
;--------------------------------------------------------------------------
; Homura Tsumuji - Hyper (Attack)
; CNS difficulty: easy
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 20
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 1106
sprpriority = 2


[State 1100, Super Pause]
type = SuperPause
trigger1 = animelem = 3
time = 50
pos = 25, -57
anim = 1100
sound = s2000,5


[State 1100, Hyper Portrait]
type = explod
trigger1 = animelem = 3
anim = 5550
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50
pos = 0,90
bindtime = -1
removeongethit = 1

[State 1100, assertspecial]
type = assertspecial
trigger1 = time = [0,50]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 2058, Hyper Initiation 1]
type = Explod
trigger1 = animelem = 3
anim = 5559
postype = p1
pos = 0,-50
ownpal = 1
sprpriority = 5
supermovetime = 50

[State 1100, Hyper Initiation 2]
type = Explod
trigger1 = animelem = 3
anim = 5561
postype = p1
pos = 0,-55
ownpal = 1
sprpriority = 5
supermovetime = 50
removeongethit = 1
;facing = ifelse(Facing = -1, -1, 1)

[State 1100, Hyper BG Left]
type = Explod
trigger1 = animelem = 4
anim = 5558
postype=left
pos = 160,0
scale = 0.642,1
sprpriority = -2
bindtime = -1
removetime = 160
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
shadow = 68,68,68

[State 1100, Hyper BG Right]
type = Explod
trigger1 = animelem = 4
anim = 5551
postype=right
pos = -160,0
scale = 0.642,1
sprpriority = -2
bindtime = -1
removetime = 160
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
shadow = 68,68,68


[State 1100, 1]
type = PlaySnd
trigger1 = animelem =6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
trigger6 = AnimElem = 16
trigger7 = AnimElem = 18
trigger8 = AnimElem = 20
trigger9 = AnimElem = 22
trigger10 = AnimElem = 24
trigger11 = AnimElem = 26
trigger12 = Animelem = 28
trigger13 = Animelem = 30
value = 400, 0
volume = -2

[State 1106, Flame Hits]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 13
trigger3 = AnimElem = 15
trigger4 = AnimElem = 17
trigger5 = AnimElem = 19
trigger6 = AnimElem = 21
trigger7 = AnimElem = 23
trigger8 = AnimElem = 25
trigger9 = AnimElem = 27
trigger10 = AnimElem = 29
attr = S, HP
animtype  = Medium
damage    = 24, 10;37, 11
getpower  = 0
priority  = 7, hit
Hitflag = MAFP
guardflag = MAFP
pausetime = 0,1;6,10
sparkno = s996
guard.sparkno = s5570
sparkxy = -10,-60
hitsound   = s275,1
guardsound = s150,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -2
air.velocity = -2.1, -2
fall = 1
air.fall = 1
fall.animtype = hard
fall.recover = 0
palfx.time = 40
palfx.add = 40,-70, -200
palfx.mul = 256,256,256
palfx.sinadd = 40,30,0
Palfx.color = 0
palfx.invertall = 1
ignorehitpause = 1
persistent = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0


[State 1100, Final Flame]
type = HitDef
trigger1 = AnimElem = 31
attr = S, HA
animtype  = up
damage    = 34, 10 ;45, 11
getpower  = 0
priority  = 7, hit
Hitflag = MAFP
guardflag = MAFP
pausetime = 0,2 ;7,12
sparkno = s996
guard.sparkno = s5570
sparkxy = -10,-60
hitsound   = s275,1
guardsound = s150,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
velocity = -25
air.velocity = -6, -5.5
fall = 1
air.fall = 1
fall.animtype = hard
fall.recover = 0
palfx.time = 20
palfx.add = 40,-70, -200
palfx.mul = 256,256,256
palfx.sinadd = 40,30,0
Palfx.color = 0
palfx.invertall = 1
ignorehitpause = 1
persistent = 1
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.guard.cornerpush.veloff = -10, -3

[State 1100, HitFX]
type = Explod
trigger1 = AnimElem = 11 && movehit
trigger2 = AnimElem = 13 && movehit
trigger3 = AnimElem = 15 && movehit
trigger4 = AnimElem = 17 && movehit
trigger5 = AnimElem = 19 && movehit
trigger6 = AnimElem = 21 && movehit
trigger7 = AnimElem = 23 && movehit
trigger8 = AnimElem = 25 && movehit
trigger9 = AnimElem = 27 && movehit
trigger10 = AnimElem = 29 && movehit
trigger11 = AnimElem = 29 && movehit
anim = 997
ID = 1100
pos = -10,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 0
;persistent = 1



[State 1100, Fire]
type = Explod
trigger1 = animelem = 9
anim = 1107
ID = 1100
pos = 29,-48
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 105
vel = 0,0
accel = 0,0
removetime = -2
supermove
pausemove
scale = 1.8,1.8
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;persistent = 1

[State 1100, Fire Puff 1]
type = Explod
trigger1 = animelem = 13
anim = 1115
ID = 1100
pos = 95,-98
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 84
vel = 0,0
accel = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent = 1

[State 1100, Fire Puff 1]
type = Explod
trigger1 = animelem = 12
anim = 1115
ID = 1100
pos = 140,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 84
vel = 0,0
accel = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent = 1


[State 1100, Fire Puff 2]
type = Explod
trigger1 = animelem = 13
anim = 1115
ID = 1100
pos = 95,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 84
vel = 0,0
accel = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent = 1

[State 1100, Fire Puff 2]
type = Explod
trigger1 = animelem = 12
anim = 1115
ID = 1100
pos = 140,-18
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 84
vel = 0,0
accel = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent = 1



[State 11060, Fire Puff 3]
type = Explod
trigger1 = animelem = 12
anim = 1115
ID = 1100
pos = -20,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 84
vel = 0,0
accel = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent = 1

[State 1100, Fire Puff 4]
type = Explod
trigger1 = animelem = 12
anim = 1115
ID = 1100
pos = -20,-42
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 84
vel = 0,0
accel = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent = 1


[State 1100, Fire Puff 3]
type = Explod
trigger1 = animelem = 13
anim = 1115
ID = 1100
pos = 30,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 84
vel = 0,0
accel = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent = 1

[State 1100, Fire Puff 4]
type = Explod
trigger1 = animelem = 13
anim = 1115
ID = 1100
pos = 30,-25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 84
vel = 0,0
accel = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent = 1


