;-------------------------------------------------------------------
; Charge Shot
[StateDef 1000]
type = U
movetype= A
physics = U
juggle  = 7
velset = 0,0
ctrl = 0
anim = ifelse(statetype = C, 420, 220)
poweradd = 80
sprpriority = 2

[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,PalFX]
type = palfx
trigger1 = time = [6,8]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 40,40,40
time = 1

[State 0, VarSet]
type = VarSet
trigger1 = !time
var(10) = ifelse(statetype=C, 1, 0)

[State 0, VarSet]
type = VarSet
trigger1 = anim=220&&animelem=4,1
trigger2 = anim=420&&animelem=3,1
var(20) = 0

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = anim=220&&animelem=4
trigger2 = anim=420&&animelem=3
value = S3,5
volume=255
channel = 5

[State 0, Helper]
type = Helper
triggerall = var(32)=0
trigger1 = anim=220&&AnimElem = 4
helpertype = normal ;player
name = "Charge Shot Level 1"
ID = 1000
stateno = 1010
pos = ceil(38*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, Helper]
type = Helper
triggerall = var(32)=0
trigger1 = anim=420&&AnimElem = 3
helpertype = normal ;player
name = "Charge Shot Level 1"
ID = 1000
stateno = 1010
pos = ceil(38*const(size.xscale)),ceil(-34*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 = var(32)=0
trigger1 = anim=220&&animelem = 4
anim = 1001
ID = 1000
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 0, Explod]
type = Explod
triggerall = var(32)=0
trigger1 = anim=420&&animelem = 3
anim = 1001
ID = 1000
pos = ceil(24*const(size.xscale)),ceil(-34*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, Helper]
type = Helper
triggerall = var(32)=1
trigger1 = anim=220&&AnimElem = 4
helpertype = normal ;player
name = "Charge Shot"
ID = 1000
stateno = 1050
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, Helper]
type = Helper
triggerall = var(32)=1
trigger1 = anim=420&&AnimElem = 3
helpertype = normal ;player
name = "Charge Shot"
ID = 1000
stateno = 1050
pos = ceil(24*const(size.xscale)),ceil(-34*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 = var(32)=1
trigger1 = anim=220&&animelem = 4
anim = 1002
ID = 1000
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 0, Explod]
type = Explod
triggerall = var(32)=1
trigger1 = anim=420&&animelem = 3
anim = 1002
ID = 1000
pos = ceil(24*const(size.xscale)),ceil(-34*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
trigger1 = AnimTime = 0
value = ifelse(statetype = C, 11, 0)
ctrl = 1

;-------------------------------------------------------------------
; Charge Shot
[StateDef 1001]
type = U
movetype= A
physics = U
juggle  = 7
velset = 0,0
ctrl = 0
anim = ifelse(statetype = C, 420, 220)
poweradd = 80
sprpriority = 2

[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
var(10) = ifelse(statetype=C, 1, 0)

[State 0, VarSet]
type = VarSet
trigger1 = anim=220&&animelem=4,1
trigger2 = anim=420&&animelem=3,1
var(20) = 0

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = anim=220&&animelem=4
trigger2 = anim=420&&animelem=3
value = S3,5
volume=255
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [6,8]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
triggerall = var(32)=0
trigger1 = anim=220&&AnimElem = 4
helpertype = normal ;player
name = "Charge Shot Level 2"
ID = 1000
stateno = 1020
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, Helper]
type = Helper
triggerall = var(32)=0
trigger1 = anim=420&&AnimElem = 3
helpertype = normal ;player
name = "Charge Shot Level 2"
ID = 1000
stateno = 1020
pos = ceil(24*const(size.xscale)),ceil(-34*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 = var(32)=0
trigger1 = anim=220&&animelem = 4
anim = 1002
ID = 1000
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 0, Explod]
type = Explod
triggerall = var(32)=0
trigger1 = anim=420&&animelem = 3
anim = 1002
ID = 1000
pos = ceil(24*const(size.xscale)),ceil(-34*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
trigger1 = AnimTime = 0
value = ifelse(statetype = C, 11, 0)
ctrl = 1

;-------------------------------------------------------------------
; Charge Shot
[StateDef 1002]
type = U
movetype= A
physics = U
juggle  = 7
velset = 0,0
ctrl = 0
anim = ifelse(statetype = C, 420, 220)
poweradd = 80
sprpriority = 2

[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
var(10) = ifelse(statetype=C, 1, 0)

[State 0, VarSet]
type = VarSet
triggerall = var(32)=0
trigger1 = anim=220&&animelem=4,1
trigger2 = anim=420&&animelem=3,1
var(20) = 0

[State 0, VarSet]
type = VarSet
triggerall = var(32)=1
trigger1 = anim=220&&animelem=4,1
trigger2 = anim=420&&animelem=3,1
var(20) = 0

