; Sogetsu Kazama's constants. by SELA

[Data]
life = 1000          ;Amount of life to start with
attack = 100         ;100% attack power (more is stronger)
defence = 100        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 2        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO
volume = 0           ;Volume offset (negative for softer)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 13    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 60	    	   ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = -1     ;Number of pixels to vertically offset the shadow

[Velocity]
walk.fwd  = 2.3      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 7.6, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.5,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-11.1    ;Neutral jumping velocity (x, y)
jump.back = -2    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2,-12.1 ;Running jump speeds (opt)
runjump.fwd = 2.9,-12.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55,-11.1 ;Air jump speeds (opt)
airjump.fwd = 2.5,-8.1    ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .43         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------------------------------------------------------
;General states
;---------------------------------------------------------------------------------------------------------------------------
[Statedef -2]


;---------------------------------------------------------------------------------------------------------------------------
;General sounds
;---------------------------------------------------------------------------------------------------------------------------

[State -2, 1];jump
type = PlaySnd
triggerall = Stateno = 40
trigger1 = AnimElem =4
value = 0,100

[State -2, 1];appearance
type = PlaySnd
trigger1 = stateno = 190
trigger1 = time = 0
value = 0,5
persistent = 0

;jump finish
[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = 70,5

;running
[State -2, 1]
type = PlaySnd
trigger1 = stateno = 100
trigger1 = AnimElem = 2, -1
trigger2 = stateno = 1218
trigger2 = AnimElem = 2, -1
value = 7,1

;hop
[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 6,31







;---------------------------------------------------------------------------------------------------------------------------
;projhit spark for moon beam attacks.....
;---------------------------------------------------------------------------------------------------------------------------

[State -2, spark projhit]
type = Explod
triggerall =  Random < 600
trigger1 = projHit = 1
anim = 2003
sprpriority = 10
postype = p2
pos = 10,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 1

[State -2, spark projhit]
type = Explod
triggerall =  Random < 600
trigger1 = projHit = 1
anim = 2007
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 1

[State -2, spark projhit]
type = Explod
triggerall =  Random < 600
trigger1 = projHit = 1
anim = 2009
sprpriority = 10
postype = p2
pos = -15,-40
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 1

[State -2, spark projhit]
type = Explod
triggerall =  Random < 600
trigger1 = projHit = 1
anim = 2003
sprpriority = 10
postype = p2
pos = -18,-31
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 1

[State -2, spark projhit]
type = Explod
triggerall =  Random < 600
trigger1 = projHit = 1
anim = 2007
sprpriority = 10
postype = p2
pos = -20,-65
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 1


;------------------------------------------------------------------------------------------------------------------------
;
;   Moon beam blast power effect
;
;--------------------------------------------------------------------------------------------------------------------------

[State -2, shotreflect1]
type = Projectile
trigger1 = power > 5000 ;2999 
trigger1 = projcontact(1004) = 1
trigger1 = numprojID(1004) = 0
projID = 101
projanim = 1044
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
sprpriority = 10
postype = p2
attr = S, SP
damage   = 10,5
animtype = medium
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5  ;0.01, 0.01, 5  ;giu
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0

[State -2, shotreflect2]
type = Projectile
trigger1 = power > 5000; 2999 
trigger1 = projcontact(1004) = 1
trigger1 = numprojID(1004) = 0
projID = 102
projanim = 1045
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
sprpriority = 10
postype = p2
attr = S, SP
damage   = 10,5
animtype = medium
guardflag = M
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5   ;0.01, 0.01, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0

[State -2, shotreflect3]
type = Projectile
trigger1 = power > 5000; 2999 
trigger1 = projcontact(1004) = 1
trigger1 = numprojID(1004) = 0
projID = 103
projanim = 1047
projremanim = -1
projhitanim = -1
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
sprpriority = 10
postype = p2
attr = S, SP
damage   = 10,5
animtype = medium
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0

[State -2, shotreflect4]
type = Projectile
trigger1 = power > 5000; 2999 
trigger1 = projcontact(1004) = 1
trigger1 = numprojID(1004) = 0
projID = 104
projanim = 1059
projremanim = -1
projhitanim = -1
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = M,A     
sprpriority = 10
postype = p2
attr = S, SP
damage   = 10,5
animtype = Medium
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0

[State -2, reflect1]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = projcontact(1004) = 1
trigger1 = numprojID(1004) = 0
anim = 1042
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

[State -2, reflect2]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = numprojID(1004) = 0
trigger1 = projcontact(1004) = 1
anim = 1043
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

[State -2, reflect3]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = numprojID(1004) = 0
trigger1 = projcontact(1004) = 1
anim = 1046
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

[State -2, reflect4]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = numprojID(1004) = 0
trigger1 = projcontact(1004) = 1
anim = 1060
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

;-----------------------------------------------------------------------------------------------------------------------
;
;		special moon rise featuring kazuki kazama
;
;-----------------------------------------------------------------------------------------------------------------------

[State -2,bubbleexplosion]
type = Explod
trigger1= projhit(1060) = 1
trigger2= projhit(1061)= 1
trigger3= projhit(1062)= 1
anim = 1040
sprpriority = 10
postype = p2
pos = 10,-51
bindtime = 1
ownpal = 0
ignorehitpause = 1
persistent = 0


[State -2,bubbleexplosion]
type = Explod
trigger1= projhit(1060) = 1
trigger2= projhit(1061)= 1
trigger3= projhit(1062)= 1
anim = 1041
sprpriority = 10
postype = p2
pos = 10,-51
bindtime = 1
ownpal = 0
ignorehitpause = 1
persistent = 0



[State -2,Helper]
type = Helper
trigger1 = Projhit(1060) = 1 
trigger1 = numhelper = 0 
name = "Kazuki"
ID = 8200    ; identification number
pos = 250, -250   ; offset for helper creation
postype = p1  ; postype -- works same as Explod
stateno = 800 ; specify initial state to start from (important!)
helpertype = normal  
keyctrl = 0
ownpal = 1

[State -2,Helper]
type = Helper
trigger1 = Projhit(1061) = 1 
trigger1 = numhelper = 0 
name = "Kazuki"
ID = 8200    ; identification number
pos = 200, -150   ; offset for helper creation
postype = p1  ; postype -- works same as Explod
stateno = 800 ; specify initial state to start from (important!)
helpertype = normal  
keyctrl = 0
ownpal = 1

[State -2,Helper]
type = Helper
trigger1 = Projhit(1062) = 1 
trigger1 = numhelper = 0 
name = "Kazuki"
ID = 8200    ; identification number
pos = 300, -150   ; offset for helper creation
postype = p1  ; postype -- works same as Explod
stateno = 800 ; specify initial state to start from (important!)
helpertype = normal  
keyctrl = 0
ownpal = 1

;-------------------------------------------------------------------------------------------------------------------------
;Grand moon beam thrust impacts
;-------------------------------------------------------------------------------------------------------------------------

[State -2, reflect]
type = Explod
trigger1 = numprojID(4270) > 1
trigger1 = numprojID(4271) = 0
trigger1 = projcontactID4270 = 1
anim = 4271
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 400
ownpal = 1
ignorehitpause = 1
persistent = 0
explodID = 4272

[State -2, shotreflect]
type = Projectile
trigger1 = numprojID(4270) > 1
trigger1 = numprojID(4271) = 0
trigger1 = projcontactID4270 = 1
projanim = 4272
projremanim = -1
projremovetime = 100
projhitanim = -1
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = M,A     
sprpriority = 10
postype = p2
attr = S, SA
damage   = 15,3
animtype = heavy
guardflag = M
pausetime = 7,7
hitsound   = S2,8
guardsound= S2,9
sparkno = -1
sparkxy = 0,-45
guardsound = S20,6
ground.type = High
ground.slidetime = 70
ground.hittime  = 60
ground.velocity = -2
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2 
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
projID = 4271


[State -2, reflect]
type = Explod
trigger1 = numprojID(4270) > 3
trigger1 = numprojID(4274) = 0
trigger1 = projcontactID4270 = 1
;trigger1 = NumExplodID4273 > 0
anim = 4273
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 400
ownpal = 1
ignorehitpause = 1
persistent = 0
explodID = 4273

[State -2, shotreflect]
type = Projectile
trigger1 = numprojID(4270) > 3
trigger1 = numprojID(4274) = 0
trigger1 = projcontactID4270 = 1
projanim = 4274
projremanim = -1
projhitanim = -1
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = M,A     
sprpriority = 10
postype = p2
offset = 0,-30 
attr = S, SA
projremovetime = 100
damage   = 15,3
animtype = heavy
guardflag = M
pausetime = 7,7
hitsound   = S2,8
guardsound= S2,9
sparkxy = 0,-50
guardsound = S20,6
ground.type = High
ground.slidetime = 70
ground.hittime  = 60
ground.velocity = -2
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2 
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
persistent = 0
projID = 4274


[State -2, reflect]
type = Explod
trigger1 = numprojID(4270) > 2
trigger1 = numprojID(4276) = 0
trigger1 = projcontactID4270 = 1
anim = 4275
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 400
ownpal = 1
ignorehitpause = 1
persistent = 0
explodID = 4275

[State -2, shotreflect]
type = Projectile
trigger1 = numprojID(4270) > 2
trigger1 = numprojID(4276) = 0
trigger1 = projcontactID4270 = 1
projanim = 4276
projremanim = -1
projhitanim = -1
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = M,A     
sprpriority = 10
postype = p2
offset = 0,-70 
attr = S, SA
damage   = 15,3
animtype = heavy
guardflag = M
pausetime = 7,7
hitsound   = S2,8
guardsound= S2,9
sparkxy = 0,-50
guardsound = S20,6
ground.type = High
ground.slidetime = 80
ground.hittime  = 90
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
projremovetime = 100
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0
projID = 4276

[State -2, reflect]
type = Explod
trigger1 = numprojID(4270) > 1
trigger1 = numprojID(4278) = 0
trigger1 = projcontactID4270 = 1
anim = 4277
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 400
ownpal = 1
ignorehitpause = 1
persistent = 0
explodID = 4277

[State -2, shotreflect]
type = Projectile
trigger1 = numprojID(4270) > 1
trigger1 = numprojID(4278) = 0
trigger1 = projcontactID4270 = 1
projanim = 4278
projremanim = -1
projhitanim = -1
projpriority = 5
projremovetime = 100
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = M,A     
sprpriority = 10
postype = p2
attr = S, SA
damage   = 15,3
animtype = heavy
guardflag = M
pausetime = 7,7
hitsound   = S2,8
guardsound= S2,9
sparkxy = 0,-50
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0
projID = 4278


[State -2, reflect]
type = Explod
trigger1 = numprojID(4270) > 3
trigger1 = numprojID(4280) = 0
trigger1 = projcontactID4270 = 1
anim = 4279
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 400
ownpal = 1
ignorehitpause = 1
persistent = 0
explodID = 4279

