;-------------------------------------------------------------------
; R-Buster Shot
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 10    ;fv = 10
value = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = AnimElem = 6
value = S3,7
volume = 0
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [10,12]
add = 160,160,160
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 120,120,120
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 80,80,80
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [17,20]
add = 40,40,40
time = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, Helper]
type = Helper
triggerall = numhelper(1000) <= 4
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Shot"
ID = 1000
stateno = 1090
pos = 15,-37
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, ChangeState]
type = ChangeState
triggerall = var(10) < 4
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(13) < 0
value = 1005
ctrl = 0

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------
; R-Buster Shot Blue
[StateDef 1001]
type = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 80
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = AnimElem = 6
value = S3,7
volume = 0
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [10,12]
add = 160,160,160
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 120,120,120
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 80,80,80
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [17,20]
add = 40,40,40
time = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, Explod]
type = null;Explod
trigger1 = AnimElem = 7
anim = 1095
ID = 1095
pos = 38,-39
postype = p1  ;p2,front,back,left,right
bindtime = 2
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 0, Helper]
type = Helper
triggerall = numhelper(1000) <= 3
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Shot"
ID = 1000
stateno = 1090
pos = 15,-37
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, ChangeState]
type = ChangeState
triggerall = var(10) < 3
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(13) < 0
value = 1005
ctrl = 0

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

;-------------------------------------------------------------------
; R-Buster Shot Red
[StateDef 1002]
type = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 80
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = AnimElem = 6
value = S3,7
volume = 0
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [10,12]
add = 160,160,160
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 120,120,120
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 80,80,80
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [17,20]
add = 40,40,40
time = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, Explod]
type = null;Explod
trigger1 = AnimElem = 7
anim = 1096
ID = 1095
pos = 38,-39
postype = p1  ;p2,front,back,left,right
bindtime = 2
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 0, Helper]
type = Helper
triggerall = numhelper(1000) <= 4
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Shot"
ID = 1000
stateno = 1090
pos = 15,-37
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 750
value = SCA
time = 1

[State 0, ChangeState]
type = ChangeState
triggerall = var(10) < 4
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(13) < 0
value = 1005
ctrl = 0

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

;-------------------------------------------------------------------
; R-Buster Shot Rapid Fire
[StateDef 1005]
type = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 10
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = !time
v = 10    ;fv =
value = 1

[State 0,PalFX]
type = palfx
trigger1 = time = [0,2]
add = 160,160,160
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [3,4]
add = 120,120,120
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [5,6]
add = 80,80,80
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [7,10]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
triggerall = numhelper(1000) <= 4
trigger1 = AnimElem = 2
helpertype = normal ;player
name = "Shot"
ID = 1000
stateno = 1090
pos = 15,-37
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, ChangeState]
type = ChangeState
triggerall = var(10) < 4
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(8) < 0
value = 1005
ctrl = 0

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

;-------------------------------------------------------------------
; R-Buster Shot (Air)
[StateDef 1010]
type = A
movetype= A
physics = N
juggle  = 2
;velset = Vel X/10,Vel Y/10
ctrl = 0
anim = 1005
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 10    ;fv = 10
value = 2

[State 0, VelMul]
type = VelMul
trigger1 = AnimElemTime(6) < 0
x = .75
y = .75

[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
triggerall = random <= 600
trigger1 = AnimElem = 6
value = S3,7
volume = 0
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [10,12]
add = 160,160,160
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 120,120,120
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 80,80,80
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [17,20]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
triggerall = numhelper(1000) <= 4
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Shot"
ID = 1000
stateno = 1090
pos = 19,-45
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, ChangeState]
type = ChangeState
triggerall = var(10) < 4
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(14) < 0
value = 1015
ctrl = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(20) = 0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(20) = 0
value = 1
;-------------------------------------------------------------------
; R-Buster Shot Blue (Air)
[StateDef 1011]
type = A
movetype= A
physics = N
juggle  = 2
;velset = Vel X/10,Vel Y/10
ctrl = 0
anim = 1005
poweradd = 80
sprpriority = 2

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

[State 0, VelMul]
type = VelMul
trigger1 = AnimElemTime(6) < 0
x = .75
y = .75

[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
triggerall = random <= 600
trigger1 = AnimElem = 6
value = S3,7
volume = 0
channel = 5

[State 0,PalFX]
type = palfx
trigger1 = time = [10,12]
add = 160,160,160
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 120,120,120
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 80,80,80
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [17,20]
add = 40,40,40
time = 1

[State 0, Explod]
type = null;Explod
trigger1 = AnimElem = 7
anim = 1095
ID = 1095
pos = 42,-47
postype = p1  ;p2,front,back,left,right
bindtime = 2
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 0, Helper]
type = Helper
triggerall = numhelper(1000) <= 4
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Shot"
ID = 1000
stateno = 1090
pos = 19,-45
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, ChangeState]
type = ChangeState
triggerall = var(10) < 4
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(14) < 0
value = 1015
ctrl = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(20) = 0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(20) = 0
value = 1

;-------------------------------------------------------------------
; R-Buster Shot Red (Air)
[StateDef 1012]
type = A
movetype= A
physics = N
juggle  = 2
;velset = Vel X/10,Vel Y/10
ctrl = 0
anim = 1005
poweradd = 80
sprpriority = 2