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = anim=220&&animelem=4
trigger2 = anim=420&&animelem=3
value = S3,5
volume=255
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [6,8]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
;triggerall = var(32)=0
trigger1 = anim=220&&AnimElem = 4
helpertype = normal ;player
name = "Charge Shot Level 3"
ID = 1000
stateno = 1030
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, Helper]
type = Helper
;triggerall = var(32)=0
trigger1 = anim=420&&AnimElem = 3
helpertype = normal ;player
name = "Charge Shot Level 3"
ID = 1000
stateno = 1030
pos = ceil(24*const(size.xscale)),ceil(-34*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 = var(32)=0
trigger1 = anim=220&&animelem = 4
anim = 1003
ID = 1000
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 0, Explod]
type = Explod
;triggerall = var(32)=0
trigger1 = anim=420&&animelem = 3
anim = 1003
ID = 1000
pos = ceil(24*const(size.xscale)),ceil(-34*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
;-------------------------------------------------------------------------------
;Disabled
[State 0, Helper]
type = null;Helper
triggerall = var(32)=0
triggerall = anim=220
;trigger1 = AnimElem = 4
trigger1 = time = 8
trigger2 = time = 11
trigger3 = time = 14
trigger4 = time = 17
trigger5 = time = 20
helpertype = normal ;player
name = "Buster Shot"
ID = 1000
stateno = 1060;225
pos = ceil(24*const(size.xscale)),ceil(-60*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = null;Helper
triggerall = var(32)=0
triggerall = anim=220
;trigger1 = AnimElem = 4
trigger1 = time = 8
trigger2 = time = 11
trigger3 = time = 14
trigger4 = time = 17
trigger5 = time = 20
helpertype = normal ;player
name = "Buster Shot"
ID = 1000
stateno = 1065;225
pos = ceil(12*const(size.xscale)),ceil(-30*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = null;Helper
triggerall = var(32)=0
triggerall = anim=420
;trigger1 = AnimElem = 4
trigger1 = time = 8
trigger2 = time = 11
trigger3 = time = 14
trigger4 = time = 17
trigger5 = time = 20
helpertype = normal ;player
name = "Buster Shot"
ID = 1000
stateno = 1060;225
pos = ceil(24*const(size.xscale)),ceil(-45*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = null;Helper
triggerall = var(32)=0
triggerall = anim=420
;trigger1 = AnimElem = 4
trigger1 = time = 8
trigger2 = time = 11
trigger3 = time = 14
trigger4 = time = 17
trigger5 = time = 20
helpertype = normal ;player
name = "Buster Shot"
ID = 1000
stateno = 1065;225
pos = ceil(12*const(size.xscale)),ceil(-15*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = null;Helper
triggerall = var(32)=0
triggerall = anim=420
;trigger1 = AnimElem = 4
trigger1 = time = 8
trigger2 = time = 11
trigger3 = time = 14
trigger4 = time = 17
trigger5 = time = 20
helpertype = normal ;player
name = "Buster Shot"
ID = 1000
stateno = 1060;225
pos = ceil(24*const(size.xscale)),ceil(-45*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = null;Helper
triggerall = var(32)=0
triggerall = anim=420
;trigger1 = AnimElem = 4
trigger1 = time = 8
trigger2 = time = 11
trigger3 = time = 14
trigger4 = time = 17
trigger5 = time = 20
helpertype = normal ;player
name = "Buster Shot"
ID = 1000
stateno = 1065;225
pos = ceil(12*const(size.xscale)),ceil(-15*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, PlaySnd]
type = null;PlaySnd
trigger1 = time=8
value = S10,2
volume = 0
channel = -1
[State 0, Explod]
type = null;Explod
triggerall = anim = 220
trigger1 = time = 6
anim = 1005
ID = 1005
pos = ceil(24*const(size.xscale)),ceil(-44*const(size.xscale))
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
[State 0, Explod]
type = null;Explod
triggerall = anim = 220
trigger1 = time=6
anim = 1006
ID = 1005
pos = ceil(24*const(size.xscale)),ceil(-44*const(size.xscale))
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
[State 0, Explod]
type = null;Explod
triggerall = anim = 420
trigger1 = time = 6
anim = 1005
ID = 1005
pos = ceil(24*const(size.xscale)),ceil(-34*const(size.xscale))
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
[State 0, Explod]
type = null;Explod
triggerall = anim = 420
trigger1 = time=6
anim = 1006
ID = 1005
pos = ceil(24*const(size.xscale)),ceil(-34*const(size.xscale))
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
;----------------------------
[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(statetype = C, 11, 0)
ctrl = 1

;-------------------------------------------------------------------
; Charge Shot
[StateDef 1005]
type = A
movetype= A
physics = N
juggle  = 7
;velset = Vel X/10,Vel Y/10
ctrl = 0
anim = 620
poweradd = 80
sprpriority = 2

[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, VelSet]
type = VelSet
trigger1 = !time
x = (Vel X)*.1
y = (Vel Y)*.1

[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 620
y = .035

[State 0, VarSet]
type = VarSet
trigger1 = !time
var(10) = 2

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 3,1
var(20) = 0

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = animelem = 3
value = S3,5
volume=255
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [6,8]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
triggerall = var(32)=0
trigger1 = anim=620&&AnimElem = 3
helpertype = normal ;player
name = "Charge Shot Level 1"
ID = 1000
stateno = 1010
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 = var(32)=0
trigger1 = anim=620&&animelem = 3
anim = 1001
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, Helper]
type = Helper
triggerall = var(32)=1
trigger1 = anim=620&&AnimElem = 3
helpertype = normal ;player
name = "Charge Shot"
ID = 1000
stateno = 1050
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 = var(32)=1
trigger1 = anim=620&&animelem = 3
anim = 1002
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=620
trigger1 = animtime=0
elem=6
value = 44

[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

;-------------------------------------------------------------------
; Charge Shot
[StateDef 1006]
type = A
movetype= A
physics = N
juggle  = 7
;velset = Vel X/10,Vel Y/10
ctrl = 0
anim = 620
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !time
var(10) = 2

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 3,1
var(20) = 0

[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, VelSet]
type = VelSet
trigger1 = !time
x = (Vel X)*.1
y = (Vel Y)*.1

[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 620
y = .035

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = animelem = 3
value = S3,5
volume=255
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [6,8]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
triggerall = var(32)=0
trigger1 = anim=620&&AnimElem = 3
helpertype = normal ;player
name = "Charge Shot Level 2"
ID = 1000
stateno = 1020
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 = var(32)=0
trigger1 = anim=620&&animelem = 3
anim = 1002
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=620
trigger1 = animtime=0
elem=6
value = 44

[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

;-------------------------------------------------------------------
; Charge Shot
[StateDef 1007]
type = A
movetype= A
physics = N
juggle  = 7
;velset = Vel X/10,Vel Y/10
ctrl = 0
anim = ifelse(prevstateno=105, 1000, 620)
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !time
var(10) = 2