[State -2, shotreflect]
type = Projectile
trigger1 = numprojID(4270) > 3
trigger1 = numprojID(4280) = 0
trigger1 = projcontactID4270 = 1
projanim = 4280
projremanim = -1
projhitanim = -1
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = M,A     
sprpriority = 10
postype = p2
offset = 0,-30 
attr = S, SA
damage   = 15,3
animtype = heavy
guardflag = M
pausetime = 7,7
hitsound   = S2,8
guardsound= S2,9
sparkxy = 0,-50
guardsound = S20,6
projremovetime = 100
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0
projID = 4280


[State -2, reflect]
type = Explod
trigger1 = numprojID(4270) > 2
trigger1 = numprojID(4282) = 0
trigger1 = projcontactID4270 = 1
anim = 4281
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 400
ownpal = 1
ignorehitpause = 1
persistent = 0
explodID = 4281

[State -2, shotreflect]
type = Projectile
trigger1 = numprojID(4270) > 2
trigger1 = numprojID(4282) = 0
trigger1 = projcontactID4270 = 1
projanim = 4282
projremanim = -1
projhitanim = -1
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = M,A     
sprpriority = 10
projremovetime = 100
postype = p2
offset = 0,-70 
attr = S, SA
damage   = 15,3
animtype = heavy
guardflag = M
pausetime = 7,7
hitsound   = S2,8
guardsound= S2,9
sparkxy = 0,-50
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0
projID = 4282

;-------------------------------------------------------------------------------------------------------------------------
;water dust around sogetsu when moving
;-------------------------------------------------------------------------------------------------------------------------

;water
[State -2, water]
type = Projectile
trigger1 =  vel X > 0
trigger1 =  Random < 600
trigger1 =  numhelper = 0
trigger1 = AnimElem = 1
projanim = 2010
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 5,-68
velocity = -0.5,0.4
projremovetime = 100

[State -2, water]
type = Projectile
trigger1 =  vel X > 0
trigger1 = Random <= 600
trigger1 =  numhelper = 0
trigger1 = AnimElem = 3
projanim = 2010
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 25,-48
velocity = -0.2,0.7
projremovetime = 70

[State -2, water]
type = Projectile
trigger1 = Random <= 600
trigger1 =  vel X > 0
trigger1 =  numhelper = 0
trigger1 = AnimElem = 5
projanim = 2010
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 10,-32
velocity = -0.6,0.7
projremovetime = 45

[State -2, water]
type = Projectile
trigger1 =  vel X > 0
trigger1 =  numhelper = 0
trigger1 = Random <= 600
trigger1 = AnimElem = 6
projanim = 2010
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = -10,-52
velocity = -0.5,0.2
projremovetime = 75

[State -2, water]
type = Projectile
triggerall = vel X > 0
triggerall =  numhelper = 0
triggerall = Random <= 600
triggerall = stateno != 21
trigger1 = AnimElem = 5
projanim = 2010
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = -30,-80
velocity = -0.2,0.4
projremovetime = 100

;slashes sound
[State -2, sword attack]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 210
trigger2 = stateno = 220
trigger3 = stateno = 230
trigger4 = stateno = 215
trigger5 = stateno = 225
trigger6 = stateno = 410
trigger7 = stateno = 420
trigger8 = stateno = 610
trigger9 = stateno = 620
trigger10 = stateno = 630
trigger11 = stateno = 640
value = 70,3 

;-----------------------------------------------------------------------------------------------------------------------
;
;			Moon glow waterdust
;
;-----------------------------------------------------------------------------------------------------------------------
;water dust moon glow1
[State -2, waterdust1]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 1
trigger1 = stateno =1000
projanim = 2011
offset = 70,-68
velocity = 0.4,0.4
projremovetime = 35

[State -2, waterdust2]
type = Projectile
triggerall =  Random < 800
triggerall = AnimElem = 1
trigger1 = stateno =1000
projanim = 2011
offset = 80,-38
velocity = 0,0.4
projremovetime = 35

[State -2, waterdust3]
type = Projectile
triggerall =  Random < 800
triggerall = AnimElem = 1
trigger1 = stateno =1000
projanim = 2011
offset = 68,-48
velocity = 0.2,0.3
projremovetime = 35

[State -2, waterdust4]
type = Projectile
triggerall =  Random < 700
triggerall = AnimElem = 1
trigger1 = stateno =1000
projanim = 2011
offset = 72,-98
velocity = -0.2,0.2
projremovetime = 32

[State -2, waterdust5]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 1
trigger1 = stateno =1000
projanim = 2011
offset = 77,-58
velocity = 0.1,0.3
projremovetime = 35

[State -2, waterdust6]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 2
trigger1 = stateno =1000
projanim = 2011
offset = 70,-68
velocity = -0.4,0.4
projremovetime = 35

[State -2, waterdust7]
type = Projectile
triggerall =  Random < 800
triggerall = AnimElem = 2
trigger1 = stateno =1000
projanim = 2011
offset = 68,-48
velocity = -0.2,0.3
projremovetime = 35

[State -2, waterdust8]
type = Projectile
triggerall =  Random < 700
triggerall = AnimElem = 2
trigger1 = stateno =1000
projanim = 2011
offset = 72,-98
velocity = 0.2,0.2
projremovetime = 32

[State -2, waterdust9]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 2
trigger1 = stateno =1000
projanim = 2011
offset = 77,-58
velocity = -0.1,0.3
projremovetime = 35

;water dust moon glow2
[State -2, waterdust1]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 1
trigger1 = stateno =1001
projanim = 2011
offset = 140,-68
velocity = 0.4,0.4
projremovetime = 35

[State -2, waterdust2]
type = Projectile
triggerall =  Random < 800
triggerall = AnimElem = 1
trigger1 = stateno =1001
projanim = 2011
offset = 150,-38
velocity = 0,0.4
projremovetime = 35

[State -2, waterdust3]
type = Projectile
triggerall =  Random < 800
triggerall = AnimElem = 1
trigger1 = stateno =1001
projanim = 2011
offset = 138,-48
velocity = 0.2,0.3
projremovetime = 35

[State -2, waterdust4]
type = Projectile
triggerall =  Random < 700
triggerall = AnimElem = 1
trigger1 = stateno =1001
projanim = 2011
offset = 142,-98
velocity = -0.2,0.2
projremovetime = 32

[State -2, waterdust5]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 1
trigger1 = stateno =1001
projanim = 2011
offset = 147,-58
velocity = 0.1,0.3
projremovetime = 35

[State -2, waterdust6]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 2
trigger1 = stateno =1001
projanim = 2011
offset = 140,-68
velocity = -0.4,0.4
projremovetime = 35

[State -2, waterdust7]
type = Projectile
triggerall =  Random < 800
triggerall = AnimElem = 2
trigger1 = stateno =1001
projanim = 2011
offset = 138,-48
velocity = -0.2,0.3
projremovetime = 35

[State -2, waterdust8]
type = Projectile
triggerall =  Random < 700
triggerall = AnimElem = 2
trigger1 = stateno =1001
projanim = 2011
offset = 142,-98
velocity = 0.2,0.2
projremovetime = 32

[State -2, waterdust9]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 2
trigger1 = stateno =1001
projanim = 2011
offset = 147,-58
velocity = -0.1,0.3
projremovetime = 35

;water dust moon glow3
[State -2, waterdust1]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 1
trigger1 = stateno =1002
projanim = 2011
offset = 210,-68
velocity = 0.4,0.4
projremovetime = 35

[State -2, waterdust2]
type = Projectile
triggerall =  Random < 800
triggerall = AnimElem = 1
trigger1 = stateno =1002
projanim = 2011
offset = 220,-38
velocity = 0,0.4
projremovetime = 35

[State -2, waterdust3]
type = Projectile
triggerall =  Random < 800
triggerall = AnimElem = 1
trigger1 = stateno =1002
projanim = 2011
offset = 208,-48
velocity = 0.2,0.3
projremovetime = 35

[State -2, waterdust4]
type = Projectile
triggerall =  Random < 700
triggerall = AnimElem = 1
trigger1 = stateno =1002
projanim = 2011
offset = 212,-98
velocity = -0.2,0.2
projremovetime = 32

[State -2, waterdust5]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 1
trigger1 = stateno =1002
projanim = 2011
offset = 217,-58
velocity = 0.1,0.3
projremovetime = 35

[State -2, waterdust6]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 2
trigger1 = stateno =1002
projanim = 2011
offset = 210,-68
velocity = -0.4,0.4
projremovetime = 35

[State -2, waterdust7]
type = Projectile
triggerall =  Random < 800
triggerall = AnimElem = 2
trigger1 = stateno =1002
projanim = 2011
offset = 208,-48
velocity = -0.2,0.3
projremovetime = 35

[State -2, waterdust8]
type = Projectile
triggerall =  Random < 700
triggerall = AnimElem = 2
trigger1 = stateno =1002
projanim = 2011
offset = 212,-98
velocity = 0.2,0.2
projremovetime = 32

[State -2, waterdust9]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 2
trigger1 = stateno =1002
projanim = 2011
offset = 217,-58
velocity = -0.1,0.3
projremovetime = 35



;-----------------------------------------------------------------------------------------------------------------------
;
;		Moon rise water dust
;
;-----------------------------------------------------------------------------------------------------------------------


[State -2, water]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 1
trigger1 = stateno = 1060
trigger2 = stateno = 1061
trigger3 = stateno = 1062
projanim = 2010
offset = 24,-68
velocity = 0.4,-0.4
projremovetime = 80

[State -2, water]
type = Projectile
triggerall =  Random < 800
triggerall = AnimElem = 1
trigger1 = stateno = 1060
trigger2 = stateno = 1061
trigger3 = stateno = 1062
projanim = 2010
offset = -20,-38
velocity = 0,-0.4
projremovetime = 80

[State -2, water]
type = Projectile
triggerall =  Random < 800
triggerall = AnimElem = 1
trigger1 = stateno = 1060
trigger2 = stateno = 1061
trigger3 = stateno = 1062
projanim = 2010
offset = 28,-48
velocity = 0.2,-0.3
projremovetime = 80

[State -2, water]
type = Projectile
triggerall =  Random < 700
triggerall = AnimElem = 1
trigger1 = stateno = 1060
trigger2 = stateno = 1061
trigger3 = stateno = 1062
projanim = 2010
offset = -15,-98
velocity = -0.2,-0.2
projremovetime = 80

[State -2, water]
type = Projectile
triggerall =  Random < 600
triggerall = AnimElem = 1
trigger1 = stateno = 1060
trigger2 = stateno = 1061
trigger3 = stateno = 1062
projanim = 2010
offset = 0,-58
velocity = 0.1,-0.3
projremovetime = 80


;-----------------------------------------------------------------------------------------------------------------------
;
;			VOICES
;
;-----------------------------------------------------------------------------------------------------------------------

