5
time = 50
anim = -1
sound = s-1,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=animelem=5
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 25,-27
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 225, hit]
type=hitdef
trigger1=!time
attr=S,HA
damage=70,5
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=0,65
snap = 30,0
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-48
hitsound=s1,3
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity=0,0
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
air.velocity=0,0
p1stateno = 3601
yaccel=.5
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=1
trigger2 = animelem=2
trigger3 = animelem=3
x = 5
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4
x = 15

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3605

;---------------------------------------------------------------------------
; Shin Uppercut
[Statedef 3601]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3601

[State 225, hit]
type=hitdef
trigger1=!time
attr=S,HA
damage=90,5
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=5,65
snap = 40,0
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-48
hitsound=s1,3
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-.25,-15
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
air.velocity=-.25,-15
yaccel=.5
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 220, 5]
type = ChangeState
trigger1 = time >= 60&&!movehit
trigger2 = animtime=0
value = 3602

;--------------------------------------------------------------------
;Plasma Uppercut
[StateDef 3602]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3602
poweradd=0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = SCA,NP,SP,NP
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,5
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3,6
channel = 5
persistent = 0

[State 0, Helper]
type = Helper
triggerall = numhelper(1100) = 0
trigger1= anim = 1100
trigger1 = animelem =3
helpertype = normal ;player
name = "Flames"
ID = 1100
stateno = 1105
pos = 0,0
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1

[State 225, hit]
type=null;hitdef
trigger1=AnimElem=2
attr=S,SA
damage=77,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-48
hitsound=s1,3
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity=ifelse(var(8)=2, -8,ifelse(var(8)=1, -6, -4)),ifelse(var(8)=2, -18,ifelse(var(8)=1, -15, -12))
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
air.velocity=ifelse(var(8)=2, -8,ifelse(var(8)=1, -6, -4)),ifelse(var(8)=2, -16.5,ifelse(var(8)=1, -13.5, -10.5))
yaccel=.5
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
;triggerall = !movecontact
trigger1=AnimElem=3
attr=A,HA
damage=110,5
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=20,21
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-103
hitsound=s1,3
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-8,-12
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
air.velocity=-8,-11
fall=1
fall.recover=0
yaccel=.5
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(3)=1
x = 8
y = -12

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(3) >= 1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N

[State 0, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) >= 1
x = .85

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) >= 1
y = .49

[State 105, 3]
type = ChangeState
;trigger1 = Vel Y >= 0
trigger1 = time >= 34
value =1101

;--------------------------------------------------------------------
;Plasma Uppercut
[StateDef 3605]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3605
poweradd=0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S0,5
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3,6
channel = 5

[State 0, Helper]
type = null;Helper
triggerall = numhelper(3605) = 0
trigger1= anim = 3605
trigger1 = animelem =6
helpertype = normal ;player
name = "Flames"
ID = 1100
stateno = 1105
pos = 0,0
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1

[State 225, hit]
type=hitdef
trigger1=!time
trigger2 = (time%3)=1
attr=A,HA
damage=22,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,3
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-103
hitsound=s1,3
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity= -2,-13.5
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
air.velocity=-2.5,-12
yaccel=.5
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = 8
y = -15

[State 0, VelMul]
type = VelMul
trigger1 = time > 1
x = .85

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 1
y = .49

[State 105, 3]
type = ChangeState
;trigger1 = Vel Y >= 0
trigger1 = time >= 40
value =1101