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 3,1
var(20) = 0

[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, VelSet]
type = VelSet
trigger1 = !time
x = (Vel X)*.1
y = (Vel Y)*.1

[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 620
y = .035

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = animelem = 3
value = S3,5
volume=255
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [6,8]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
;triggerall = var(32)=0
trigger1 = anim=620&&AnimElem = 3
helpertype = normal ;player
name = "Charge Shot Level 1"
ID = 1000
stateno = 1030
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 = var(32)=0
trigger1 = anim=620&&animelem = 3
anim = 1003
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

;-------------------------------------------------------------------------------
;Disabled
[State 0, Helper]
type = null;Helper
triggerall = var(32)=0
triggerall = anim=620
;trigger1 = AnimElem = 4
trigger1 = time = 8
trigger2 = time = 11
trigger3 = time = 14
trigger4 = time = 17
trigger5 = time = 20
helpertype = normal ;player
name = "Buster Shot"
ID = 220
stateno = 1060;225
pos = ceil(29*const(size.xscale)),ceil(-80*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
[State 0, Helper]
type = null;Helper
triggerall = var(32)=0
triggerall = anim=620
;trigger1 = AnimElem = 4
trigger1 = time = 8
trigger2 = time = 11
trigger3 = time = 14
trigger4 = time = 17
trigger5 = time = 20
helpertype = normal ;player
name = "Buster Shot"
ID = 220
stateno = 1065;225
pos = ceil(17*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, PlaySnd]
type = null;PlaySnd
trigger1 = time=8
value = S10,2
volume = 0
channel = -1
[State 0, Explod]
type = null;Explod
triggerall = anim = 620
trigger1 = time = 6
anim = 1005
ID = 1005
pos = ceil(29*const(size.xscale)),ceil(-68*const(size.xscale))
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
[State 0, Explod]
type = null;Explod
triggerall = anim = 620
trigger1 = time=6
anim = 1006
ID = 1005
pos = ceil(29*const(size.xscale)),ceil(-68*const(size.xscale))
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
;-------------------------------------------------------------------------------

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=620
trigger1 = animtime=0
elem=6
value = 44

[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

;--------------------------------------------------------------------
;Plasma Uppercut
[StateDef 1100]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
poweradd=80

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 8
value = ifelse(command = "DP_z", 2, ifelse(command="DP_y", 1, 0))

[State 0, VarSet]
type = VarSet
trigger1 = var(59)>0
v = 8
value = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = SCA,NP,SP,NP
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 750
value = SCA

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

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

[State 0, Helper]
type = Helper
triggerall = numhelper(1100) = 0
trigger1= anim = 1100
trigger1 = animelem =6
helpertype = normal ;player
name = "Plasma"
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 0, Explod]
type = Explod
trigger1= anim = 1100
trigger1 = animelem =4
anim = 7023
ID = 7023
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = .5,.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 225, hit]
type=null;hitdef
trigger1=AnimElem=5
attr=S,SA
damage=77,5
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, -21,ifelse(var(8)=1, -18, -15))
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, -21,ifelse(var(8)=1, -18, -15))
yaccel=.5
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
attr=A,SA
damage=77,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8210+(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=ifelse(var(8)=2, -8,ifelse(var(8)=1, -6, -4)),ifelse(var(8)=2, -21,ifelse(var(8)=1, -18, -15))
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, -21,ifelse(var(8)=1, -18, -15))
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 0, VelSet]
type = VelSet
trigger1 = animelemtime(6)=1
x = ifelse(var(8)=2,8,ifelse(var(8)=1, 6, 4))
y = ifelse(var(8)=2,-15,ifelse(var(8)=1, -12, -9))

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(6) >= 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(6) >= 1
x = .85

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) >= 1
y = .49

[State 105, 3]
type = ChangeState
;trigger1 = Vel Y >= 0
trigger1 = time >= ifelse(var(8)=2,34,ifelse(var(8)=1, 27, 22));animelemtime(6) >= 0
value =1101

;--------------------------------------------------------------------
;Plasma Uppercut Falling
[StateDef 1101]
type = A
movetype= A
physics = N
juggle  = 0
;velset = 0,0
ctrl = 0
anim = 1101
poweradd=0

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

;--------------------------------------------------------------------
;Plasma Uppercut
[StateDef 1102]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1102
poweradd=80

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 8
value = ifelse(command = "DP_z", 2, ifelse(command="DP_y", 1, 0))

[State 0, VarSet]
type = VarSet
trigger1 = var(59)>0
v = 8
value = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(2) < 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 = 1102
trigger1 = animelem =3
helpertype = normal ;player
name = "Plasma"
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=A,SA
damage=77,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-63
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, -21,ifelse(var(8)=1, -18, -15))
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, -21,ifelse(var(8)=1, -18, -15))
yaccel=.5
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=3
attr=A,SA
damage=77,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8210+(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=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, -18,ifelse(var(8)=1, -15, -12))
yaccel=.5
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(3)=1
x = ifelse(var(8)=2,8,ifelse(var(8)=1, 6, 4))
y = ifelse(var(8)=2,-15,ifelse(var(8)=1, -12, -9))

[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 >= ifelse(var(8)=2,26,ifelse(var(8)=1, 19, 14));animelemtime(6) >= 0
value =1101

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 1110]
type    = S
physics = S
ctrl = 0
anim = 1110

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

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

[State 2060, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0 ;
ctrl = 1

;-------------------------------------------------------------------
; Weapon Change (Copy Vision)
[StateDef 1200]
type = S
movetype= I
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem=7
v = 31
value = 1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -10,0
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 = AnimElem = 7
value = S10,23
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 1201
ID = 1200
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0, Copy Vision Sign]
type = Explod
trigger1 = AnimElem = 7
anim = 1205
ID = 1205
pos = 0,Ceil(-100*const(size.yscale))
facing = ifelse(facing = -1, -1, 1)
postype = p1
bindtime = 18
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ownpal = 1
removeongethit = 1