[State -2,attack sound]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,100

;attack voice
[State -2, Attack Sound];voice1!
type = PlaySnd
triggerall = time = 1
triggerall = Var(1) = [0,49]
trigger1 = stateno = 98
trigger2 = stateno = 290
trigger3 = stateno = 260
trigger4 = stateno = 250
trigger5 = stateno = 630
trigger6 = stateno = 600
trigger7 = stateno = 430
trigger8 = stateno = 400
trigger9 = stateno = 200
trigger10 = stateno = 660
trigger11 = stateno = 610
trigger12 = stateno = 440
trigger13 = stateno = 410
trigger14 = stateno = 215
trigger15 = stateno = 210
trigger16 = stateno = 640
trigger17 = stateno = 620
trigger18 = stateno = 420
trigger19 = stateno = 225
trigger20 = stateno = 230
value = 1,0

;attack voice
[State -2, Attack Sound];voice3!
type = PlaySnd
triggerall = time = 1
triggerall = Var(1) = [50,100]
trigger1 = stateno = 98
trigger2 = stateno = 290
trigger3 = stateno = 260
trigger4 = stateno = 250
trigger5 = stateno = 630
trigger6 = stateno = 600
trigger7 = stateno = 430
trigger8 = stateno = 400
trigger9 = stateno = 200
trigger10 = stateno = 660
trigger11 = stateno = 610
trigger12 = stateno = 440
trigger13 = stateno = 410
trigger14 = stateno = 215
trigger15 = stateno = 210
trigger16 = stateno = 640
trigger17 = stateno = 620
trigger18 = stateno = 420
trigger19 = stateno = 225
trigger20 = stateno = 230
value = 1,10

[State -2, bloodspark2]
type = Explod
triggerall = random < 733 
triggerall = movecontact = 1
triggerall = Numexplod(2019) = 0
trigger1 = stateno = 272
trigger1 = P2stateno != 5110
trigger2 = stateno = 430
trigger3 = stateno = 430
trigger4 = stateno = 221
trigger5 = stateno = 660
trigger6 = stateno = 610
trigger7 = stateno = 410
trigger8 = stateno = 215
trigger9 = stateno = 210
trigger10 = stateno = 640
trigger11 = stateno = 620
trigger12 = stateno = 420
trigger13 = stateno = 225
trigger14 = stateno = 230
trigger15 = stateno = 226
trigger16 = stateno = 1400
trigger17 = stateno = 1404
trigger18 = stateno = 1402
trigger19 = stateno = 4000
trigger20 = stateno = 4003
trigger21 = stateno = 1000
trigger22 = stateno = 1001
trigger23 = stateno = 1002
trigger24 = stateno = 4020
trigger25 = stateno = 4021
trigger26 = stateno = 1214
anim = 2019
sprpriority = 10
postype = p2
pos = 10,-51
bindtime = 10
ownpal = 0
ignorehitpause = 1
persistent = 0
id =2019

[State -2, bloodspark2]
type = Explod
triggerall = random < 733 
triggerall = movecontact = 1
triggerall = Numexplod(2029) = 0
trigger1 = stateno = 272
trigger1 = P2stateno != 5110
trigger2 = stateno = 430
trigger3 = stateno = 430
trigger4 = stateno = 221
trigger5 = stateno = 660
trigger6 = stateno = 610
trigger7 = stateno = 410
trigger8 = stateno = 215
trigger9 = stateno = 210
trigger10 = stateno = 640
trigger11 = stateno = 620
trigger12 = stateno = 420
trigger13 = stateno = 225
trigger14 = stateno = 230
trigger15 = stateno = 226
trigger16 = stateno = 1400
trigger17 = stateno = 1404
trigger18 = stateno = 1402
trigger19 = stateno = 4000
trigger20 = stateno = 4003
trigger21 = stateno = 1000
trigger22 = stateno = 1001
trigger23 = stateno = 1002
trigger24 = stateno = 4020
trigger25 = stateno = 4021
trigger26 = stateno = 1214
trigger26 = stateno = 1215
anim = 2029
sprpriority = 10
postype = p2
pos = 10,-71
bindtime = 10
ownpal = 0
ignorehitpause = 1
persistent = 0
id =2029

[State -2, bloodspark2]
type = Explod
triggerall = random < 733 
triggerall = movehit = 1
triggerall = Numexplod(2039) = 0
trigger1 = stateno = 272
trigger1 = P2stateno != 5110
trigger2 = stateno = 430
trigger3 = stateno = 430
trigger4 = stateno = 221
trigger5 = stateno = 660
trigger6 = stateno = 610
trigger7 = stateno = 410
trigger8 = stateno = 215
trigger9 = stateno = 210
trigger10 = stateno = 640
trigger11 = stateno = 620
trigger12 = stateno = 420
trigger13 = stateno = 225
trigger14 = stateno = 230
trigger15 = stateno = 226
trigger16 = stateno = 1400
trigger17 = stateno = 1404
trigger18 = stateno = 1402
trigger19 = stateno = 4000
trigger20 = stateno = 4003
trigger21 = stateno = 1000
trigger22 = stateno = 1001
trigger23 = stateno = 1002
trigger24 = stateno = 4020
trigger25 = stateno = 4021
trigger26 = stateno = 1214
anim = 2028
sprpriority = 10
postype = p2
pos = -10,-61
bindtime = 10
ownpal = 0
ignorehitpause = 1
persistent = 0
id =2039

;---------------------------------------------------------------------------------------------------------------------------
;HiT VOICes
;---------------------------------------------------------------------------------------------------------------------------

;hit voices
[State -2, Light Hit1]
type = PlaySnd
triggerall = random <700
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5000
trigger2 = anim = 5010
value = 1,13

[State -2, Medium Hit1]
type = PlaySnd
triggerall = time = 1
triggerall = stateno = 5000
triggerall = random <700
trigger1 = anim = 5001
trigger2 = anim = 5011
value = 1,14

[State -2, Hard Hit1]
type = PlaySnd
triggerall = time = 1
triggerall = stateno = 5000
triggerall = random <700
trigger1 = anim = 5002
trigger2 = anim = 5012
trigger2 = anim = 5030
value = 1,14

;---------------------------------------------------------------------------------------------------------------------------
;Effects
;---------------------------------------------------------------------------------------------------------------------------

;water dust
[State -2, water]
type = Projectile
triggerall =  vel X < 0
triggerall =  numhelper = 0
triggerall =  Random < 600
trigger1 = AnimElem = 1
projanim = 2010
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 5,-68
velocity = 0.5,0.4
projremovetime = 100

[State -2, water]
type = Projectile
triggerall =  vel X < 0
triggerall =  numhelper = 0
triggerall = Random <= 600
trigger1 = AnimElem = 3
projanim = 2010
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 25,-48
velocity = 0.2,0.7
projremovetime = 70

[State -2, water]
type = Projectile
triggerall = Random <= 600
triggerall =  vel X < 0
triggerall =  numhelper = 0
trigger1 = AnimElem = 5
projanim = 2010
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 10,-32
velocity = 0.6,0.7
projremovetime = 45

[State -2, water]
type = Projectile
triggerall =  vel X < 0
triggerall =  numhelper = 0
triggerall = Random <= 600
trigger1 = AnimElem = 6
projanim = 2010
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = -10,-52
velocity = 0.5,0.2
projremovetime = 75

[State -2, water]
type = Projectile
triggerall = vel X < 0
triggerall =  numhelper = 0
triggerall = Random <= 600
triggerall = stateno != 21
trigger1 = AnimElem = 5
projanim = 2010
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = -30,-80
velocity = 0.2,0.4
projremovetime = 100



;-----------------------------------------------------------------------------------------------------------------------
;
;		Common state overwritten
;
;-----------------------------------------------------------------------------------------------------------------------


;---------------------------------------------------------------------------------------------------------------------------
;	Double Jump
;---------------------------------------------------------------------------------------------------------------------------
[Statedef 7000]
type    = A
movetype= I
physics = A
juggle  = 3
poweradd= 0
ctrl = 0
anim = 7000

[State 7000, 1]
type = VelSet
trigger1 = time > 0
x = 0
y = 0

[State 7000, 2]
type = VelAdd
trigger1 = Animtime = 0
x = 3
y = -8.5

[State 7000, 3]
type = playsnd
trigger1 = Animtime = 0
value = 0,100

[State 7000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-----------------------------------------------------------------------------------------------------------------------
; RUN_FWD  (need dust anim)
;-----------------------------------------------------------------------------------------------------------------------

[Statedef 100]
type    = S
physics = S

[State 100, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 100

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk   ;giu
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 6]
type = MakeDust
trigger1 = Time = 1
pos = -25,-2
spacing = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = 6.5 ; 2000


[State 100, 2]
type = ChangeState
trigger1 = command != "holdfwd"
trigger2 = P2Dist X <= 30
value = 101

;END RUN_FWD
[Statedef 101]
type    = S
physics = S
velset= 3,0
ctrl = 0

[State 101, 1]
type = playsnd
trigger1 = Time = 0
value = 101,1

[State 101, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 101
ctrl = 1

[State 101, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------------------------------------------------------
;Poses need to add more intro and win poses
;---------------------------------------------------------------------------------------------------------------------------

; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 1]
type = Playsnd
trigger1 = Animelem = 6
value = 1,23

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------------------------------------------------------
; WIN 
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------------------------------------------------------
; WIN1 
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 181, time]
type = AssertSpecial
trigger1 = time = [0, 350]
flag = roundnotover

[State 180, voice]
type = Playsnd
trigger1 = Animelem = 10
value = 6,0

[State 181, snd1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 181,2

[State 180, voice]
type = Playsnd
trigger1 = Animelem = 30
value = 181,3

[State 181, snd2]
type = PlaySnd
trigger1 = AnimElem = 37
value = 1,35

[State 181, snd2]
type = PlaySnd
trigger1 = AnimElem = 48
value = 1,36

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1


;---------------------------------------------------------------------------------------------------------------------------
; INTRO1
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, shadow]
type = Projectile
trigger1 = AnimElem = 2
projanim = 195
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 0,0
velocity = 0, 0
projremovetime = 20

[State 191, 2]
type = PlaySnd
trigger1 = Time = 50
value = 2,5

[State 191, 1] 
type = AssertSpecial
trigger1 = Time = [0,80]
flag = Intro





;-------------------------------------------------------------------------------------------------------------------
;
; Standing attack
;
;-------------------------------------------------------------------------------------------------------------------

; STAND_A
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 200

[State 200, movesnd]
type = playsnd
trigger1 = time = 1
value = 6,0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,NA
animtype  = Light
damage    = 20
guardflag = MA
pausetime = 4,8
hitsound   = S6,3
sparkxy = 0,-50
guardsound = S6,11    
ground.type = High
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -2
air.velocity = -1.2,-0.2

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------------------------------------
; STAND_B
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 210