[State 1100, FireProj]
type = Projectile
trigger1 = AnimElem = 9
ProjID = 1100
projanim = 1110
projhitanim = 1110
projcancelanim = 1110
projscale = 1,1
projremove = 1
projremovetime = 105
velocity = 0,0
remvelocity = 0,0
projpriority = 1
projsprpriority = 3
offset = 29,-48
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
guardflag = MAP         ;HLA
getpower = 0,0
givepower = 0,0
damage = 0,0
pausetime = 0,0
numhits = 10


[State 1100, Invincibility] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = Animelem = 5
value = SCA, NA, SA, NP, SP, NT, ST
time = 10


[State 1100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Hyper Bakuryusho  (Prepare)
; CNS difficulty: easy
[Statedef 2058]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 2050
sprpriority = 2

[State 2058, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 2000, 2


[State 2058, Super Pause]
type = SuperPause
trigger1 = animelem = 1
time = 50
pos = -20, -100
anim = 2058
sound = s2000, 5

[State 2058, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 5550
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50
pos = 0,90
bindtime = -1
removeongethit = 1

[State 2058, assertspecial]
type = assertspecial
trigger1 = time = [0,50]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 2058, Hyper Initiation 1]
type = Explod
trigger1 = animelem = 1
anim = 5559
postype = p1
pos = 5,-70
ownpal = 1
sprpriority = 5
supermovetime = 50

[State 1100, Hyper Initiation 2]
type = Explod
trigger1 = animelem = 1
anim = 5561
postype = p1
pos = 5,-75
ownpal = 1
sprpriority = 5
supermovetime = 50
removeongethit = 1
;facing = ifelse(Facing = -1, -1, 1)

[State 2059, Hyper BG Left]
type = Explod
trigger1 = animelem = 2
anim = 5558
postype = left
pos = 160,0
scale = 0.642,1
sprpriority = -2
bindtime = -1
removetime = 150
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1

[State 2059, Hyper BG Right]
type = Explod
trigger1 = animelem = 2
anim = 5551
postype = right
pos = -160,0
scale = 0.642,1
sprpriority = -2
bindtime = -1
removetime = 150
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1

[State 2059, Invincibility] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = Animelem = 2
value = SCA, NA, SA, HA, NP, SP, HP
time = 4

[State 2058, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2059

;---------------------------------------------------------------------------
; Hyper Bakuryusho - Throw
; CNS difficulty: easy
[Statedef 2059]
type = S
movetype= A
physics = S
juggle = 0
ctrl = 0
velset = 0,0
anim = 2051
sprpriority = 2
;hitdefpersist = 1


[State 2059, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Geyser1"
ID = 2061
stateno = 2061
pos = 136,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove = 1
;pausemove



[State 2059, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2060

;----------------------------------------------------------------------------
; Hyper Bakuryusho (End)
; CNS difficulty: easy
[Statedef 2060]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 2055
sprpriority = 2
hitdefpersist = 1

;[State 2060, ScreenBound]
;type = ScreenBound
;Triggerall = enemynear, stateno != [130,155]
;trigger1 = enemynear, stateno = [5020,5050]
;value = 0
;movecamera = 0,0
;ignorehitpause =
;persistent =

[State 2060, ScreenBound]
type = ScreenBound
Triggerall = enemynear, stateno != [130,155]
trigger1 = numhelper(2061) = movehit && p2movetype = H
trigger2 = numhelper(2062) = movehit && p2movetype = H
trigger3 = numhelper(2063) = movehit && p2movetype = H
trigger4 = numhelper(2064) = movehit && p2movetype = H
trigger5 = numhelper(2065) = movehit && p2movetype = H
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =



[State 2060, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Geyser2"
ID = 2062
stateno = 2062
pos = 216,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove = 1
;pausemove


[State 2060, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
name = "Geyser3"
ID = 2063
stateno = 2063
pos = 296,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove = 1
;pausemove


[State 2060, Helper]
type = Helper
trigger1 = animelem = 11
helpertype = normal ;player
name = "Geyser4"
ID = 2064
stateno = 2064
pos = 376,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove = 1
;pausemove



[State 2060, Helper]
type = Helper
trigger1 = animelem = 15
helpertype = normal ;player
name = "Geyser5"
ID = 2065
stateno = 2065
pos = 456,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove = 1
;pausemove



[State 2060, ChangeState]
type = ChangeState
trigger1 = time >= 110 && backedgebodydist < -10
value = 101 ;run back onscreen state
ctrl = 0

[State 2060, ChangeState]
type = ChangeState
trigger1 = time >= 97 && backedgebodydist >= -10 ;This is true only if he is NOT offscreen
value = 0 ;
ctrl = 1


;----------------------------------------------------------------------------
; Hyper Bakuryusho (Geyser 1)
; CNS difficulty: easy
[Statedef 2061]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 2059
sprpriority = 7
hitdefpersist = 1


[State 2061, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 2000,3

[State 2061, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 50,9

[State 2061, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HP
damage    = 50, 20
getpower  = 0
priority = 7, hit
animtype  = up
hitflag = MAFPD
guardflag = MA
pausetime = 0,14
sparkno = s996
guard.sparkno = s5570
sparkxy = -10,-55
hitsound   = s275,1
guardsound = s150,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
guard.slide = -5
ground.velocity = -11, -3
guard.velocity = -25
air.velocity = -11,-3
airguard.velocity = -20, -6
p2facing = 1
forcestand = 1
yaccel = .4                ;p2 will accelerate down at .4 pixels/sec^2 when falling
air.fall = 1
fall = 1                   ;Make p2 fall down
fall.recovertime = 40      ;40 ticks before p2 can recover from fall
down.velocity = -5.5,-3
down.hit = 1
palfx.time = 20
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,25
Palfx.color = 0
palfx.invertall = 1
ignorehitpause = 1
persistent = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 1100, HitFX]
type = Explod
;triggerall = anim = 2059
trigger1 = movehit = 1
anim = 997
;ID = 2060
pos = -10,-55
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 2061, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 40
freq = 200
ampl = -5
phase = 125


[State 2061, 3]
type = destroyself
trigger1 = animtime = 0

;----------------------------------------------------------------------------
; Hyper Bakuryusho (Geyser 2)
; CNS difficulty: easy
[Statedef 2062]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 2059
sprpriority = 7