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

;-------------------------------------------------------------------
; Weapon Change (Tornado Hold)
[StateDef 1201]
type = S
movetype= I
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem=7
v = 31
value = 0

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -10,0
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 = AnimElem = 7
value = S10,23
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 1201
ID = 1200
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0, Tornado Hold Sign]
type = Explod
trigger1 = AnimElem = 7
anim = 1206
ID = 1205
pos = 0,Ceil(-100*const(size.yscale))
facing = ifelse(facing = -1, -1, 1)
postype = p1
bindtime = 18
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ownpal = 1
removeongethit = 1

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

;-------------------------------------------------------------------
; Weapon Change (Lightning Bolt)
[StateDef 1202]
type = S
movetype= I
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem=7
v = 31
value = 2

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -10,0
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 = AnimElem = 7
value = S10,23
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 1201
ID = 1200
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0, Lightning Bolt Sign]
type = Explod
trigger1 = AnimElem = 7
anim = 1207
ID = 1205
pos = 0,Ceil(-100*const(size.yscale))
facing = ifelse(facing = -1, -1, 1)
postype = p1
bindtime = 18
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ownpal = 1
removeongethit = 1

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

;-------------------------------------------------------------------
; Weapon Change (Tengu Blade)
[StateDef 1203]
type = S
movetype= I
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem=7
v = 31
value = 3

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -10,0
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 = AnimElem = 7
value = S10,23
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 1201
ID = 1200
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0, Tengu Blade Sign]
type = Explod
trigger1 = AnimElem = 7
anim = 1208
ID = 1205
pos = 0,Ceil(-100*const(size.yscale))
facing = ifelse(facing = -1, -1, 1)
postype = p1
bindtime = 18
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ownpal = 1
removeongethit = 1

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

;-------------------------------------------------------------------
; Weapon Change (Flamethrower)
[StateDef 1204]
type = S
movetype= I
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem=7
v = 31
value = 4

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -10,0
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 = AnimElem = 7
value = S10,23
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 1201
ID = 1200
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0, Flamethrower Sign]
type = Explod
trigger1 = AnimElem = 7
anim = 1209
ID = 1205
pos = 0,Ceil(-100*const(size.yscale))
facing = ifelse(facing = -1, -1, 1)
postype = p1
bindtime = 18
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ownpal = 1
removeongethit = 1

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

;-------------------------------------------------------------------
; Weapon Change (Ground Quake)
[StateDef 1205]
type = S
movetype= I
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem=7
v = 31
value = 5

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -10,0
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 = AnimElem = 7
value = S10,23
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 1201
ID = 1200
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0, Rock Smash]
type = Explod
trigger1 = AnimElem = 7
anim = 1210
ID = 1205
pos = 0,Ceil(-100*const(size.yscale))
facing = ifelse(facing = -1, -1, 1)
postype = p1
bindtime = 18
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ownpal = 1
removeongethit = 1

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

;-------------------------------------------------------------------
; Weapon Change (Mega Buster)
[StateDef 1206]
type = S
movetype= I
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem=7
v = 32
value = ifelse(Var(32)=0, 1, 0)

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -10,0
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 = AnimElem = 7
value = S10,23
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 1201
ID = 1200
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0, Mega/X Sign]
type = Explod
trigger1 = AnimElem = 7
anim = ifelse(Var(32)=0, 1212, 1211)
ID = 1205
pos = 0,Ceil(-100*const(size.yscale))
facing = ifelse(facing = -1, -1, 1)
postype = p1
bindtime = 18
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ownpal = 1
removeongethit = 1

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

;-------------------------------------------------------------------
; Copy Vision
[StateDef 1300]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 8
value = ifelse(command = "QCF_z", 2, ifelse(command="QCF_y", 1, 0))

[State 0,PalFX]
type = palfx
trigger1 = time = [10,12]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [17,18]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [19,20]
add = 40,40,40
time = 1

[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, PlaySnd]
type = PlaySnd
triggerall = anim = 1300
trigger1 = time = 5
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = anim=1300&&animelem=4
value = S3,3
volume=255
channel = 5

[State 0, Helper]
type = Helper
trigger1 = anim=1300&&AnimElem = 4
helpertype = normal ;player
name = "Copy Vision"
ID = 1300
stateno = 1310
pos = ceil(30*const(size.xscale)),ceil(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
;-------------------------------------------------------------------
; Copy Vision
[StateDef 1301]
type = A
movetype= A
physics = N
juggle  = 7
ctrl = 0
anim = 1301
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 8
value = ifelse(command = "QCF_z", 2, ifelse(command="QCF_y", 1, 0))

[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, VelSet]
type = VelSet
trigger1 = !time
x = (Vel X)*.1
y = (Vel Y)*.1

[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 1301
y = .035

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1301
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = anim=1301&&animelem=3
value = S3,3
volume=255
channel = 5

[State 0, Helper]
type = Helper
trigger1 = anim=1301&&AnimElem = 3
helpertype = normal ;player
name = "Copy Vision"
ID = 1300
stateno = 1311
pos = ceil(35*const(size.xscale)),ceil(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=1301
trigger1 = animtime=0
elem=6
value = 44

[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

;-------------------------------------------------------------------
; Copy Vision Charge Shots
[StateDef 1305]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 80
sprpriority = 2

[State 0,PalFX]
type = palfx
trigger1 = time = [10,12]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [17,18]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [19,20]
add = 40,40,40
time = 1

[State 0, VarSet]
type = VarSet
trigger1 = animelem=4
var(20) = 0

[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, PlaySnd]
type = PlaySnd
triggerall = anim = 1300
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = anim=1305&&animelem=4
value = S3,3
volume=255
channel = 5