[State 210, hitdef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
sparkxy = 0,-50
hitsound   = S70,0
guardsound = S6,11    
pausetime = 7,14
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.2,-1.2
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 210, spark water]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 10,-71
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 210, spark blood]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0
  
[State 210, sword snd]
type = playsnd
trigger1 = AnimElem = 21
value =  70,1

[State 210, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------------------------------------
; STAND_C far
[Statedef 220]
type    = S
physics = S
movetype = A
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 220

[State 220, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 221
ctrl = 0

;step 2
[Statedef 221]
type    = S  
movetype= A  
physics = S  
juggle  = 1  
velset = 15,0
ctrl = 0     
anim = 221   
poweradd = 20   

[State 221, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 221, hitdef]
type = HitDef
trigger1 = AnimElem = 1
attr = S,NA    
damage    = 80 
animtype = Heavy
getpower = 30,15
givepower = 15,10 
guardflag = MA 
pausetime = 5,15     
sparkxy = 0,-50
hitsound = S70,0      
guardsound = S6,11    
ground.type = High  
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 18
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
persistent = 0
                                 
[State 221, hitspark]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 10,-71
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 221, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 222
ctrl = 0

[Statedef 222]
type    = S
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 222

[State 222, posadd]
type = PosAdd
trigger1 = Time = 0
x = 20

[State 222, sword snd]
type = playsnd
trigger1 = AnimElem = 2
value =  70,1

[State 222, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;---------------------------------------------------------------------------------------------------------------------------
;STAND X;medium kick

[Statedef 250]
type    = S  
movetype= A  
physics = S  
juggle  = 1  
velset = 0,0
ctrl = 0     
anim = 250   
   
[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = S,NA    
damage    = 50 
animtype = Medium
guardflag = MA
getpower = 20,10
givepower = 15,8
pausetime = 5,8     
numhits = 1
sparkxy = 0,-50
hitsound = S6,10    
guardsound = S6,11    
ground.type = High  
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 250, slide]
type = playsnd
trigger1 = movehit = 1
trigger1 = animElem = 5
value = 101,1

[State 250, slide]
type = Velset
trigger1 = AnimElem = 4
x = 8

[State 250, stop slide]
type = Velset
trigger1 = AnimElem = 5
x = 0

[State 250, kick snd]
type = playsnd
trigger1 = AnimElem = 4
value = 6,1

[State 250, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------------------------------------
;STAND Y;light kick
[Statedef 260]
type    = S  
movetype= A  
physics = S  
juggle  = 1  
velset = 0,0
ctrl = 0     
anim = 260   
poweradd = 20
   
[State 260, hitdef]
type = HitDef
trigger1 = time = 0
attr = S, NA    
damage    = 30 
animtype = Light
getpower = 30,15
givepower = 15,8
guardflag = MA
hitflag = MD
pausetime = 5,8     
numhits = 1
sparkxy = 0,-10
hitsound = S6,10
guardsound = S6,11    
ground.type = High  
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------
;stand Z/ BC attack (start)
[Statedef 230]
type = S
movetype = I
physics = S
anim = 40
poweradd = 50
velset = 0
ctrl = 0

[State 230, step1]
type = ChangeState
trigger1 = AnimTime = 0
value = 272

;Stand Z/BC attack (in the air)
[Statedef 272]
type = A
movetype = A
physics = N
anim = 640
velset = 1.7,-8

[State 272, jumping]
type = VelAdd
trigger1 = Time >= 0
y = .48

[State 272, hitdef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 100
animtype = back
priority = 5
guardflag = HA
hitsound = S70,0
guardsound = S6,11    
pausetime = 16,16
ground.velocity = 0  
air.velocity = 0,8
fall = 1
fall.recover = 0
fall.yvelocity = -2
palfx.time = 18
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 272, hit spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 5,-61
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 272, blood spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = -10,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 222, sword snd]
type = playsnd
trigger1 = animElem = 25
value =  70,1

[State 272, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 50










;---------------------------------------------------------------------------------------------------------------------------
;
;Close Attacks  B and C
;
;---------------------------------------------------------------------------------------------------------------------------

;STAND Close B

[Statedef 215]
type    = S  
movetype= A  
physics = S  
juggle  = 1  
velset = 0,0
ctrl = 0     
anim = 215   
 
[State 215, hitdef]
type = HitDef
trigger1 = time = 0
attr = S, NA    
damage    = 50 
animtype = Medium
guardflag = MA
getpower = 30,15
givepower = 15,8
pausetime = 5,10     
sparkxy = 0,-50
hitsound = S70,0
guardsound = S6,11    
ground.type = High  
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 215, hit spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 5,-61
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 215, blood spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 215, water with sword]
type = explod
trigger1 = animelem = 3
anim = 216
sprpriority = 10
postype = p1
pos = 5,1
bindtime = 12
ownpal = 1
ignorehitpause = 0
persistent = 0

[State 222, sword snd]
type = playsnd
trigger1 = animelem = 7
value =  70,1

[State 215, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;***************************************************************************************************************************
; Close STAND_C

[Statedef 225]
type    = S
physics = S
movetype = A
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 225

[State 225, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 226
ctrl = 0

[Statedef 226]
type    = S  
movetype= A  
physics = S  
juggle  = 1  
velset = 0,0
ctrl = 0     
anim = 226   
poweradd = 20   

[State 226, hitdef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
guardflag = MA
damage    = 90 
animtype = Heavy
getpower = 30,15
givepower = 15,8                 
pausetime = 4,10   
numhits = 1
sparkxy = 0,-50
hitsound = S70,0     
guardsound = S6,11    
ground.type = High  
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 21
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 226, watter spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2003
sprpriority = 10
postype = p2
pos = 5,-71
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
 
[State 226,  hit spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 5,-61
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 226, blood spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 226, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 227
ctrl = 0


[Statedef 227]
type    = S
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 227

[State 227, 2]
type = PosAdd
trigger1 = Time = 0
x = 0

[State 227, sword snd]
type = playsnd
trigger1 = animelem = 7
value =  70,1

[State 227, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;---------------------------------------------------------------------------------------------------------------------------
;
;Crouch attack
;
;---------------------------------------------------------------------------------------------------------------------------

;CROUCH_A
[Statedef 400]
type    = C
movetype= A
physics = C
juggle = 7
poweradd= 15
ctrl = 0
anim = 400

[State 400, hitdef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 15
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 5,10
sparkno = 1
sparkxy = 5,-41
hitsound   = S6,3
guardsound = S6,11    
ground.type = Low
ground.slidetime = 4
ground.hittime  = 8
ground.velocity = -3
air.velocity = -1.3,-3

[State 400, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 5,-41
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 400, attack snd]
type = PlaySnd
trigger1 = Time = 1
value = 6,1

[State 400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------------------------------------------------------
;CROUCH_B
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 30
ctrl = 0
anim = 410

[State 410, hitdef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 55
pausetime = 5,10
animtype  = Medium
getpower  = 10
guardflag = L
sparkxy = -2,-41
hitsound   = S70,0
guardsound = S6,11    
ground.type = Low
ground.slidetime = 4
ground.hittime  = 8
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
palfx.time = 18
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 410, blood spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 410, hit spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 5,-31
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 410, attack snd]
type = PlaySnd
trigger1 = Time = 1
value = 6,1

[State 410, sword snd]
type = playsnd
trigger1 = animelem = 21
value =  70,1
 
[State 410, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1




;---------------------------------------------------------------------------
;CROUCH_C
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 420

[State 420, hitdef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 105
animtype  = Heavy
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 6,12
sparkxy = -2,-41
hitsound   = S70,0
guardsound = S6,11    
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
palfx.time = 18
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 420, hitspark]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 5,-31
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 420, sword snd]
type = playsnd
trigger1 = animelem = 21
value =  70,1

[State 420, bloodspark]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 420, move snd]
type = PlaySnd
trigger1 = Time = 1
value = 6,1

[State 420, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1




;---------------------------------------------------------------------------------------------------------------------------
;CROUCH_X;light kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 15
ctrl = 0
anim = 430

[State 430, hitdef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 20
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 5,10
sparkno = -1
hitsound   = S6,3
guardsound = S6,11    
ground.type = Low
ground.slidetime = 4
ground.hittime  = 8
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

[State 430, hit spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 5,-31
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 430, movesnd]
type = PlaySnd
trigger1 = Time = 1
value = 6,1

[State 430, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------------------------------------------------------
;CROUCH_Y;sliding kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= 20
ctrl = 0
anim = 440

[State 440, speed]
type = velAdd
trigger1 = AnimElem = 3
x = 30

[State 440, hitdef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 50
animtype = Heavy
hitflag = MAFD
guardflag = L
sparkxy = 0,-12 
pausetime = 6,7
hitsound   = S6,10
guardsound = S6,11    
ground.velocity = -2.5     
air.velocity = 0,8
fall = 1
fall.recover = 0
fall.yvelocity = -5
down.bounce = 2

[State 440, movesnd]
type = PlaySnd
trigger1 = Time = 1
value = 6,1

[State 440, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1




;---------------------------------------------------------------------------------------------------------------------------
;
;Jumping Attack
;
;---------------------------------------------------------------------------------------------------------------------------

;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 7
poweradd= 10
ctrl = 0
anim = 600

[State 600, move snd]
type = PlaySnd
trigger1 = Time = 1
value = 6,0

[State 600, hitdef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
getpower  = 10
givepower = 10
guardflag = HA
pausetime = 4,8
sparkxy = -10,-58
hitsound   = S6,3
guardsound = S6,11    
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 50





;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 7
poweradd= 20
ctrl = 0
anim = 610

[State 610, hitdef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 50
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = -1
hitsound   = S70,0
guardsound = S6,11    
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
palfx.time = 18
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 610, hit spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 5,-61
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 610, movesnd ]
type = PlaySnd
trigger1 = Time = 1
value = 6,1

[State 610, bloodspark]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 610, sword snd]
type = playsnd
trigger1 = animelem = 15
value =  70,1

[State 610, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1





;--------------------------------------------------------------------------------------------------------------------------
;JUMP_C
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 7
poweradd= 35
ctrl = 0
anim = 620

[State 620, movesnd]
type = PlaySnd
trigger1 = Time = 2
value = 70,3

[State 620, hitspark]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 5,-71
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 620, anti gravity]
type = VelAdd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 13
trigger7 = AnimElem = 14
trigger8 = AnimElem = 15
trigger9 = AnimElem = 16
trigger10 = AnimElem = 17
trigger11 = AnimElem = 18
trigger12 = AnimElem = 19
y = -0.35

[State 620, bloodspark]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 620, hitdef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 80
getpower  = 20
givepower = 20
guardflag = HA
pausetime = 8,14
sparkxy = -10,-51
hitsound   = S70,0
guardsound = S6,11    
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.3,-3
palfx.time = 18
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 620, sword snd]
type = playsnd
trigger1 = animelem = 30
value =  70,1