[State 2062, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 2000,3

[State 2061, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 50,9


[State 2062, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HP
damage    = 50, 20
getpower  = 0
priority = 7, hit
animtype  = up
hitflag = MAFPD
guardflag = MA
pausetime = 0,14
sparkno = s996
guard.sparkno = s5570
sparkxy = -10,-55
hitsound   = s275,1
guardsound = s150,0
ground.type = Low
ground.slidetime = 10
guard.slide = -5
ground.hittime  = 15
ground.velocity = -11, -4
guard.velocity = -25
air.velocity = -11,-4
airguard.velocity = -20, -6
down.velocity = -5.5,-3
down.hit = 1
p2facing = 1
forcestand = 1
yaccel = .4                ;p2 will accelerate down at .4 pixels/sec^2 when falling
fall = 1                   ;Make p2 fall down
air.fall = 1
fall.recovertime = 40      ;40 ticks before p2 can recover from fall
palfx.time = 20
palfx.mul = 256,256,256
palfx.sinadd = 40,30,0
palfx.add = 40,-70, -200
ignorehitpause = 1
persistent = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 1100, HitFX]
type = Explod
;triggerall = anim = 2059
trigger1 = movehit = 1
anim = 997
ID = 2060
pos = -10,-55
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 0



[State 2062, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 40
freq = 200
ampl = -5
phase = 125


[State 2062, 3]
type = destroyself
trigger1 = animtime = 0

;----------------------------------------------------------------------------
; Hyper Bakuryusho (Geyser 3)
; CNS difficulty: easy
[Statedef 2063]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 2059
sprpriority = 7



[State 2062, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 2000,3

[State 2061, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 50,9


[State 2063, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HP
damage    = 50, 20
getpower  = 0
priority = 7, hit
animtype  = up
hitflag = MAFPD
guardflag = MA
pausetime = 0,14
sparkno = s996
guard.sparkno = s5570
sparkxy = -10,-55
hitsound   = s275,1
guardsound = s150,0
ground.type = Low
ground.slidetime = 10
guard.slide = -5
ground.hittime  = 15
ground.velocity = -11, -4
guard.velocity = -25
air.velocity = -11,-4
airguard.velocity = -20, -6
p2facing = 1
forcestand = 1
yaccel = .4                ;p2 will accelerate down at .4 pixels/sec^2 when falling
fall = 1                   ;Make p2 fall down
air.fall = 1
fall.recovertime = 40      ;40 ticks before p2 can recover from fall
down.velocity = -5.5,-3
down.hit = 1
palfx.time = 20
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,25
Palfx.color = 0
palfx.invertall = 1
ignorehitpause = 1
persistent = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 1100, HitFX]
type = Explod
trigger1 = movehit = 1
anim = 997
pos = -10,-55
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 0


[State 2063, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 40
freq = 200
ampl = -5
phase = 125


[State 2063, 3]
type = destroyself
trigger1 = animtime = 0

;----------------------------------------------------------------------------
; Hyper Bakuryusho (Geyser 4)
; CNS difficulty: easy
[Statedef 2064]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 2059
sprpriority = 7

[State 2064, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 2000,3

[State 2061, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 50,9


[State 2064, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HP
damage    = 50, 20
getpower  = 0
priority = 7, hit
animtype  = up
hitflag = MAFPD
guardflag = MA
pausetime = 0,14
sparkno = s996
guard.sparkno = s5570
sparkxy = -10,-55
hitsound   = s275,1
guardsound = s150,0
ground.type = Low
ground.slidetime = 10
guard.slide = -5
ground.hittime  = 15
ground.velocity = -11, -4
guard.velocity = -25
air.velocity = -11,-4
airguard.velocity = -20, -6
p2facing = 1
forcestand = 1
yaccel = .4                ;p2 will accelerate down at .4 pixels/sec^2 when falling
fall = 1                   ;Make p2 fall down
air.fall = 1
fall.recovertime = 40      ;40 ticks before p2 can recover from fall
down.velocity = -5.5,-3
down.hit = 1
palfx.time = 20
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,25
Palfx.color = 0
palfx.invertall = 1
ignorehitpause = 1
persistent = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 1100, HitFX]
type = Explod
trigger1 = movehit = 1
anim = 997
pos = -10,-55
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 0


[State 2064, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 40
freq = 200
ampl = -5
phase = 125


[State 2064, 3]
type = destroyself
trigger1 = animtime = 0

;----------------------------------------------------------------------------
; Hyper Bakuryusho (Geyser 5)
; CNS difficulty: easy
[Statedef 2065]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 2059
sprpriority = 7

[State 2061, ScreenBound]
type = ScreenBound
trigger1 = movehit
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =


[State 2065, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 2000,3

[State 2061, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 50,9



[State 2065, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HP
damage    = 60, 20
getpower  = 0
priority = 7, hit
animtype  = up
hitflag = MAFPD
guardflag = MA
pausetime = 0,14
sparkno = s996
guard.sparkno = s5570
sparkxy = -10,-55
hitsound   = s275,1
guardsound = s150,0
ground.type = Low
ground.slidetime = 10
guard.slide = -5
ground.hittime  = 15
ground.velocity = -3.5
guard.velocity = -25
air.velocity = -8,-3.5
airguard.velocity = -20, -10
p2facing = 1
forcestand = 1
fall = 1                   ;Make p2 fall down
air.fall = 1
fall.recover = 0      ;40 ticks before p2 can recover from fall
down.velocity = -5.5,-3
down.hit = 1
yaccel = .6                ;p2 will accelerate down at .4 pixels/sec^2 when falling
palfx.time = 20
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,25
Palfx.color = 0
palfx.invertall = 1
ignorehitpause = 1
persistent = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0


[State 1100, HitFX]
type = Explod
trigger1 = movehit = 1
anim = 997
pos = -10,-55
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 2065, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 40
freq = 200
ampl = -5
phase = 125

[State 2065, 3]
type = destroyself
trigger1 = animtime = 0


;-------------------------------------------------------------
;Hyper Jumonji - Ground
[Statedef 2100]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1200                       ;Change animation (Def: no change)

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1000,4


[State 1200, 9]
type = ChangeState
trigger1 = animtime = 0
value = 2101

;-------------------------------------------------------------
;Hyper Jumonji - Disappear
[Statedef 2101]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1201                       ;Change animation (Def: no change)

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
shadow = 10,10,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =


[State 1201, 9]
type = ChangeState
trigger1 = animtime = 0
value = 2102

;-------------------------------------------------------------
;Hyper Jumonji - Move & Reappear
[Statedef 2102]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1202                       ;Change animation (Def: no change)