[State 0, Helper]
type = Helper
trigger1 = anim=1300&&AnimElem = 4
helpertype = normal ;player
name = "Copy Vision"
ID = 1300
stateno = 1315
pos = ceil(30*const(size.xscale)),ceil(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
;-------------------------------------------------------------------
; Copy Vision Charge Shots
[StateDef 1306]
type = A
movetype= A
physics = N
juggle  = 7
ctrl = 0
anim = 1301
poweradd = 80
sprpriority = 2

[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, VelSet]
type = VelSet
trigger1 = !time
x = (Vel X)*.1
y = (Vel Y)*.1

[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 1301
y = .035

[State 0, VarSet]
type = VarSet
trigger1 = animelem=3
var(20) = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1301
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = anim=1301&&animelem=4
value = S3,3
volume=255
channel = 5

[State 0, Helper]
type = Helper
trigger1 = anim=1301&&AnimElem = 3
helpertype = normal ;player
name = "Copy Vision"
ID = 1300
stateno = 1316
pos = ceil(35*const(size.xscale)),ceil(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=1301
trigger1 = animtime=0
elem=6
value = 44

[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
;-------------------------------------------------------------------
; Tornado Hold
[StateDef 1400]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 8
value = ifelse(command = "QCF_z", 2, ifelse(command="QCF_y", 1, 0))

[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, PlaySnd]
type = PlaySnd
triggerall = anim = 1400
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = anim=1400&&animelem=4
value = S3,8
volume=255
channel = 5

[State 0, Helper]
type = Helper
trigger1 = anim=1400&&AnimElem = 4
helpertype = normal ;player
name = "Tornado Hold"
ID = 1400
stateno = 1401
pos = ceil(38*const(size.xscale)),ceil(-37*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

;-------------------------------------------------------------------
; Charged Tornado Hold
[StateDef 1415]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 80
sprpriority = 2

[State 0,PalFX]
type = palfx
trigger1 = time = [6,8]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 40,40,40
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=4
value = S10,1
volume = 255
channel = -1

[State 0, VarSet]
type = VarSet
trigger1 = animelem=4
var(20) = 0

[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, PlaySnd]
type = PlaySnd
triggerall = anim = 1400
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = anim=1400&&animelem=4
value = S3,8
volume=255
channel = 5

[State 0, Helper]
type = Helper
trigger1 = anim=1400&&AnimElem = 4
helpertype = normal ;player
name = "Tornado Hold"
ID = 1405
stateno = 1421
pos = ceil(38*const(size.xscale)),ceil(-37*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

;-------------------------------------------------------------------
; Lightning Bolt
[StateDef 1500]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = ifelse(command="QCF_z", 1502, ifelse(command="QCF_y", 1501, 1500))
poweradd = 80
sprpriority = 2

[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,PalFX]
type = palfx
trigger1 = time = [4,6]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [7,8]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 40,40,40
time = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1500
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800&&anim=1500||anim=1501||anim=1502
trigger1 = animelem=3
value = S3,3
volume=255
channel = 5

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 8
range = -backedgebodydist,frontedgebodydist

[State 0, Helper]
type = Helper
trigger1 = animelemtime(4)=0
trigger2 = animelemtime(4)=11
trigger3 = animelemtime(4)=22
trigger4 = animelemtime(4)=33&&(anim=1501||anim=1502)
trigger5 = animelemtime(4)=44&&anim=1502
helpertype = normal ;player
name = "Lightning Bolt"
ID = 1500
stateno = 1510
pos = ceil(var(8)),0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = (.5*const(size.xscale))
size.yscale = (const(size.yscale))

[State 0, Helper]
type = Helper
trigger1 = AnimElem=2
helpertype = normal ;player
name = "Lightning Effect"
ID = 1501
stateno = 1515
pos = ceil(8*const(size.xscale)),ceil(-50*const(size.yscale))
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
;-------------------------------------------------------------------
; Lightning Strike
[StateDef 1501]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1503
poweradd = 80
sprpriority = 2

[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, PlaySnd]
type = PlaySnd
triggerall = anim = 1500
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800&&anim=1500||anim=1501||anim=1502
trigger1 = animelem=3
value = S3,3
volume=255
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [4,6]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [7,8]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,10]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [11,12]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 40,40,40
time = 1

[State 0, VarSet]
type = VarSet
trigger1 = animelem=2
var(20) = 0

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 8
range = -30,30
ignorehitpause=1

[State 0, Helper]
type = Helper
trigger1 = animelemtime(4)=0
trigger2 = animelemtime(4)=11
trigger3 = animelemtime(4)=22
trigger4 = animelemtime(4)=33
trigger5 = animelemtime(4)=44
trigger6 = animelemtime(4)=55
helpertype = normal ;player
name = "Lightning Bolt"
ID = 1500
stateno = 1510
pos = Ceil(P2Dist X+var(8)),0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = (.5*const(size.xscale))
size.yscale = (const(size.yscale))

[State 0, Helper]
type = Helper
trigger1 = AnimElem=2
helpertype = normal ;player
name = "Lightning Effect"
ID = 1501
stateno = 1515
pos = ceil(8*const(size.xscale)),ceil(-50*const(size.yscale))
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

;-------------------------------------------------------------------
; Lightning Bolt Air
[StateDef 1505]
type = A
movetype= A
physics = N
juggle  = 7
;velset = 0,0
ctrl = 0
anim = ifelse(command="QCF_z", 1507, ifelse(command="QCF_y", 1506, 1505))
poweradd = 80
sprpriority = 2

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

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

[State 0, VelSet]
type = VelSet
triggerall = anim=1505||anim=1506||anim=1507
trigger1 = !time
x = (Vel X)*.1
y = (Vel Y)*.1