[State 620, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1





;---------------------------------------------------------------------------------------------------------------------------
;JUMP_X
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630

[State 630, gravity]
type = VelAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
y = -0.20

[State 630, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 40
getpower  = 20
givepower = 20
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-21
hitsound   = S6,10
guardsound = S6,11    
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3


[State 400, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 5,-71
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 400, 3]
type = PlaySnd
trigger1 = Time = 1
value = 6,0


[State 630, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;------------------------------------------------

;JUMP_Y
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 640

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 40
getpower  = 20
givepower = 25
guardflag = HA
pausetime = 5,10
sparkxy = -10,-51
hitsound   = S70,0
guardsound = S6,11    
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
palfx.time = 18
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 210, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0


[State 400, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 5,-56
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 400, 3]
type = PlaySnd
trigger1 = Time = 1
value = 70,3

[State 410, sword snd]
type = playsnd
trigger1 = animelem = 23
value =  70,1

[State 640, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;------------------------------------------------------------------
;JUMP_Z

[Statedef 660]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 30
ctrl = 0
anim = 660

[State 660, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 660, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 20
givepower = 20
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = 0,-55
hitsound   = S70,0
guardsound = S6,11    
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 210, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0
   
[State 660, spark]  ;pas de sparkxy avant
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p1
pos = 65,-61
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 660, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p2
pos = 0,-81
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 600, 3]
type = PlaySnd
trigger1 = Time = 1
value = 70,3

[State 410, sword snd]
type = playsnd
trigger1 = animelem = 21
value =  70,1

[State 660, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1





















;---------------------------------------------------------------------------------------------------------------------------
;
;Specials attacks
;
;---------------------------------------------------------------------------------------------------------------------------




;-----------------------------------------------------------;
;		Rolling dodge (KOF type)				;
;-----------------------------------------------------------;
;roll forward
;begin roll
[Statedef 98]
type    = C
physics = C
movetype = I
juggle  = 4
poweradd= 10
ctrl = 0
velset = 0,0,0
anim = 98

[State 98, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 0

;Roll done
[Statedef 99]
type    = C
physics = C
movetype = I
juggle  = 4
poweradd= 0
ctrl = 0
velset = 20,0,0
anim = 99

[State 99, 1]
type = PlaySnd
trigger1 = Time = 2
value = 6,2

[State 99, effect]
type = AfterImage
trigger1 = AnimElem = 1
time = 16

[State 99, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 97
ctrl = 0

;end roll
[Statedef 97]
type    = C
physics = C
movetype = I
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 97

[State 97, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;-----------------------------------------------------------;
;		Rolling dodge (backward)				;
;-----------------------------------------------------------;
;begin roll
[Statedef 298]
type    = C
physics = C
movetype = I
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 98

[State 298, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 299
ctrl = 0

;Roll done
[Statedef 299]
type    = C
physics = C
movetype = I
juggle  = 4
poweradd= 0
ctrl = 0
velset = -20,0,0
anim = 299

[State 299, 1]
type = PlaySnd
trigger1 = Time = 2
value = 6,2

[State 299, effect]
type = AfterImage
trigger1 = AnimElem = 1
time = 16

[State 299, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 97
ctrl = 0


;------------------------------------
; dodge
;------------------------------------
;begin roll
[Statedef 799]
type    = S
physics = S
movetype = I
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 799

[State 799 ,voice]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,1

[State 799, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;  back fly
;------------------------------------

;backfly
[Statedef 798]
type    = S
physics = S
movetype = I
juggle  = 4
poweradd= 10
ctrl = 0
velset = 0,0,0
anim = 798

[State 798, snd]
type = playsnd
trigger1 = AnimElem = 5
value = 101,1

[State 798, 1]
type = PosAdd
trigger1 = AnimElem = 16
x = 130

[State 798,2]
type = Turn
trigger1 = AnimElem = 16

[State 798,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1









;--------------------------------------------------------------------------------------------------------------------------
;
;    Stand catching attacks
;
;--------------------------------------------------------------------------------------------------------------------------




;catch1
; Throw 
[Statedef 290]
type = S
juggle=1
movetype = A
physics = S
anim = 290
velset = 0
ctrl = 0

[State 290, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NT
priority = 6, miss
animtype = medium
pausetime = 10,50
sparkno = -1
hitsound = S98,14

[State 290, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 2002
sprpriority = 10
postype = p1
pos = 45,-71
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 291, position]
type = TargetBind
Trigger1 = AnimElem = 3
time = 5
pos = 46, 0

[State 290, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 291
ctrl = 1

;---------------------------------------------------------------------------------
; Throw (success)
[Statedef 291]
type = S
movetype = A
physics = S
juggle = 1
anim = 291
ctrl = 0

[State 291, position]
type = TargetBind
Trigger1 = AnimElem = 1
time = 5
pos = 26, 0

[State 291, position]
type = TargetBind
Trigger1 = AnimElem = 2
time = 5
pos = 20, 0

[State 291, position]
type = TargetBind
Trigger1 = AnimElem = 3
time = 5
pos = 86, 0

[State 291, 3]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage    = 0
getpower  = 50
givepower = 5
sparkno = -1
pausetime = 0,10
hitsound   = S6,10
animtype = medium
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3
air.velocity = -13.3,0

[State 291, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p1
pos = 45,-71
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 291, 7]
type = PlaySnd
trigger1 = AnimElem = 5
value = 99,10

[State 291, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


;catch2
; Throw 
[Statedef 293]
type = S
movetype = A
physics = S
anim = 290
velset = 0
ctrl = 0

[State 293, hitdef]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = P2statetype = S;, C
attr = S, NT
priority = 6, miss    giu
sprpriority = -1
animtype = medium
pausetime = 20,20
sparkno = -1
hitsound = S98,14
ground.velocity = 0
ground.hittime  = 50
ctrl = 0

[State 293, sparkcatch]
type = Explod
trigger1 = MoveHit = 1
anim = 2002
sprpriority = 10
postype = p1
pos = 45,-71
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
ctrl = 0

[State 291, position]
type = TargetBind
Trigger1 = AnimElem = 3
time = 5
pos = 46, 0

[State 293, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Movehit = 1
value = 292
ctrl = 0

[State 293, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Movehit = 0
value = 0
ctrl = 1



;-----------------------------------------------------------------------------------------------------------------------
; Throw2 (success)
[Statedef 292]
type = S
movetype = A
physics = S
anim = 292
ctrl = 0

[State 292, position]
type = TargetBind
Trigger1 = AnimElem = 2
pos = 6, 0

[State 292, position]
type = TargetBind
Trigger1 = AnimElem = 3
time = 5
pos = 6, 0

[State 292, position]
type = TargetBind
Trigger1 = AnimElem = 3,1
time = 5
pos = 18, 0

[State 292, position]
type = TargetBind
Trigger1 = AnimElem = 3,2
time = 5
pos = 20, 0

[State 292, position]
type = TargetBind
Trigger1 = AnimElem = 3,4
time = 5
pos = 22, 0

[State 292, position]
type = TargetBind
Trigger1 = AnimElem = 4
time = 5
pos = 80, 0

[State 292, 3]
type = HitDef
trigger1 = time = 0
attr = S, NT
damage    = 30
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
sparkno = -1
pausetime = 0,0
hitsound   = S6,10
animtype = medium
ground.slidetime = 39
ground.hittime  = 30
ground.velocity = -2
air.velocity = -13.3,0
P1facing = 0

[State 292, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 2001
sprpriority = 10
postype = p1
pos = 45,-71
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 292,4]
type = Turn
trigger1 = Time = 15

[State 292, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------------------------------------------------------
;
;MOON GLOW
;
;---------------------------------------------------------------------------------------------------------------------------

;MOON GLOW TYPE 1
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 200
ctrl = 0
velset = 0,0,0
anim = 1000

[State 1000, voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,30

[State 1000, watersound]
type =Playsnd
trigger1 = Animelem = 3
value = 2,4

[State 1000, waterfall1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1001
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 75,0
velocity = 0, 0
projremovetime = 20

[State 1000, waterfall2 powerlow]
type = Projectile
triggerall = power < 3000
triggerall = P2movetype != H
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
projanim = 1002
projremanim = 1002
projhitanim = 1002
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = 75,0
velocity = 0, 0
projremovetime = 10
attr = S, SP
guardflag = M
damage   = 100,15
animtype = heavy
pausetime = 10,10
hitsound   = S70,0
guardsound= S6,3
sparkno = -1
sparkxy = 0,-50
ground.velocity = -4   
air.animtype = Back
air.velocity = -5,-8
guard.slidetime = 20
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
fall.xvelocity = -2.5
down.bounce = 2

[State 1000, waterfall2 powerup]
type = Projectile
triggerall = power > 5000; 2999
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
projanim = 1002
projremanim = 1002
projhitanim = 1002
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = 75,0
velocity = 0, 0
projremovetime = 10
attr = S, SP
guardflag = M
damage   = 55,15
animtype = heavy
pausetime = 15,7
hitsound   = S70,0
guardsound= S6,3
sparkno = -1
sparkxy = 0,-50
guardsound = S20,6
ground.velocity = -2    
air.velocity = 0,-3
guard.slidetime = 50
guard.velocity = -10
guard.ctrltime = 10
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
down.bounce = 2

[State 1000, waterfall2 powerup]
type = Projectile
triggerall = power > 5000;  2999
trigger1 = AnimElem = 6
projanim = 1002
projremanim = 1002
projhitanim = 1002
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = 75,0
velocity = 0, 0
projremovetime = 10
attr = S, SP
guardflag = M
damage   = 50,15
animtype = heavy
pausetime = 10,10
hitsound   = S70,0
guardsound= S6,3
sparkno = -1
sparkxy = 0,-50
ground.velocity = -2.5     
air.animtype = Back
air.velocity = -3,-7
guard.slidetime = 20
guard.velocity = -12   
guard.ctrltime = 10
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
down.bounce = 2

[State 1000, waterfall3]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
projanim = 1002
projremanim = 1003
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 75,0
velocity = 0, 0
projremovetime = 10

[State 1000, spark]
type = Explod
trigger1 = ProjHit = 1
anim = 2003
sprpriority = 10
postype = P2
pos = 0,-61
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1000, spark]
type = Explod
trigger1 = ProjHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 1000, spark]
type = Explod
trigger1 = numexplod = 1
trigger1 = AnimElem = 4
anim = 2003
sprpriority = 10
pos = 90,-41
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1000, spark]
type = Explod
trigger1 = numexplod = 2
trigger1 = AnimElem = 5
anim = 2003
sprpriority = 10
pos = 0,-81
Postype = P2
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

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

;-----------------------------------------------------------------------------------------------------------------------
;MOON GLOW TYPE 2
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0,0
anim = 1000