[State 2102, Turn]
type = Turn
trigger1 = p2dist x <= -4

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = -120


[State 2102, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
shadow = 10,10,0
ownpal = 1
removeongethit = 0

[State 2102, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,4


[State 2102, 9]
type = ChangeState
trigger1 = animtime = 0
value = 2200

;----------------------------------------------------------------------------
; Hyper Jumonji - Air
; CNS difficulty: easy
[Statedef 2200]
type    = A
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 2200
sprpriority = 2

[State 2200, Super Pause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 25, -57
anim = 200
sound = s2000, 5
poweradd = -1000
Time = 50

[State 2200, assertspecial]
type = assertspecial
trigger1 = time = [0,50]
flag = noBG
flag2 = noFG
ignorehitpause = 1


[State 2200, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 5550
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50
pos = 0,90
bindtime = -1
removeongethit = 1


[State 2200, Hyper Initiation 1]
type = Explod
trigger1 = animelem = 1
anim = 5559
postype = p1
pos = 5,-65
ownpal = 1
sprpriority = 5
supermovetime = 50

[State 1100, Hyper Initiation 2]
type = Explod
trigger1 = animelem = 1
anim = 5561
postype = p1
pos = 5,-70
ownpal = 1
sprpriority = 5
supermovetime = 50
removeongethit = 1
;facing = ifelse(Facing = -1, -1, 1)

[State 3000, Hyper BG]
Type = Helper
Trigger1 = animelem = 1
Helpertype = normal
stateno = 2213
ID = 2200
name = "hyperbg"
postype = p1
pos = 0,0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
ignorehitpause = 1


[State 2220, Kunai]
type = Helper
trigger1 = time = 8; animelem = 2
trigger2 = time = 60; animelem = 15
helpertype = normal ;player
name = "Air Tracker2"
ID = 2200
stateno = 2211
pos = 5,-5;-20
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =99999
pausemovetime =99999

[State 2220, Kunai]
type = Helper
trigger1 = time = 16;animelem = 4
trigger2 = time = 36;animelem = 9
helpertype = normal ;player
name = "Air Tracker2"
ID = 2200
stateno = 2211
pos = 5,-155;-170
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =99999
pausemovetime =99999

[State 2220, Kunai]
type = Helper
trigger1 = time = 24; animelem = 6
trigger2 = time = 76; animelem = 19
helpertype = normal ;player
name = "Air Tracker2"
ID = 2200
stateno = 2211
pos = 55,-115;-130
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =99999
pausemovetime =99999

[State 2220, Kunai]
type = Helper
trigger1 = time = 32;animelem = 8
trigger2 = time = 20;animelem = 5
helpertype = normal ;player
name = "Air Tracker2"
ID = 2200
stateno = 2211
pos = -55,-115;-130
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =99999
pausemovetime =99999

[State 2220, Kunai]
type = Helper
trigger1 = time = 40 ;animelem = 10
trigger2 = time = 12 ;animelem = 3
helpertype = normal ;player
name = "Air Tracker2"
ID = 2200
stateno = 2211
pos = 55,-35;-50
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =99999
pausemovetime =99999

[State 2220, Kunai]
type = Helper
trigger1 = time = 48;animelem = 12
trigger2 = time = 68;animelem = 17
helpertype = normal ;player
name = "Air Tracker2"
ID = 2200
stateno = 2211
pos = -55,-35;-50
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =99999
pausemovetime =99999

[State 2220, Kunai]
type = Helper
trigger1 = time = 56;animelem = 14
trigger2 = time = 52;animelem = 13
helpertype = normal ;player
name = "Air Tracker2"
ID = 2200
stateno = 2211
pos = 75,-75;-90
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =99999
pausemovetime =99999

[State 2220, Kunai]
type = Helper
trigger1 = time = 64; animelem = 16
trigger2 = time = 28; animelem = 7
helpertype = normal ;player
name = "Air Tracker2"
ID = 2200
stateno = 2211
pos = -75,-75;-90
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =99999
pausemovetime =99999

[State 2220, Kunai]
type = Helper
trigger1 = time = 72 ;animelem = 18
trigger2 = time = 44;animelem = 11
helpertype = normal ;player
name = "Air Tracker2"
ID = 2200
stateno = 2211
pos = -20,15;0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =99999
pausemovetime =99999


[State 2200, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = 5

[State 2200, 3]
type = ChangeState
trigger1 = time = 150;AnimTime = 0
;trigger2 = (animelemtime(3) > 1) && (numhelper(2200)=0)
value = 680
ctrl = 0


;----------------------------------------------------
;Jumonji Helper 1
[Statedef 2211]
type = A
movetype = A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 2290
sprpriority = 4

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 8500, time]
type=varset
trigger1=!time
var(50)=40

[State 8500, rotate]
type=angleset
trigger1=!time
value=0

[State 8500, rotate]
type=angleadd
trigger1=1
value=-12

[State 8500, scale]
type=angledraw
trigger1=time<var(50)
scale=1,1;1.2-1.2*((time*1.0)/var(50)),1.2-1.2*((time*1.0)/var(50))

[State 8500, scale]
type=angledraw
trigger1=time>=var(50)
scale=0,0

[State 2211, DestroySelf]
type = changestate
trigger1 = time >=15;MoveContact || frontedgedist = 0
value = 2212
;-------------------------------------------------------------------------
;Jumonji Helper 2
[Statedef 2212]
type = A
movetype = A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 2290
sprpriority = 4

;[State 0, AfterImage]
;type = AfterImage
;trigger1 = animelem = 1
;time = 99999
;length = 20
;color = 0

[State 2212, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000,5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 0, ChangeAnim]
type = ChangeAnim
;trigger1 = time = 20
trigger1 = p2bodydist x < 30
trigger1 = p2bodydist y < 5
value = 2291;ifelse(p2bodydist y < 0,2291,2292)
;elem = 1
;ignorehitpause =
persistent =0

[State 0, ChangeAnim]
type = ChangeAnim
;trigger1 = time = 20
trigger1 = p2bodydist x < 30
trigger1 = p2bodydist y >=50
value = 2292;ifelse(p2bodydist y < 0,2291,2292)
;elem = 1
;ignorehitpause =
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
;trigger1 = time = 20
trigger1 = p2bodydist y > 20
trigger1 = p2bodydist x = -5
value = 2293;ifelse(p2bodydist y < 0,2291,2292)
;elem = 1
;ignorehitpause =
persistent =0