[State 0, VelAdd]
type = VelAdd
trigger1 = Vel Y <= 0
y = .015

[State 0,PalFX]
type = palfx
triggerall = anim=1505||anim=1506||anim=1507
trigger1 = time = [4,6]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
triggerall = anim=1505||anim=1506||anim=1507
trigger1 = time = [7,8]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
triggerall = anim=1505||anim=1506||anim=1507
trigger1 = time = [9,10]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
triggerall = anim=1505||anim=1506||anim=1507
trigger1 = time = [11,12]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
triggerall = anim=1505||anim=1506||anim=1507
trigger1 = time = [13,14]
add = 40,40,40
time = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800&&anim=1505||anim=1506||anim=1507
trigger1 = animelem=4
value = S3,3
volume=255
channel = 5

[State 0, VarRandom]
type = VarRandom
trigger1 = anim=1505||anim=1506||anim=1507
v = 8
range = -backedgebodydist,frontedgebodydist

[State 0, Helper]
type = Helper
triggerall = anim=1505||anim=1506||anim=1507
trigger1 = animelemtime(6)=0
trigger2 = animelemtime(6)=11
trigger3 = animelemtime(6)=22
trigger4 = animelemtime(6)=33&&(anim=1506||anim=1507)
trigger5 = animelemtime(6)=44&&anim=1507
helpertype = normal ;player
name = "Lightning Bolt"
ID = 1500
stateno = 1510
pos = ceil(var(8)),0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = (.5*const(size.xscale))
size.yscale = (const(size.yscale))

[State 0, Helper]
type = Helper
triggerall = anim=1505||anim=1506||anim=1507
trigger1 = AnimElem=3
helpertype = normal ;player
name = "Lightning Effect"
ID = 1501
stateno = 1515
pos = ceil(4*const(size.xscale)),ceil(-55*const(size.yscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = (const(size.xscale))
size.yscale = (const(size.yscale))

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=1505||anim=1506||anim=1507
trigger1 = animtime=0
elem=3
value = 44

[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

;-------------------------------------------------------------------
; Lightning Strike Air
[StateDef 1506]
type = A
movetype= A
physics = N
juggle  = 7
;velset = 0,0
ctrl = 0
anim = 1508
poweradd = 80
sprpriority = 2

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

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

[State 0, VelSet]
type = VelSet
triggerall = anim=1508
trigger1 = !time
x = (Vel X)*.1
y = (Vel Y)*.1

[State 0,PalFX]
type = palfx
triggerall = anim=1508
trigger1 = time = [4,6]
add = 200,200,200
time = 1
[State 0,PalFX]
type = palfx
triggerall = anim=1508
trigger1 = time = [7,8]
add = 160,160,160
time = 1
[State 0,PalFX]
type = palfx
triggerall = anim=1508
trigger1 = time = [9,10]
add = 120,120,120
time = 1
[State 0,PalFX]
type = palfx
triggerall = anim=1508
trigger1 = time = [11,12]
add = 80,80,80
time = 1
[State 0,PalFX]
type = palfx
triggerall = anim=1508
trigger1 = time = [13,14]
add = 40,40,40
time = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800&&anim=1508
trigger1 = animelem=4
value = S3,3
volume=255
channel = 5

[State 0, VarSet]
type = VarSet
trigger1 = animelem=3
var(20) = 0

[State 0, VarRandom]
type = VarRandom
trigger1 = anim=1508
v = 8
range = -30,30

[State 0, Helper]
type = Helper
triggerall = anim=1508
trigger1 = animelemtime(6)=0
trigger2 = animelemtime(6)=11
trigger3 = animelemtime(6)=22
trigger4 = animelemtime(6)=33
trigger5 = animelemtime(6)=44
trigger6 = animelemtime(6)=55
helpertype = normal ;player
name = "Lightning Bolt"
ID = 1500
stateno = 1510
pos = ceil(P2Dist X+var(8)),0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = (.5*const(size.xscale))
size.yscale = (const(size.yscale))

[State 0, Helper]
type = Helper
triggerall = anim=1508
trigger1 = AnimElem=3
helpertype = normal ;player
name = "Lightning Effect"
ID = 1501
stateno = 1515
pos = ceil(4*const(size.xscale)),ceil(-55*const(size.yscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = (const(size.xscale))
size.yscale = (const(size.yscale))

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=1508
trigger1 = animtime=0
elem=3
value = 44

[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

;---------------------------------------------------------------------------
; Tengu Blade
[Statedef 1600]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1600

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem=4
value = S3,1
volume=255
channel = 5

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "Tengu Blade"
ID = 1600
stateno = 1610
pos = ceil(24*const(size.xscale)),ceil(-47*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 = 8
helpertype = normal ;player
name = "Tengu Blade Up"
ID = 1600
stateno = 1611
pos = ceil(24*const(size.xscale)),ceil(-47*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 = 12
helpertype = normal ;player
name = "Tengu Blade Down"
ID = 1600
stateno = 1612
pos = ceil(24*const(size.xscale)),ceil(-47*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

;-------------------------------------------------------------------
; Tengu Blade
[StateDef 1605]
type = A
movetype= A
physics = N
juggle  = 7
;velset = Vel X/10,Vel Y/10
ctrl = 0
anim = 1605
poweradd = 80
sprpriority = 2

[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, VelSet]
type = VelSet
trigger1 = !time
x = (Vel X)*.1
y = (Vel Y)*.1

[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 620
y = .035

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = animelem = 3
value = S3,1
volume=255
channel = 5

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal ;player
name = "Charge Shot Level 1"
ID = 1600
stateno = 1610
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, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal ;player
name = "Charge Shot Level 1"
ID = 1600
stateno = 1611
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, Helper]
type = Helper
trigger1 = AnimElem = 9
helpertype = normal ;player
name = "Charge Shot Level 1"
ID = 1600
stateno = 1612
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, ChangeAnim]
type = ChangeAnim
triggerall=anim=1605
trigger1 = animtime=0
elem=6
value = 44