[State 1001, voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,30

[State 1001, 2]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1001
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 145,0
velocity = 0, 0
projremovetime = 20

[State 1000, spark]
type = Explod
trigger1 = ProjHit = 1
anim = 2003
sprpriority = 10
postype = P2
pos = 0,-61
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 210, spark]
type = Explod
trigger1 = ProjHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 1000, spark]
type = Explod
trigger1 = numexplod = 1
trigger1 = AnimElem = 4
anim = 2003
sprpriority = 10
postype = p2
pos = 90,-41
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1000, spark]
type = Explod
trigger1 = numexplod = 2
trigger1 = AnimElem = 5
anim = 2003
sprpriority = 10
pos = 0,-81
Postype = P2
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1000, 12]
type =Playsnd
trigger1 = Animelem = 3
value = 2,4

[State 1001, waterfall2 powerlow]
type = Projectile
triggerall = power < 3000
triggerall = P2movetype != H
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
projanim = 1002
projremanim = 1002
projhitanim = 1002
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = 145,0
velocity = 0, 0
projremovetime = 10
attr = S, SP
guardflag = M
damage   = 100,15
animtype = heavy
pausetime = 10,10
hitsound   = S70,0
guardsound= S6,3
sparkno = -1
sparkxy = 0,-50
ground.velocity = -4   
air.animtype = Back
air.velocity = -5,-8
guard.slidetime = 20
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
fall.xvelocity = -2.5
down.bounce = 2

[State 1001, waterfall2 powerup]
type = Projectile
triggerall = power > 5000;  2999
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
projanim = 1002
projremanim = 1002
projhitanim = 1002
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = 145,0
velocity = 0, 0
projremovetime = 10
attr = S, SP
guardflag = M
damage   = 55,15
animtype = heavy
pausetime = 15,7
hitsound   = S70,0
guardsound= S6,3
sparkno = -1
sparkxy = 0,-50
guardsound = S20,6
ground.velocity = -2    
air.velocity = 0,-3
guard.slidetime = 50
guard.velocity = -10
guard.ctrltime = 10
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
down.bounce = 2

[State 1001, waterfall2 powerup]
type = Projectile
triggerall = power > 5000;  2999
trigger1 = AnimElem = 6
projanim = 1002
projremanim = 1002
projhitanim = 1002
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = 145,0
velocity = 0, 0
projremovetime = 10
attr = S, SP
guardflag = M
damage   = 50,15
animtype = heavy
pausetime = 10,10
hitsound   = S70,0
guardsound= S6,3
sparkno = -1
sparkxy = 0,-50
ground.velocity = -2.5     
air.animtype = Back
air.velocity = -3,-7
guard.slidetime = 20
guard.velocity = -12   
guard.ctrltime = 10
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
down.bounce = 2

[State 1001, waterfall3]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
projanim = 1002
projremanim = 1003
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 145,0
velocity = 0, 0
projremovetime = 10

[State 1001, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------------------------------------------------
;MOON GLOW TYPE 3		   
[Statedef 1002]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0,0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,30

[State 1002, 2]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1001
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 215,0
velocity = 0, 0
projremovetime = 20

[State 1000, spark]
type = Explod
trigger1 = ProjHit = 1
anim = 2003
sprpriority = 10
postype = P2
pos = 0,-61
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 210, spark]
type = Explod
trigger1 = ProjHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 1000, spark]
type = Explod
trigger1 = numexplod = 1
trigger1 = AnimElem = 4
anim = 2003
sprpriority = 10
postype = p2
pos = 90,-41
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1000, spark]
type = Explod
trigger1 = numexplod = 2
trigger1 = AnimElem = 5
anim = 2003
sprpriority = 10
pos = 0,-81
Postype = P2
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1000, 12]
type =Playsnd
trigger1 = Animelem = 3
value = 2,4

[State 1002, waterfall2 powerlow]
type = Projectile
triggerall = power < 3000
triggerall = P2movetype != H
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
projanim = 1002
projremanim = 1002
projhitanim = 1002
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = 215,0
velocity = 0, 0
projremovetime = 10
attr = S, SP
guardflag = M
damage   = 100,15
animtype = heavy
pausetime = 10,10
hitsound   = S70,0
guardsound= S6,3
sparkno = -1
sparkxy = 0,-50
ground.velocity = -4   
air.animtype = Back
air.velocity = -5,-8
guard.slidetime = 20
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
fall.xvelocity = -2.5
down.bounce = 2

[State 1002, waterfall2 powerup]
type = Projectile
triggerall = power > 5000;  2999
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
projanim = 1002
projremanim = 1002
projhitanim = 1002
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = 215,0
velocity = 0, 0
projremovetime = 10
attr = S, SP
guardflag = M
damage   = 55,15
animtype = heavy
pausetime = 15,7
hitsound   = S70,0
guardsound= S6,3
sparkno = -1
sparkxy = 0,-50
guardsound = S20,6
ground.velocity = -2    
air.velocity = 0,-3
guard.slidetime = 50
guard.velocity = -10
guard.ctrltime = 10
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
down.bounce = 2

[State 1002, waterfall2 powerup]
type = Projectile
triggerall = power > 5000; 2999
trigger1 = AnimElem = 6
projanim = 1002
projremanim = 1002
projhitanim = 1002
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = 215,0
velocity = 0, 0
projremovetime = 10
attr = S, SP
guardflag = M
damage   = 50,15
animtype = heavy
pausetime = 10,10
hitsound   = S70,0
guardsound= S6,3
sparkno = -1
sparkxy = 0,-50
ground.velocity = -2.5     
air.animtype = Back
air.velocity = -3,-7
guard.slidetime = 20
guard.velocity = -12   
guard.ctrltime = 10
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
down.bounce = 2

[State 1002, waterfall3]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
projanim = 1002
projremanim = 1003
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 215,0
velocity = 0, 0
projremovetime = 10

[State 1002, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------------------------------------
;
;				MOON RISE 
;
;---------------------------------------------------------------------------------------------------------------------------

;moon rise short
[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0,0
anim = 1050

[State 1060, voice]
type = playsnd
trigger1 = animElem  = 5
value = 1,1

[State 1060, bubble1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1037
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = -48,-110
velocity = 0, 0
projremovetime = 20

[State 1060, water trace]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1049
offset = -22,-78
velocity = 0,0
projremovetime = 16

[State 1060, bubble shot]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1038
offset = -48,-110
velocity = 20,5
projremovetime = 10

[State 1060, bubble]
type = Projectile
trigger1 = AnimElem = 5,10
projID = 1060
projanim = 1039
projremanim = 1040
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = 152,-60
velocity = 0,0
projremovetime = 100
attr = S, SP
damage   = 20,5
animtype = medium
guardflag = MA
pausetime = 15,15
hitsound   = S2,1
guardsound= S6,3
guardsound = S70,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 70
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250


[State 1060, bubble spark]
type = Explod
triggerall = NumExplod < 2
triggerall = random < 700
triggerall = Numhelper = 0
trigger1 = MoveHit = 1
trigger1 = P2Movetype = H
anim = 2003
sprpriority = 10
postype = p2
pos = 10,-51
bindtime = 16
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 1060, spark]
type = Explod
triggerall = NumExplod < 2
triggerall = random < 700
triggerall = Numhelper = 0
trigger1 = MoveHit = 1
trigger1 = P2Movetype = H
anim = 2003
sprpriority = 10
postype = p2
pos = -5,-71
bindtime = 16
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 1060, spark]
type = Explod
triggerall = NumExplod < 2
triggerall = random < 700
triggerall = Numhelper = 0
trigger1 = P2Movetype = H
trigger1 = MoveHit = 1
anim = 2003
sprpriority = 10
postype = p2
pos = 3,-38
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1060, spark]
type = Explod
triggerall = NumExplod < 2
triggerall = random < 700
triggerall = Numhelper = 0
trigger1 = MoveHit = 1
trigger1 = P2Movetype = H
anim = 2003
sprpriority = 10
postype = p2
pos = -10,-11
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------------------------------------------------------------------------------------------------------
;Moon rise 2


[Statedef 1061]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0,0
anim = 1050
[State 1061, voice]
type = playsnd
trigger1 = animElem  = 5
value = 1,1

[State 1061, 11]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1037
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = -48,-110
velocity = 0, 0
projremovetime = 20

[State 1061, water]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1049
offset = -22,-78
velocity = 0,0
projremovetime = 16

[State 1061, water]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1038
offset = -48,-110
velocity = 13,5
projremovetime = 10

[State 1061, 12]
type = Projectile
trigger1 = AnimElem = 5,10
projID = 1061
projanim = 1039
projremanim = 1040
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = 82,-60
velocity = 0,0
projremovetime = 100
attr = S, SP
damage   = 20,5
animtype = medium
guardflag = MA
pausetime = 15,15
hitsound   = S2,1
guardsound= S6,3
guardsound = S70,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 70
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1061, spark]
type = Explod
triggerall = NumExplod < 2
triggerall = random < 700
triggerall = Numhelper = 0
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
anim = 2003
sprpriority = 10
postype = p2
pos = 10,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1061, spark]
type = Explod
triggerall = NumExplod < 2
triggerall = random < 700
triggerall = Numhelper = 0
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
anim = 2003
sprpriority = 10
postype = p2
pos = -5,-71
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1061, spark]
type = Explod
triggerall = NumExplod < 2
triggerall = random < 700
triggerall = Numhelper = 0
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
anim = 2003
sprpriority = 10
postype = p2
pos = 3,-38
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1061, spark]
type = Explod
triggerall = NumExplod < 2
triggerall = random < 700
triggerall = Numhelper = 0
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
anim = 2003
sprpriority = 10
postype = p2
pos = -10,-11
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1061, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;-----------------------------------------------------------------------------------------------------------------
;Moon rise 3

[Statedef 1062]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0,0
anim = 1050

[State 1062, voice]
type = playsnd
trigger1 = animElem  = 5
value = 1,1

[State 1062, 11]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1037
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = -48,-110
velocity = 0, 0
projremovetime = 20

[State 1062, water]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1049
offset = -22,-78
velocity = 0,0
projremovetime = 16

[State 1062, water]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1038
offset = -48,-110
velocity = 26,5
projremovetime = 10

[State 1062, 12]
type = Projectile
trigger1 = AnimElem = 5,10
projID = 1062
projremanim = 1040
projanim = 1039
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = M,A     
offset = 212,-60
velocity = 0,0
projremovetime = 100
attr = S, SP
damage   = 20,5
animtype = medium
guardflag = MA
pausetime = 15,15
hitsound   = S2,1
guardsound= S6,3
guardsound = S70,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 70
;;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250


[State 1062, end]
type = ChangeState
trigger1 = animtime = 0     ;AnimTime = 0  ;giu
value = 20 ;0
ctrl = 1;  1


;-----------------------------------------------------------------------------------------------------------------------
;
;		KAZUKI EXPLOSION
;
;-----------------------------------------------------------------------------------------------------------------------