[State 0, ChangeAnim]
type = ChangeAnim
;trigger1 = time = 20
trigger1 = p2bodydist y <= 40
trigger1 = p2bodydist x = -5
value = 2294;ifelse(p2bodydist y < 0,2291,2292)
;elem = 1
;ignorehitpause =
persistent =0

[State 2210 VelSet]
type = VelSet
trigger1 = 1
x = ifelse(anim = 2290,7,ifelse(anim=2293,0,7))
y = ifelse(anim = 2290,0,ifelse(anim=2291,-6,6))


[State 2211 NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2211, Kunai Hit]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 17, 7
getpower  = 0
priority = 7, hit
animtype  = up
hitflag = MAFPD
guardflag = MA
pausetime = 0,15
sparkno = s996;s971
guard.sparkno = s5570
sparkxy = 0,0
hitsound   = s50,1
guardsound = S50,16
ground.type = Low
ground.slidetime = 6
guard.slide = -5
ground.hittime  = 18
ground.velocity = -2, -6
guard.velocity = -25
air.velocity = -2,-6
airguard.velocity = -13, -6
air.hittime  = 18
forcestand = 1
air.fall = 1
fall = 1                   ;Make p2 fall down
fall.recover = 0      ;40 ticks before p2 can recover from fall
down.velocity = -3,-3
down.hit = 1
ignorehitpause = 0


[State 2211, DestroySelf]
type = DestroySelf
trigger1 = MoveContact || frontedgedist <= -20
trigger2 = pos y > -5
ignorehitpause = 1

;---------------------------------------------------------
;Hyper BG for Jumonji
[Statedef 2213]
physics = N
anim = 285
sprpriority = -3

[State 6999, 9]
type = AssertSpecial
trigger1 = 1;1
flag = noFG
ignorehitpause = 1

[State 1100, Hyper BG Left]
type = Explod
trigger1 = time = 0
anim = 5558
postype=left
pos = 160,0
scale = 0.642,1
sprpriority = -2
bindtime = -1
removetime = 9999
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
shadow = 68,68,68

[State 1100, Hyper BG Right]
type = Explod
trigger1 = time = 0
anim = 5551
postype=right
pos = -160,0
scale = 0.642,1
sprpriority = -2
bindtime = -1
removetime = 9999
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
shadow = 68,68,68

[State 8500, 7]
Type = RemoveExplod
trigger1 = root, movetype = H || root, stateno = 680 || root, stateno = 52

[State 8500, 7]
Type = Destroyself
trigger1 = parent, movetype = H || parent, stateno = 680 || parent, stateno = 52





;---------------------------------------------------------------------------
; Champions of Red Earth - Initiate
; CNS difficulty: easy
[Statedef 6000]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= -3000
ctrl = 0
velset = 0,0
anim = 6000
sprpriority = 3

;[State 6000, 1]
;type = PlaySnd
;trigger1 = animelem = 3
;value = 2000, 2


[State 6000, Super Pause]
type = SuperPause
trigger1 = animelem = 2
time = 50
pos = -20, -100
anim = 6999
sound = s2000, 5
p2defmul = 0

[State 6000, Hyper Portrait]
type = explod
trigger1 = animelem = 2
anim = 5550
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50
pos = 0,90
bindtime = -1
removeongethit = 1

[State 6000, assertspecial]
type = assertspecial
trigger1 = time = [0,50]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 2058, Hyper Initiation 1]
type = Explod
trigger1 = animelem = 2
anim = 5559
postype = p1
pos = 5,-70
ownpal = 1
sprpriority = 5
supermovetime = 50

[State 1100, Hyper Initiation 2]
type = Explod
trigger1 = animelem = 2
anim = 5561
postype = p1
pos = 5,-75
ownpal = 1
sprpriority = 5
supermovetime = 50
removeongethit = 1
;facing = ifelse(Facing = -1, -1, 1)


[State 6000, Invincibility] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = Animelem = 2
value = SCA,NA,SA,HA,NP,SP,HP
time = 4

[State 760, 1]
type = PlaySnd
trigger1 = time = 0
value = 610, 0
volume = -2

[State 6000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6001
ctrl = 0

;---------------------------------------------------------------------------
; Champions of Red Earth - Dash
; CNS difficulty: easy
[Statedef 6001]
type    = S
movetype= A
physics = S
;juggle  = 6
ctrl = 0
velset = 0,0
anim = 6001
sprpriority = 3

[State 100, Running]
type = PlaySnd
trigger1 = Animelem = 2
trigger2 = Animelem = 5
trigger3 = Animelem = 8
trigger4 = Animelem = 11
trigger5 = Animelem = 14
trigger6 = Animelem = 17
trigger7 = Animelem = 20
trigger8 = Animelem = 23
value = 10,0
Volume = -3

[State 100, Dust]
type = Explod
trigger1 = Animelem = 1
trigger2 = Animelem = 3
trigger3 = Animelem = 5
trigger4 = Animelem = 7
trigger5 = Animelem = 9
trigger6 = Animelem = 11
trigger7 = Animelem = 13
Trigger8 = Animelem = 15
Trigger9 = Animelem = 17
Trigger10 = Animelem =19
Trigger11 = Animelem =21
Trigger12 = Animelem =23
anim = 5556
pos = 0,2
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = -1,-1
sprpriority = 7
ontop = 1
ownpal = 1
removeongethit = 0

[State 3000, Hyper BG]
type=helper
trigger1= animelem = 1
helpertype = normal
stateno = 6999
ID = 6001
name = "hyperbg"
postype = p1
pos = 0,0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
trigger2 = time = 10
value = SCA,NA,SA,NP,SP,NT,ST
time = 5


[State 6000, 3]
type = ChangeState
trigger1 = p2bodydist X <= 90
value = 6002
ctrl = 0

;---------------------------------------------------------------------------
; Champions of Red Earth - Enmazuki
[Statedef 6002]
type    = S
movetype= A
physics = S
;juggle  = 6
ctrl = 0
velset = 6,0
anim = 6002
sprpriority = 2

[State 6002, Burst]
type = Explod
trigger1 = Animelem = 1
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5


[State 6002, 1]
type = PlaySnd
trigger1 = movecontact > 0 && movehit = 1;&& p2life >= 0
value = 50, 1

[State 6002, Width]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(6) < 0
value = 6,0


[State 6002, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200, 15


[State 6002, Lunge]
type = Posadd
trigger1 = animelem = 3 && time < 15
x = 28
;ignorehitpause =
;persistent =