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

[State 0, VelMul]
type = VelMul
trigger1 = AnimElemTime(6) < 0
x = .75
y = .75

[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
triggerall = random <= 600
trigger1 = AnimElem = 6
value = S3,7
volume = 0
channel = 5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 751
trigger1 = animelemtime(21) < 0
value = SCA
time = 1

[State 0,PalFX]
type = palfx
trigger1 = time = [10,12]
add = 160,160,160
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [13,14]
add = 120,120,120
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [15,16]
add = 80,80,80
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [17,20]
add = 40,40,40
time = 1

[State 0, Explod]
type = null;Explod
trigger1 = AnimElem = 7
anim = 1096
ID = 1095
pos = 42,-47
postype = p1  ;p2,front,back,left,right
bindtime = 2
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 0, Helper]
type = Helper
triggerall = numhelper(1000) <= 4
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Shot"
ID = 1000
stateno = 1090
pos = 19,-45
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, ChangeState]
type = ChangeState
triggerall = var(10) < 4
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(14) < 0
value = 1015
ctrl = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(20) = 0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(20) = 0
value = 1

;-------------------------------------------------------------------
; R-Buster Shot Rapid Fire (Air)
[StateDef 1015]
type = A
movetype= A
physics = N
juggle  = 2
;velset = Vel X/10,Vel Y/10
ctrl = 0
anim = 1006
poweradd = 10
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = !time
v = 10    ;fv =
value = 1

[State 0, VelMul]
type = null;VelMul
trigger1 = AnimElemTime(3) < 0
x = .75
y = .75

[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,PalFX]
type = palfx
trigger1 = time = [0,2]
add = 160,160,160
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [3,4]
add = 120,120,120
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [5,6]
add = 80,80,80
time = 1

[state 210,PalFX]
type = palfx
trigger1 = time = [7,10]
add = 40,40,40
time = 1

[State 0, Helper]
type = Helper
triggerall = numhelper(1000) <= 4
trigger1 = AnimElem = 2
helpertype = normal ;player
name = "Shot"
ID = 1000
stateno = 1090
pos = 19,-45
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, ChangeState]
type = ChangeState
triggerall = var(10) < 4
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(8) < 0
value = 1015
ctrl = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(14) = 0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(14) = 0
value = 1

;-------------------------------------------------------------------
; Flower Bomb Throw
[StateDef 1100]
type = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 80
sprpriority = 2

[State 900]
type = VarSet
trigger1 = time = 0
v = 10
value = ifelse(command = "QCB_z",2,ifelse(command = "QCB_y",1,0))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3,1
volume = 0
channel = 5

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, Explod]
type = Explod
trigger1 = AnimElem=2
anim = 1190
ID = 1100
pos = -20,-40
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 1
removeongethit = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem=3
id = 1100

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal ;player
name = "Flowers"
ID = 1100
stateno = 1190
pos = 10,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

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

;-------------------------------------------------------------------
; Flower Bomb Throw
[StateDef 1110]
type = A
movetype= A
physics = N
juggle  = 2
ctrl = 0
anim = 1105
poweradd = 80
sprpriority = 2

[State 900]
type = VarSet
trigger1 = time = 0
v = 10
value = ifelse(command = "QCB_z",2,ifelse(command = "QCB_y",1,0))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3,1
volume = 0
channel = 5

[State 0, VelMul]
type = VelMul
trigger1 = AnimElemTime(2) < 0
x = .75
y = .75

[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, Explod]
type = Explod
trigger1 = AnimElem=2
anim = 1190
ID = 1100
pos = -22,-48
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 1
ownpal = 1
removeongethit = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem=3
id = 1100

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal ;player
name = "Flowers"
ID = 1100
stateno = 1190
pos = 8,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(8) = 0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(8) = 0
value = 1

;-------------------------------------------------------------------
; Weapon Change
[StateDef 1200]
type = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 40    ;fv = 10
value = ifelse(command = "QCB_c", 2, ifelse(command = "QCB_b", 0, 1))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,8
volume = 0
channel = 5

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, Helper]
type = Helper
triggerall = numhelper(1200) <= 0
trigger1 = AnimElem = 2
helpertype = normal ;player
name = "Edward"
ID = 1200
stateno = 1210
pos = 95,-300
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

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

;-------------------------------------------------------------------
; Use Weapon (Rock Ball, Tornado Hold, Leaf Sheild)
[StateDef 1300]
type = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 80
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,2
volume = 0
channel = 5

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, Helper]
type = Helper
triggerall = var(20) = 1
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Rock Ball"
ID = 1390
stateno = 1390
pos = 30,-35
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, Helper]
type = Helper
triggerall = var(20) = 0
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Tornado Hold"
ID = 1490
stateno = 1490
pos = 30,-35
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, Helper]
type = null;Helper
triggerall = var(20) = 2
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Leaf Sheild"
ID = 1000
stateno = 1090
pos = 15,-37
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

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

;-------------------------------------------------------------------
; Weapon Shot (Air)
[StateDef 1305]
type = A
movetype= A
physics = N
juggle  = 2
;velset = Vel X/10,Vel Y/10
ctrl = 0
anim = 1005
poweradd = 80
sprpriority = 2

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

[State 0, VelMul]
type = VelMul
trigger1 = AnimElemTime(6) < 0
x = .75
y = .75

[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 = AnimElem = 3
value = S3,2
volume = 0
channel = 5

[State 0, Helper]
type = null;Helper
triggerall = var(20) = 2
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Leaf Sheild"
ID = 1000
stateno = 1090
pos = 15,-37
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(20) = 0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(20) = 0
value = 1