[Statedef 1070]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= -1000
ctrl = 0
velset = 0,0,0
anim = 1070

[State 1070, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,26

[State 1070,Helper]
type = Helper
trigger1 = Animelem = 2 
name = "Kazuki"
ID = 8300    ; identification number
pos = -150, -150   ; offset for helper creation
postype = P1  ; postype -- works same as Explod
stateno = 820 ; specify initial state to start from 
helpertype = normal  
keyctrl = 0
ownpal = 1

[State 1070, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------------------------------------
;
;Let s go
;
;---------------------------------------------------------------------------------------------------------------------------
[Statedef 1071]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= -1000
ctrl = 0
velset = 0,0,0
anim = 1070

[State 1070, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,26

[State 1070,Helper]
type = Helper
trigger1 = Animelem = 2 
name = "Kazuki"
ID = 8301    ; identification number
pos = -150, -250   ; offset for helper creation
postype = P1  ; postype -- works same as Explod
stateno = 880 ; specify initial state to start from (important!)
helpertype = normal  
keyctrl = 0
ownpal = 1

[State 1070, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;-----------------------------------------------------------------------------------------------------------------------
;
; New Moon
;
;-----------------------------------------------------------------------------------------------------------------------

;---------------------------------------------------------------------------------------------------------------------------
;NEW MOON 4
;---------------------------------------------------------------------------------------------------------------------------
[Statedef 1400]
type    = S  
movetype= A  
physics = S  
juggle  = 1  
velset = 0,0
ctrl = 0     
anim = 1400   
poweradd = 200
 
[State 1400, 1]
type = Playsnd
trigger1 = AnimElem = 1
value = 1,28

[State 1400, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA    
damage    = 30 
animtype = medium
getpower = 30,15
givepower = 15,8
guardflag = M  
pausetime = 5,8     
numhits = 1
sparkno = -1         
hitsound = S70,0
guardsound = S6,11    
ground.type = High  
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 18
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1400, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2003
sprpriority = 10
postype = p2
pos = 5,-61
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1400, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1400, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1401
ctrl = 0


;reapparition

[Statedef 1401]
type    = C
physics = C
juggle  = 4
movetype = I
ctrl = 0
velset = 0,0,0
anim = 1401

[State 1401, 1]
type = PosSet
trigger1 = Time = 0
x = 600

[State 1401, 1]
type = PlaySnd
trigger1 = Time = 1
value = 95,1 

[State 1401, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------------------------------------
;NEW MOON 2
;---------------------------------------------------------------------------------------------------------------------------

[Statedef 1402]
type    = S  
movetype= A  
physics = S  
juggle  = 1  
velset = 0,0
ctrl = 0     
anim = 1400   
poweradd = 200

[State 1400, 1]
type = Playsnd
trigger1 = AnimElem = 1
value = 1,28
 
[State 1400, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA    
damage    = 30 
animtype = medium
getpower = 30,15
givepower = 15,8
guardflag = M  
pausetime = 5,8     
numhits = 1
sparkno = -1         
hitsound = S70,0
guardsound = S6,11    
ground.type = High  
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 18
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1400, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2003
sprpriority = 10
postype = p2
pos = 5,-61
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1400, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1400, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1403
ctrl = 0


;reapparition

[Statedef 1403]
type    = C
physics = C
juggle  = 4
movetype = I
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 1401

[State 1401, 1]
type = PosSet
trigger1 = Time = 0
x = -300

[State 1401, 1]
type = PlaySnd
trigger1 = Time = 1
value = 95,1 

[State 1401, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------------------------------------------------------
;NEW MOON 3
;---------------------------------------------------------------------------------------------------------------------------

[Statedef 1404]
type    = S  
movetype= A  
physics = S  
juggle  = 1  
velset = 0,0
ctrl = 0     
anim = 1400   
poweradd = 200
 
[State 1404, 1]
type = Playsnd
trigger1 = AnimElem = 1
value = 1,28

[State 1404, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA    
damage    = 30
animtype = medium
getpower = 30,15
givepower = 15,8
guardflag = M  
pausetime = 5,8     
numhits = 1
sparkno = -1         
hitsound = S70,0
guardsound = S6,11    
ground.type = High  
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 18
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1404, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2003
sprpriority = 10
postype = p2
pos = 5,-61
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1404, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2021
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1404, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1405
ctrl = 0


;reapparition

[Statedef 1405]
type    = C
physics = C
juggle  = 4
movetype = I
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 1401

[State 1405, 1]
type = PosSet
trigger1 = AnimElem = 1
x = 0

[State 1405, 1]
type = PlaySnd
trigger1 = Time = 1
value = 95,1 

[State 1405, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1









;---------------------------------------------------------------------------------------------------------------------------
;SOGETSU KAZAMA SPECIAL MOVES
;---------------------------------------------------------------------------------------------------------------------------
;BUST ATTACKS
;---------------------------------------------------------------------------------------------------------------------------
;MOON BEAM THRUST
;---------------------------------------------------------------------------------------------------------------------------
;MOON BEAM THRUST TYPE 3 Strong
;---------------------------------------------------------------------------------------------------------------------------
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0,0
anim = 1050

[State 1050, projectile sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,3

[State 1050, projectile charge]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1051
projremanim = 1051
projhitanim = 1051
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -48,-110
velocity = 0, 0
projremovetime = 20
attr = S, SA
damage   = 20,5
animtype = heavy
guardflag = M
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1050, shot sound]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 5,20
trigger3 = AnimElem = 5,10
persistent = 1
value = 2,5

[State 1050, water trace]
type = projectile
trigger1 = AnimElem = 5
projanim = 1049
offset = -22,-90
velocity = 0,0
projremovetime = 16

[State 1050, shot1]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1052
projID = 107
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
offset = -48,-110
velocity = 10,0
projremovetime = 100
attr = S, SP
damage   = 30,2
animtype = medium
guardflag = M
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1050, shot2]
type = Projectile
trigger1 = AnimElem = 5,10
projanim = 1053
projID = 107
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
offset = -48,-110
velocity = 10
projremovetime = 100
attr = S, SP
damage   = 30,2
animtype = medium
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-6
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1050, shot3]
type = Projectile
trigger1 = AnimElem = 5,20
projanim = 1057
projhitanim = -1
projremanim = -1
projpriority = 5
projID = 107
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
offset = -48,-110
velocity =  10
projremovetime = 100
attr = S, SP
damage   = 30,2
animtype = medium
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-8
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1050, shotmask]
type = Projectile
trigger1 = power < 1000
trigger1 = AnimElem = 5
projID = 107
projanim = 1054
projpriority = 5
offset = -48,-110
velocity = 10
projremovetime = 100

[State 1050, shotmask]
type = Projectile
trigger1 = power < 1000
trigger1 = AnimElem = 5,10
projID = 107
projanim = 1055
projpriority = 5
offset = -48,-110
velocity = 10
projremovetime = 100

[State 1050, shotmask]
type = Projectile
trigger1 = power < 3000
trigger1 = AnimElem = 5,20
projID = 107
projanim = 1056
projpriority = 5
offset = -48,-110
velocity = 10
projremovetime = 100

[State 1050, shotreflect1]
type = Projectile
trigger1 = power > 5000; 2999  ; giupow
trigger1 = projcontact = 1
projanim = 1044
projpriority = 5
projID = 107
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
sprpriority = 10
postype = p2
attr = S, SP
damage   = 10,5
animtype = medium
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0
projremovetime = 150

[State 1052, shotreflect2]
type = Projectile
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
projanim = 1045
projpriority = 5
projID = 107
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
sprpriority = 10
postype = p2
attr = S, SP
damage   = 10,5
animtype = medium
guardflag = M
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0
projremovetime = 150

[State 1052, shotreflect3]
type = Projectile
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
projanim = 1047
projremanim = -1  ; giupow3
projID = 107
projhitanim = -1
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
sprpriority = 10
postype = p2
attr = S, SP
damage   = 10,5
animtype = medium
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0
projremovetime = 150

[State 1052, shotreflect4]
type = Projectile
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
projanim = 1059
projremanim = -1
projhitanim = -1
projID = 107
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = M,A     
sprpriority = 10
postype = p2
attr = S, SP
damage   = 10,5
animtype = Medium
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0
projremovetime = 150   ;giu pos isso

[State 1050, reflect1]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
anim = 1042
sprpriority = 10
postype = p2
projID = 107
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1050, reflect2]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
anim = 1043
projID = 107
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1050, reflect3]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
anim = 1046
sprpriority = 10
projID = 107
postype = p2
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1050, reflect4]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
anim = 1060
projID = 107
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1050, voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1,7

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------------------------------------------------;
;moon beam thrust 2 Medium    
;--------------------------------------------------------------------------------------------------------------------------;

[Statedef 1051]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0,0
anim = 1050

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,3

[State 1051, 11]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1051
projremanim = 1051
projhitanim = 1051
projID = 107
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = -48,-110
velocity = 0, 0
projremovetime = 20
guardflag = MA
attr = S, SP
damage   = 30,10
animtype = medium
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1051, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 5,10
persistent = 1
value = 2,5

[State 1051, water]
type = Projectile
trigger1 = AnimElem = 5
projID = 107
projanim = 1049
offset = -22,-90
velocity = 0,0
projremovetime = 16

[State 1051, shot1]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1052
projremanim = 1058
projID = 107
projhitanim = 1058
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = -48,-110
velocity = 10
projremovetime = 100
guardflag = MA
attr = S, SP
damage   = 30,5
animtype = medium
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -2,-1
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2  
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1051, shot2]
type = Projectile
trigger1 = AnimElem = 5,10
projanim = 1053
projID = 107
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = -48,-110
velocity = 10
projremovetime = 100
guardflag = MA
attr = S, SP
damage   = 30,5
animtype = medium
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  
air.animtype = Back
air.velocity = -2,-1
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2  
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1051, shadowshot1]
type = Projectile
trigger1 = power < 3000
trigger1 = AnimElem = 5
projID = 107
projanim = 1054
projpriority = 5
offset = -48,-110
velocity = 10
projremovetime = 100

[State 1051, shadowshot2]
type = Projectile
trigger1 =power < 3000
trigger1 = AnimElem = 5,10
projanim = 1055
projpriority = 5
projID = 107
offset = -48,-110
velocity = 10
projremovetime = 100

[State 1052, the shotreflect]
type = Projectile
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
projanim = 1044
projID = 107
projremanim = -1
projhitanim = -1
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
sprpriority = 10
postype = p2
guardflag = MA
attr = S, SP
damage   = 20,5
animtype = medium
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0

[State 1052, the shotreflect]
type = Projectile
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
projanim = 1045
projID = 107
projremanim = -1
projhitanim = -1
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
sprpriority = 10
postype = p2
guardflag = MA
attr = S, SP
damage   = 20,5
animtype = medium
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0