[State 6002, Pierce]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = hard
damage    = 50, 0
getpower  = 0
priority  = 7, hit
hitflag = MAF
guardflag = MA
pausetime = 15,16
sparkno = s970
guard.sparkno = s5570
sparkxy = -10,-60
hitsound   = 5,4
guardsound = s150,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -12.8, -3.8
air.velocity = -12.8, -3.8
ignorehitpause = 0
;persistent = 1
p2stateno = 6030
p2facing = 1
Kill = 0

[State 6002, 1]
type = ChangeState
trigger1 = movehit = 1
value = 6005
ctrl = 0

[State 6002, 1]
type = ChangeState
trigger1 = Movehit = 0 && animtime = 0
value = 726
ctrl = 0


;--------------------------------------------------------------------------
;Champions of Red Earth - Stop
[Statedef 6003]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 6003
sprpriority = 3



[State 6003, Slow 1]
type = VelSet
trigger1 = time > 0
x = 6
y = 0
;yaccel = 1.8


[State 100, 8]
type = VelAdd
triggerall = Vel X > 0
trigger1 = time > 10
x = -.4

[State 726, Slow 2]
type = posadd
trigger1 = time > 10 && time < 20
x = 2.5
y = 0
yaccel = 1.8


;[State 726, slow 2]
;type = posadd
;trigger1 = time > 16 && time < 20
;x = 2.5
;y = 0
;yaccel = 1.8

[State 726, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0 ;
ctrl = 1

;---------------------------------------
;Champions of Red Earth - Initiate
[Statedef 6005]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 6005
sprpriority = 2

[State 6000, Super Pause]
type = SuperPause
trigger1 = time = 0
time = 10
pos = -20, -100
anim = 6999
;sound = s2000, 5
darken = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
X = -1.4
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Leo"
stateno = 6006
pos = -25,-250
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 6010
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;--------------------------------------------------------------------------
; C.O.R.E. - Rasetsujin
[Statedef 6010]
type = S
movetype= A
physics = S
juggle = 0
ctrl = 0
velset = 0,0
anim = 1502
sprpriority = 2


[State 6010, 1]
type = PlaySnd
trigger1 = animelem = 3  ; fine
value = 3000, 0

[State 6010, 1]
type = PlaySnd
trigger1 = animelem = 10  ; fine
value = 50, 0


[State 6010, 1]
type = PlaySnd
trigger1 = animelem = 16  ; fine
value = 50, 22


[State 6010, 1]
type = PlaySnd
trigger1 = animelem = 18
trigger2 = animelem = 22
value = 3000, 1

[State 6010, 3]
type = PlaySnd
trigger1 = animelem = 16
value = 3000, 2

[State 6010, 2]
type = PlaySnd
trigger1 = animelem = 23
value = 3000, 3


[State 6010, Slide]
type = Posadd
trigger1 = animelem = 17 ;(animelem = 8) && (time > 0 && time < 30)
x = 40
;ignorehitpause =
;persistent =

[State 6010, Slide]
type = Posadd
trigger1 = animelem = 22
x = 20
;ignorehitpause =
;persistent =


[State 6010, 1st Swing]
type = HitDef
trigger1 = AnimElem = 18
attr = S, SA
animtype  = hard
damage    = 25, 15
getpower  = 0
priority  = 7, hit
hitflag = MAF
guardflag = L
pausetime = 10,15
sparkno = s981
guard.sparkno = s5570
sparkxy = -10,-60
hitsound   =s50,4
guardsound = s50,12
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0, 0
ignorehitpause = 0
persistent = 1
;Air.Fall =1
kill = 0

[State 6010, 2nd Swing]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
animtype  = hard
damage    = 25, 15
getpower  = 0
priority  = 7, hit
hitflag = MAF
guardflag = MA
pausetime = 10,15
sparkno = s991
guard.sparkno = s5570
sparkxy = -10,-60
hitsound   =s50,4
guardsound = s50,12
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0, 0
air.velocity = 0, 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = hard
ignorehitpause = 0
persistent = 1
kill = 0

[State 6010, EnvShake]
type = EnvShake
trigger1 = animelem =18
trigger2 = animelem =22
time = 4
freq = 8

[State 6010, Burst]
type = Explod
trigger1 = Animelem = 17
trigger2 = animelem = 21
ID = 6010
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 6010, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 50


[State 6010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6020
ctrl = 0

;---------------------------------------------------------------------------
;C.O.R.E - Kenji Waits
[Statedef 6020]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 6010
sprpriority = 2


[State 0, Helper]
type = Helper
trigger1 = time = 17
helpertype = normal ;player
name = "Mai-Lin"
ID = 6020
stateno = 6011
pos = -200,0
postype = Back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 165
helpertype = normal
name = "Tessa"
ID = 6020
stateno = 6016
pos = -200,0
postype = Back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
;ignorehitpause =
;persistent =




[State 6007, 4]
type = ChangeState
trigger1 = enemynear, stateno = 6033
value = 6021
ctrl = 0



[State 6007, 4]
type = ChangeState
trigger1 = enemynear, movetype != H
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;C.O.R.E. - Leo's Appearance
[Statedef 6006]
type    = A
movetype= A
physics = A
anim = 6006
sprpriority = 3

[State 6006, Giant Swing]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
animtype  = hard
damage    = 25, 15
priority  = 7, hit
hitflag = MAF
;guardflag = MA
pausetime = 10,15
getpower  = 0
sparkno = s995
guard.sparkno = s5570
sparkxy = -30,-40
hitsound   =s50,4
guardsound = s50,12
ground.type = high
ground.slidetime = 0
ground.hittime  = 100
ground.velocity = .5
air.velocity = 0,0
air.hittime = 100
fall.animtype = hard
ignorehitpause = 0
kill = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 6000,0
volume = 10
;channel = 1
freqmul = 1.0
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -14
value = 6007
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
;C.O.R.E - Leo Land
[Statedef 6007]
type    = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 6007
sprpriority = 1

[State 0, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
;ignorehitpause =
;persistent =


[State 52, Landing FX]
type = Explod
trigger1 = time = 0;animelem = 1
anim = 5562
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause =1
;persistent =