[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

;-------------------------------------------------------------------
; Flamethrower
[StateDef 1700]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1700
poweradd = 80
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = animelem=4
value = S3,ifelse(random < 500, 0, 3)
volume=255
channel = 5

[State 0, Helper]
type = Helper
triggerall = anim = 1700
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "Flames"
ID = 1700
stateno = 1710
pos = ceil(25*const(size.xscale)),ceil(-45*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0,PalFX]
type = palfx
trigger1 = time = [2,3]
add = 200,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [4,5]
add = 160,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [6,8]
add = 120,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,11]
add = 80,40,40
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [12,15]
add = 40,0,0
time = 1

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

;-------------------------------------------------------------------
; Flamethrower
[StateDef 1701]
type = A
movetype= A
physics = N
juggle  = 7
ctrl = 0
anim = 1701
poweradd = 80
sprpriority = 2

[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, VelSet]
type = VelSet
trigger1 = !time
x = (Vel X)*.1
y = (Vel Y)*.1

[State 0, VelAdd]
type = VelAdd
trigger1 = anim=1701
y = .035

[State 0, PlaySnd]
type = PlaySnd
triggerall=anim=1701
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim=1701&&random <= 800
trigger1 = animelem=3
value = S3,ifelse(random < 500, 0, 3)
volume=255
channel = 5

[State 0, Helper]
type = Helper
triggerall=anim=1701
trigger1 = AnimElem = 3
helpertype = normal ;player
name = "Flames"
ID = 1700
stateno = 1710
pos = ceil(30*const(size.xscale)),ceil(-66*const(size.xscale))
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0,PalFX]
type = palfx
trigger1 = time = [2,3]
add = 200,160,160
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [4,5]
add = 160,120,120
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [6,8]
add = 120,80,80
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [9,11]
add = 80,40,40
time = 1
[State 0,PalFX]
type = palfx
trigger1 = time = [12,15]
add = 40,0,0
time = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=1701
trigger1 = animtime=0
elem=6
value = 44

[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

;-------------------------------------------------------------------
; Fire Tackle
[StateDef 1705]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1705
poweradd = 80
sprpriority = 2

[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 = animelem=2
var(20) = 0

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = animelem=2
value = S3,3
volume=255
channel = 5

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 15

[State 0, VelMul]
type = VelMul
trigger1 = Time >= 18
x = .9

[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem=2
time = 22
add = 120,-70,-150
mul = 256,256,256
sinadd = 40,30,0,5
invertall = 0
color = 0

[State 225, hit]
type=hitdef
trigger1=(time%5)=1
attr=S,SA
damage=40,3
animtype=Back
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=3,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-41
hitsound=s1,8
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity=-8,-3
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
air.velocity=-8,-2.5
yaccel=.65
fall=1
fall.recover=0
palfx.time = 15
palfx.add = 240,100,-50
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,3
envshake.time = 4
envshake.ampl = 1
getpower=0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal ;player
name = "Fireball"
ID = 1705
stateno = 1715
pos = ceil(45*const(size.xscale)),ceil(-30*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

;-------------------------------------------------------------------
; Air Fire Tackle
[StateDef 1706]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1706
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
triggerall = anim = 1706
trigger1 = animelem=2
var(20) = 0

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1706&&random <= 800
trigger1 = animelem=2
value = S3,3
volume=255
channel = 5

[State 0, VelSet]
type = VelSet
triggerall = anim = 1706
trigger1 = AnimElem = 2
x = 15

[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem=2
time = 13
add = 120,-70,-150
mul = 256,256,256
sinadd = 40,30,0,3
invertall = 0
color = 0

[State 225, hit]
type=hitdef
trigger1=(time%3)=1
attr=S,SA
damage=40,3
animtype=Back
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=5,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-61
hitsound=s1,8
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity=-8,-3
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
air.type=Low
air.hittime=18
air.velocity=-8,-2.5
yaccel=.65
fall=1
fall.recover=0
palfx.time = 15
palfx.add = 240,100,-50
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,3
envshake.time = 4
envshake.ampl = 1
getpower=0

[State 0, Helper]
type = Helper
triggerall = anim = 1706
trigger1 = AnimElem = 2
helpertype = normal ;player
name = "Fireball"
ID = 1705
stateno = 1715
pos = ceil(45*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, ChangeAnim]
type = ChangeAnim
triggerall=anim=1706
trigger1 = animtime=0
elem=5
value = 44

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

[State 0, VelMul]
type = VelMul
trigger1 = time >= 10
x = .9

[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

;-------------------------------------------------------------------
; Rock Smash (Thanks to Manic for sprites)
[StateDef 1800]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = ifelse(command="QCF_z", 1802, ifelse(command="QCF_y", 1801, 1800))
poweradd = 80
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -10,0
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 = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = animelem=6
value = S3,ifelse(random < 500, 0, 3)
volume=255
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S10,24
volume = 255
channel = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 7
time = 30
ampl = 5

[State 0, Explod]
type = Explod
trigger1 = AnimElem=7
anim = 1850
ID = 1800
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
pos = ceil(25*const(size.xscale)),0
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
ignorehitpause = 1

[State 0, Helper]
type = Helper
triggerall = numhelper(1800)<10
trigger1 = animelemtime(7)>=0&&AnimElemTime(9)<10
helpertype = normal ;player
name = "Rock"
ID = 1800
stateno = 1805
pos = ceil(25*const(size.xscale))+var(5),ceil(-5*const(size.yscale))
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 5
range = -25,25

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

;-------------------------------------------------------------------
; Rock Slide (Thanks to Manic for sprites)
[StateDef 1801]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1820
poweradd = 80
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -10,0
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 = S0,5
volume = 0
channel = -1