[State 240, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 8
freq = 20


[State 6007, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 6008
ctrl = 0

;--------------------------------------------------------------------------
; C.O.R.E. - Leo Special
[Statedef 6008]
type = S
movetype= A
physics = S
juggle = 3
ctrl = 0
velset = 0.5,0
anim = 6008
sprpriority = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 28
value = 6000,1
volume = 10
;channel = 1
freqmul = 1.0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
trigger2 = animelem = 23
trigger3 = animelem = 34
value = 6000,3
volume = 10
;channel = 1
freqmul = 1.0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 40
value = 6000,2
volume = 10
;channel = 1
freqmul = 1.0
;ignorehitpause =
;persistent =


[State 6008, High Swings]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 17
trigger3 = AnimElem = 29
trigger4 = AnimElem = 35
trigger5 = AnimElem = 44
attr = S, HA
animtype  = hard
getpower  = 0
damage    = 25, 15
priority  = 7, hit
hitflag = MAF
;guardflag = L
pausetime = 10,15
sparkno = s991
guard.sparkno = s5570
sparkxy = -30,-90
hitsound   =s50,4
guardsound = s50,12
ground.type = High
ground.slidetime = 0
ground.hittime  = 100
ground.velocity = -.5
air.velocity = -6, -.1
ignorehitpause = 0
kill = 0

[State 6008, Low Swings]
type = HitDef
trigger1 = AnimElem = 23
trigger2 = AnimElem = 33
attr = S, HA
animtype  = hard
getpower  = 0
damage    = 25, 15
priority  = 7, hit
hitflag = MAF
;guardflag = L
pausetime = 10,15
sparkno = s981
guard.sparkno = s5570
sparkxy = -30,-50
hitsound   =s50,5
guardsound = s50,12
ground.type = Low
ground.slidetime = 0
ground.hittime  = 100
ground.velocity = -.5
air.velocity = 0, 0
ignorehitpause = 0
kill = 0

[State 6010, Burst]
type = Explod
trigger1 = Animelem = 6
trigger2 = animelem = 35
trigger3 = animelem = 43
ID = 6008
anim = 5560
postype = p1
pos = -5, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 240, EnvShake]
type = EnvShake
trigger1 = AnimElem = 7
trigger2 = AnimElem = 17
trigger3 = AnimElem = 23
trigger4 = AnimElem = 29
trigger5 = AnimElem = 33
trigger6 = AnimElem = 35
trigger7 = AnimElem = 44
time = 4
freq = 10


[State 6009, 3]
type = ChangeState
trigger1 = animtime = 0
value = 6009
ctrl = 0


;---------------------------------------------------------------------------
;C.O.R.E - Leo Wait
[Statedef 6009]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 6009
sprpriority = 1



[State 6009, 4]
type = ChangeState
trigger1 = enemynear, stateno = 6033
value = 6022
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = enemynear, movetype != H
value = 6025
ctrl = 0



;---------------------------------------------------------------------------
; Champions of Red Earth - Mai-Ling's Appearance
[Statedef 6011]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 6011
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 6000,4
volume = 10
;channel = 2
freqmul = 1.0
;ignorehitpause =
;persistent =



[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 8
;ignorehitpause =
;persistent =

[State 6011, 3]
type = ChangeState
trigger1 = p2bodydist X <= 10
value = 6012


;---------------------------------------------------------------------------
; Champions of Red Earth - Mai-Ling Special
[Statedef 6012]
type    = S
movetype= A
physics = S
;juggle  = 6
ctrl = 0
velset = 0.5,0
anim = 6012
sprpriority = 5


[State 6012, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 6 && time > 1
statetype = S       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 6012, Burst]
type = Explod
trigger1 = Animelem = 4
ID = 6011
anim = 5560
postype = p1
pos = -5, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = .2
y = -2
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 6000,5
volume = 10
;channel = 2
freqmul = 1.0
;ignorehitpause =
;persistent =


[State 6012, 1]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
trigger5 = AnimElem = 30
trigger6 = AnimElem = 36
trigger7 = AnimElem = 42
value = 400, 0
volume = -2


[State 6012, Fire Kicks]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
trigger6 = AnimElem = 26
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 38
trigger10 = AnimElem = 42
attr = S, HA
animtype  = hard
damage    = 20, 5
getpower  = 0
priority  = 7, hit
hitflag = MAF
;guardflag = L
pausetime = 4,8
sparkno = s975
;guard.sparkno = s5570
sparkxy = -10,-110
hitsound   =s50,4
;guardsound = s50,12
ground.type = high
ground.slidetime = 30
ground.hittime  = 100
ground.velocity = 0, -8
air.velocity = -.2, -7
air.hittime = 100
persistent = 1
palfx.time = 40
palfx.add = 40,-70, -200
palfx.mul = 256,256,256
palfx.sinadd = 40,30,0
Palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
air.fall = 1
kill = 0
envshake.time = 3
envshake.ampl = 5
sprpriority = 5

[State 6012, 3]
type = ChangeState
trigger1 = animtime = 0
value = 6013
ctrl = 0



;---------------------------------------------------------------------------
;Champions of Red Earth - Mai-Ling recover
[Statedef 6013]
type    = A
movetype= I
physics = A
anim = 6013
sprpriority = 5

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 0.2
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -14
value = 6014
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
;Champions of Red Earth - Mai-Lin Landing
[Statedef 6014]
type    = S
movetype= I
physics = S
anim = 6014
sprpriority = 5
velset = 0,0

[State 0, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
;ignorehitpause =
;persistent =

[State 52, Landing FX]
type = Explod
trigger1 = time = 0;animelem = 1
anim = 5562
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause =1
;persistent =


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 30
value = 6015
;elem = 1
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = enemynear, stateno = 6033
value = 6023
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = enemynear, movetype != H
value = 6026
ctrl = 0



;---------------------------------------------------------------------------
; Champions of Red Earth - Tessa's Appearance
[Statedef 6016]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 6016
sprpriority = 4


[State 6016, VelSet]
type = VelSet
trigger1 = time > 0
x = 7
;ignorehitpause =
;persistent =

[State 6016, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 6000,7
volume = 10
freqmul = 1.0


[State 6016, 3]
type = ChangeState
trigger1 = p2bodydist X <= 50
value = 6017
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = p2movetype != H
value = 6026
ctrl = 0


;---------------------------------------------------------------------------
; Champions of Red Earth - Tessa Special
[Statedef 6017]
type    = S
movetype= A
physics = S
;juggle  = 6
ctrl = 0
velset = 0,0
anim = 6017
sprpriority = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 6000,6
volume = 10
freqmul = 1.0

[State 6017, Ice Burst]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 19
trigger7 = AnimElem = 21
trigger8 = AnimElem = 23
trigger9 = AnimElem = 25
attr = S, HP
animtype  = hard
damage    = 25, 5
getpower  = 0
priority  = 7, hit
hitflag = MAFP
;guardflag = L
pausetime = 0,1
sparkno = s975
guard.sparkno = s5570
sparkxy = -0,-130
hitsound   =s6000,9
guardsound = s50,12
ground.type = high
ground.slidetime = 30
ground.hittime  = 100
ground.velocity = 0, -4
air.velocity = 0, -4
air.hittime = 100
persistent = 1
fall = 1
fall.recover = 0
air.fall = 1
p2stateno = 6031
Kill = 1
envshake.time = 3
envshake.ampl = 5
sprpriority = 4

[State 6017, Ice Sphere]
type = Explod
triggerall = parent, stateno = 6020
trigger1 = animelem = 6
ID = 6017
anim = 6019
postype = p1
pos = 100,-110
ownpal = 1
sprpriority = 7
removeongethit = 0
bindtime = 1
removetime = 40
scale = 1.1,1.1




[State 6017, 3]
type = ChangeState
trigger1 = animtime = 0
value = 6018
ctrl = 0


;---------------------------------------------------------------------------
; Champions of Red Earth - Tessa Waiting
[Statedef 6018]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 6018
sprpriority = 4

[State 6018, explod]
type = Explod
triggerall = parent, stateno = 6020
trigger1 = animelem = 1
ID = 6018
anim = 6024
postype = p1
pos = 100,-110
ownpal = 1
sprpriority = 7
removeongethit = 0
bindtime = 1
removetime = 1
scale = 1.1,1.1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 6000,8
volume = 15
;channel = 1
freqmul = 1.1
;ignorehitpause =
;persistent =


[State 6018, 3]
type = ChangeState
trigger1 = enemynear, stateno = 6033
value = 6024
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = enemynear, movetype != H
value = 6027
ctrl = 0



;---------------------------------------------------------------------------
; Champions of Red Earth - Kenji Win
[Statedef 6021]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 6020
sprpriority = 2



[State 6021, 3]
type = ChangeState
trigger1 = time = 100
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Champions of Red Earth - Leo Win
[Statedef 6022]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 6021
sprpriority = 1



[State 6022, 3]
type = ChangeState
trigger1 = time = 80
value = 6025
ctrl = 0



;---------------------------------------------------------------------------
; Champions of Red Earth - Mai-Ling Win
[Statedef 6023]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 6022
sprpriority = 5



[State 6023, 3]
type = ChangeState
trigger1 = time = 80
value = 6026
ctrl = 0

;---------------------------------------------------------------------------
; Champions of Red Earth - Tessa Win
[Statedef 6024]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 6023
sprpriority = 3



[State 6024, 3]
type = ChangeState
trigger1 = time = 80
value = 6027
ctrl = 0




;---------------------------------------------------------------------------
; Champions of Red Earth - Leo Leaves
[Statedef 6025]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 6025
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = -5
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = backedgedist < -70
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Champions of Red Earth - Mai-Lin Leaves
[Statedef 6026]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 6026
sprpriority = 5

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = -6
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = backedgedist < -70
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Champions of Red Earth - Tessa Leaves
[Statedef 6027]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 6027
sprpriority = 4

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = -5.8
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = backedgedist < -70
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; C.O.R.E - Opponent Hit
[Statedef 6030]
type    = S
movetype= H
physics = N
velset = 0,0;-13, -4
sprpriority = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =


[State 290, 1]
type = Changeanim2
Trigger1 = time = 0
value = 811


[State 290, 1]
type = Changeanim
Trigger1 = time = 17
value = 5300

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 80
value = 1
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; C.O.R.E - Opponent Frozen
[Statedef 6031]
type    = S
movetype= H
physics = N
velset = 0,0;-13, -4

 ;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = Time = 0
time = 20
add = 0,50,240
mul = 120,224,150
sinadd = 85,55,110,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 290, 1]
type = Changeanim2
Trigger1 = time = 0
value = 811


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 15
value = 6032
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; C.O.R.E - Frozen Fall
[Statedef 6032]
type    = S
movetype= H
physics = N
velset = -3, -5

[State 6032, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = Time = 0
time = 30
add = 0,50,240
mul = 120,224,150
sinadd = 85,55,110,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1

[State 6032, 1]
type = Changeanim2
Trigger1 = time = 0
value = 811


[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6034
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; C.O.R.E - Floor
[Statedef 6033]
type    = S
movetype= H
physics = S
velset = 0,0

[State 0, PosSet]
type = PosSet
trigger1 =  time = 0
y = 0
;ignorehitpause =
;persistent =


[State 6032, 1]
type = Changeanim
Trigger1 = time = 0
value = 5110


[State 0, CtrlSet]
type = selfState
trigger1 = time = 80
value = 5110


;---------------------------------------------------------------------------
;C.O.R.E. - Opponent Bounce
[Statedef 6034]
type    = A
movetype= H
physics = N
velset = 0, -3


[State 6034, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .31


[State 6034, 1]
type = Changeanim
Trigger1 = time = 0
value = 5050



[State 0, ChangeState]
type = ChangeState
trigger1 = time > 5 && pos Y >= 0
value = 6033
ctrl = 0
;anim =
;ignorehitpause =
;persistent =



;---------------------------------------------------------
;Hyper BG
[Statedef 6999]
physics = N
anim = 285
sprpriority = -3

[State 6999, 9]
type = AssertSpecial
trigger1 = 1;1
flag = noFG
ignorehitpause = 1

[State 1100, Hyper BG Left]
type = Explod
trigger1 = time = 0
anim = 5558
postype=left
pos = 160,0
scale = 0.642,1
sprpriority = -2
bindtime = -1
removetime = 9999
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
shadow = 68,68,68

[State 1100, Hyper BG Right]
type = Explod
trigger1 = time = 0
anim = 5551
postype=right
pos = -160,0
scale = 0.642,1
sprpriority = -2
bindtime = -1
removetime = 9999
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
shadow = 68,68,68

[State 8500, 7]
Type = RemoveExplod
trigger1 = root, movetype = H || root, stateno = 6021 || root, stateno = 726 || root, stateno = 0

[State 8500, 7]
Type = Destroyself
trigger1 = parent, movetype = H || parent, stateno = 6021 || root, stateno = 6021 || parent, stateno = 726 || parent, stateno = 0