[State 0, VarSet]
type = VarSet
trigger1 = animelem=7
var(20) = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = animelem=6
value = S3,ifelse(random < 500, 0, 3)
volume=255
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S10,24
volume = 255
channel = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 7
time = 50
ampl = 5

[State 0, Explod]
type = Explod
trigger1 = AnimElem=7
anim = 1850
ID = 1800
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
pos = ceil(25*const(size.xscale)),0
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
ignorehitpause = 1

[State 0, Helper]
type = Helper
triggerall = numhelper(1801)<10
triggerall = animelemtime(7)>=0&&AnimElemTime(10)<0
trigger1 = (time%5)=1
helpertype = normal ;player
name = "Rock"
ID = 1801
stateno = 1825
pos = ceil(25*const(size.xscale))+var(5),ceil(p2dist Y-280)
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 5
range = -25,25

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

;-------------------------------------------------------------------------------
; Mega Teleport (Behind Enemy)
[statedef 1900]
type = S
Movetype = I
physics = S
;Anim = 180
poweradd = 0
ctrl = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 5
value = SCA

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

[State 0, PalFX]
type = PalFX
trigger1 =  time <= 10
time = 2
add = (0+(time*25)),(0+(time*25)),(0+(time*25))

[state 0, posadd]
type = posadd
trigger1 = time >= 10
x = floor(p2dist X)+60

[State 0, PosAdd]
type = PosAdd
triggerall = time >= 10
trigger1 = command = "holdup"
y = -12

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale= (1-(.1*time)),const(size.yscale);-(.065*time)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 10
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 >= 20
value = ifelse(pos Y != 0, 1911, 1910)

;-------------------------------------------------------------------------------
; Mega Teleport (In Front of Enemy)
[statedef 1901]
type = S
Movetype = I
physics = S
;Anim = 180
poweradd = 0
ctrl = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 5
value = SCA

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

[State 0, PalFX]
type = PalFX
trigger1 =  time <= 10
time = 2
add = (0+(time*25)),(0+(time*25)),(0+(time*25))

[state 0, posadd]
type = posadd
trigger1 = time >= 10
x = floor(p2dist X)-60

[State 0, PosAdd]
type = PosAdd
triggerall = time >= 10
trigger1 = command = "holdup"
y = -12

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale= (1-(.1*time)),const(size.yscale);-(.065*time)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 10
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 >= 20
value = ifelse(pos Y != 0, 1911, 1910)

;-------------------------------------------------------------------------------
; Mega Teleport (Behind Enemy Far)
[statedef 1902]
type = S
Movetype = I
physics = S
;Anim = 180
poweradd = 0
ctrl = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 5
value = SCA

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

[State 0, PalFX]
type = PalFX
trigger1 =  time <= 10
time = 2
add = (0+(time*25)),(0+(time*25)),(0+(time*25))

[state 0, posadd]
type = posadd
trigger1 = time >= 10
x = floor(p2dist X)+180

[State 0, PosAdd]
type = PosAdd
triggerall = time >= 10
trigger1 = command = "holdup"
y = -12

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale= (1-(.1*time)),const(size.yscale);-(.065*time)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 10
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 >= 20
value = ifelse(pos Y != 0, 1911, 1910)

;-------------------------------------------------------------------------------
; Mega Teleport (In Front of Enemy Far)
[statedef 1903]
type = S
Movetype = I
physics = S
;Anim = 180
poweradd = 0
ctrl = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 5
value = SCA

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

[State 0, PalFX]
type = PalFX
trigger1 =  time <= 10
time = 2
add = (0+(time*25)),(0+(time*25)),(0+(time*25))

[state 0, posadd]
type = posadd
trigger1 = time >= 10
x = floor(p2dist X)-180

[State 0, PosAdd]
type = PosAdd
triggerall = time >= 10
trigger1 = command = "holdup"
y = -12

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale= (1-(.1*time)),const(size.yscale);-(.065*time)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 10
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 >= 20
value = ifelse(pos Y != 0, 1911, 1910)

;-------------------------------------------------------------------------------
; Mega Teleport (Re-Appear)
[statedef 1910]
type = S
Movetype = I
physics = S
Anim = 5
poweradd = 0
ctrl = 0

[State 0, CtrlSet]
type = null;CtrlSet
trigger1 = time = 1
value = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 5
value = SCA

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

[State 0, PalFX]
type = PalFX
trigger1 =  time <= 5
time = 2
add = (250-(time*50)),(250-(time*50)),(255-(time*50))

[State 0, ChangeAnim]
type = ChangeAnim ;Freeze
trigger1 =  time < 5
value = 5

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

[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 = AnimTime=0
value = 0
ctrl=1

;-------------------------------------------------------------------------------
; Mega Teleport (Re-Appear Air)
[statedef 1911]
type = A
Movetype = I
physics = N
;Anim = 44
poweradd = 0
velset = 0,0
ctrl = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time > 5
statetype = A
movetype = I
physics = A

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time > 5
value = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 5
value = SCA

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

[State 0, PalFX]
type = PalFX
trigger1 =  time <= 5
time = 2
add = (250-(time*50)),(250-(time*50)),(255-(time*50))

[State 0, ChangeAnim]
type = ChangeAnim ;Freeze
trigger1 =  time < 5
value = 44
elem = 6

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

[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, VelAdd]
type = VelAdd
triggerall = time > 5
triggerall = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 0, VelAdd]
type = VelAdd
triggerall = time > 5
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .95
;-------------------------------
;Teleport FX
[Statedef 1990]
type = S
ctrl = 0
anim = 9741
velset = 0,0

[State 0, BindToParent]
type = BindToParent
trigger1 = time < 5

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 1007
ID = 1990
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = root,const(size.xscale),root,const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 1008
ID = 1990
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = root,const(size.xscale),root,const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 192, 2]
type = DestroySelf
trigger1 = root,movetype=H
trigger2 = time >= 20