[State 1052, the shotreflect]
type = Projectile
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
projID = 107
projanim = 1047
projremanim = -1
projhitanim = -1
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
sprpriority = 10
postype = p2
guardflag = MA
attr = S, SP
damage   = 20,5
animtype = medium
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0

[State 1400, spark]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
anim = 1042
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1400, spark]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
anim = 1043
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1400, spark]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
anim = 1046
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1050, 12]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1,7

[State 1050, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------------------------------------------------------
;MOON BEAM THRUST 1
;---------------------------------------------------------------------------------------------------------------------------
;moon beam thrust
[Statedef 1052]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0,0
anim = 1050

[State 1052, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,3

[State 1052, charging ball]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1051
projremanim = -1
projhitanim = -1
projpriority = 5
projheightbound = 0, 100
projID = 107
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -48,-110
velocity = 0, 0
projremovetime = 20
attr = S, SA
damage   = 55,15
animtype = heavy
guardflag = M
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1052, shot sound]
type = PlaySnd
trigger1 = AnimElem = 5
persistent = 1
value = 2,5

[State 1052, water trace]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1049
projID = 107
offset = -22,-78
velocity = 0,0
projremovetime = 16

[State 1052, the shot]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1052
projremanim = -1
projhitanim = -1
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
offset = -48,-110
velocity = 10
projremovetime = 100
guardflag = MA
attr = S, SP
projID = 107
damage   = 50,10
animtype = medium
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1052,projectile illusion]
type = Projectile
triggerall = power < 3000
trigger1 = AnimElem = 5
projanim = 1054
projID = 107
projpriority = 5
offset = -48,-110
velocity = 10
projremovetime = 100

[State 1052, the shot reflect]
type = Projectile
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
projanim = 1044
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
sprpriority = 10
postype = p2
guardflag = MA
projID = 107
attr = S, SP
damage   = 20,10
animtype = medium
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0

[State 1052, the shot reflect]
type = Projectile
trigger1 = power > 5000; 2999 
projID = 107
trigger1 = projcontact = 1
projanim = 1045
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
sprpriority = 10
postype = p2
guardflag = MA
attr = S, SP
damage   = 20,5
animtype = medium
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0

[State 1052, the shot reflect]
type = Projectile
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
projanim = 1047
projremanim = -1
projID = 107
projhitanim = -1
projpriority = 5
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
sprpriority = 10
postype = p2
guardflag = MA
attr = S, SP
damage   = 20,5
animtype = medium
pausetime = 7,7
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2   ;
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
guard.slidetime = 50
guard.velocity = -2   
guard.ctrltime = 10
airguard.velocity = -2   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0

[State 1052, reflection1]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
anim = 1042
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1052, reflection2]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
anim = 1043
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1052, reflection3]
type = Explod
trigger1 = power > 5000; 2999 
trigger1 = projcontact = 1
anim = 1046
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 40
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1052, 12]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1,7

[State 1052, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;===========================================================================================================================
;MOON OF DEATH
;===========================================================================================================================

[Statedef 1110]
type    = A
movetype= I
physics = A
poweradd= 300
ctrl = 0
anim = 1110

[State 1110, 1]
type = VelSet
trigger1 = time > 0
x = 0
y = -0.35

[State 1110, 3]
type = PlaySnd
trigger1 = AnimTime = 0
value = 1,11

[State 1110, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1111
ctrl = 0

;Step 2 = returning
[Statedef 1111]
type    = A
movetype= I
physics = A
poweradd= 0
ctrl = 0
anim = 1111

[State 1111, 1]
type = VelSet
trigger1 = animtime > 0
x = 0
y = -0.3

[State 1111, 2]
type = playSnd
trigger1 = AnimElem = 1
value = 6,1

[State 1111, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1112
ctrl = 0

;Falling MOON OF DEATH
[Statedef 1112]
type    = A
movetype= A
physics = A
juggle  = 3
velset = 9,0.6
ctrl = 0
anim = 1112

[State 1112, 3]
type = HitDef
Trigger1 = Time = 0
animtype = Hard
ground.type  = High
attr = A, AT
getpower  = 0
givepower = 0
hitflag = MAF
guardflag = M
priority = 6, Miss
snap = 56, 2, 1
hitsound = S98,14
guardsound = s6,11
sparkno = -1
p2facing = 1
p1stateno = 1113
p2stateno = 1114
air.velocity = -6.4,7.4
ground.velocity = -6.4    
fall.yvelocity = -5
fall.recover = 0
fall = 1
fall.damage = 150
down.bounce = 2

[State 1112, 4]
type = ChangeState
triggerall = Movehit = 0
trigger1 = Pos Y > -40
value = 1115
ctrl = 1

;MOON OF DEATH SUCCES
[Statedef 1113]
type    = A
movetype= A
physics = A
anim = 1113
velset = 0,0,0
ctrl = 0

[State 1113, 0]
type = VelSet
trigger1 = Time < 35
x = 0
y = 0

[State 1113, 0]
type = PosSet
trigger1 = Time = 0
y = -120

[State 1113, 3]
type = TargetBind
Trigger1 = AnimElem = 1
time = 15
pos = 15,30

[State 1400, spark]
type = Explod
trigger1 = AnimElem = 1
anim = 2002
sprpriority = 10
postype = p1
pos = 15,30
bindtime = 10
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1113, 4]
type = TargetBind
Trigger1 = AnimElem = 2
time = 5
pos = 0,35

[State 1113, 5]
type = TargetBind
Trigger1 = AnimElem = 3
time = 5
pos = -40,0

[State 1113, 6]
type = TargetBind
Trigger1 = AnimElem = 4
time = 5
pos = -30, -30

[State 1113, 7]
type = TargetBind
Trigger1 = AnimElem = 5
time = 5
pos = -40, -40

[State 1113, 8]
type = TargetBind
Trigger1 = AnimElem = 6
time = 5
pos = 103, -70

[State 1113,Throwsnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,101

[State 1113,voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,17

[State 1113, 9]
type = ChangeState
Trigger1 = time > 45
value = 50
ctrl = 1 

;MOON OF DEATH THROWN
[Statedef 1114]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 1114

[State 1114, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1114

[State 1114, 1]
type = velset
trigger1 = Time = 0
x = -5
y = -5



[State 1114, 20]
type = SelfState
trigger1 = AnimElem = 7
value = 5030 ;5035
ctrl = 0



;MOON OF DEATH END
[Statedef 1115]
type    = A
movetype= I
physics = A
ctrl = 0
anim = 1115

[State 1115, 9]
type = ChangeState
Trigger1 = Animtime =0
value = 50
ctrl = 1 






;---------------------------------------------------------------------------------------------------------------------------
;
;MOON BEAM BLAST
;
;---------------------------------------------------------------------------------------------------------------------------

; Strong type
[Statedef 1004]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0,0
anim = 1004

[State 1004,loadsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,3

[State 1004,shotsnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 2,5
trigger3 = AnimElem = 2,10
persistent = 1
value = 2,5

[State 1004,voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,16

[State 1004,loadingshot]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1051
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -67,-100
velocity = 0, 0
projremovetime = 35
attr = S, SP
damage   = 55,15
animtype = medium
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1004,shot1]
type = Projectile
trigger1 = AnimElem = 1,35
projanim = 1052
projID = 1004
projhitanim = 1087
projpriority = 5
projheightbound = 0,-60
projedgebound = 100
projscreenbound = 100
guardflag = MA     
offset = -67,-100
velocity = 10,6
projremovetime = 100
attr = S, SP
damage   = 25,5
animtype = medium
guardflag = MA
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1004,shot2]
type = Projectile
trigger1 = AnimElem = 2,5
projanim = 1052
projID = 1004
projhitanim = 1087
projpriority = 5
projheightbound = 0,-60
projedgebound = 100
projscreenbound = 100
guardflag = M,A     
offset = -57,-110
velocity = 8.7,6
projremovetime = 100
attr = S, SP
damage   = 25,5
animtype = medium
guardflag = MA
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-6
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1004, shot3]
type = Projectile
trigger1 = AnimElem = 2,10
projID = 1004
projanim = 1053
projhitanim = 1087
projpriority = 5
projheightbound = 0,-60
projedgebound = 100
projscreenbound = 100
guardflag = M,A     
offset = -57,-110
velocity =  9,5.5
projremovetime = 100
attr = S, SP
damage   = 25,5
animtype = medium
guardflag = MA
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-8
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1004,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-------------------------------------------------------------------------------------------------------------------
;MOON BEAM BLAST MEDIUM TYPE
[Statedef 1005]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0,0
anim = 1004

[State 1005,1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,3

[State 1005,2]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1051
projremanim = 1051
projhitanim = 1051
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA
offset = -67,-100
velocity = 0, 0
projremovetime = 35
attr = S, SP
damage   = 55,15
animtype = medium
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1005,shotsnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 2,5
persistent = 1
value = 2,5

[State 1005,shot1]
type = Projectile
trigger1 = AnimElem = 2
projID = 1004
projanim = 1052
projhitanim = 1087
projpriority = 5
projheightbound = 0,-60
projedgebound = 100
projscreenbound = 100
guardflag = MA     
offset = -57,-110
velocity = 10,6
projremovetime = 100
attr = S, SP
damage   = 25,5
animtype = medium
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1005,shot2]
type = Projectile
trigger1 = AnimElem = 2,5
projID = 1004
projanim = 1052
projhitanim = 1087
projpriority = 5
projheightbound = 0,-60
projedgebound = 100
projscreenbound = 100
guardflag = M,A     
offset = -57,-110
velocity = 8.7,6
projremovetime = 100
attr = S, SP
damage   = 25,5
animtype = medium
guardflag = MA
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-6
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1005,voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,16

[State 1005,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-----------------------------------------------------------------------------------------------------------------------
;moon beam blast TYPE weak
[Statedef 1006]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0,0
anim = 1004

[State 1006,loadingsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,3

[State 1006,backshot]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1051
projpriority = 5
projheightbound = 0, 100 ;hauteur min/max
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -67,-100
velocity = 0, 0
projremovetime = 35
attr = S, SA
damage   = 55,15
animtype = heavy
guardflag = M
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1006,3]
type = PlaySnd
trigger1 = AnimElem = 2
persistent = 1
value = 2,5

[State 1006,5]
type = Projectile
trigger1 = AnimElem = 1,35
projID = 1004
projanim = 1052
projhitanim = 1087
projpriority = 5
projheightbound = 0,-60
guardflag = M,A     
offset = -67,-100
velocity = 13,5.5
projremovetime = 100
attr = S, SA
damage   = 55,15
animtype = heavy
guardflag = M
pausetime = 15,15
hitsound   = S2,9
guardsound= S6,3
sparkno = -1
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2  ;
air.animtype = Back
air.velocity = -7,-10
air.juggle = 3
guard.slidetime = 50
guard.velocity = -12   
guard.ctrltime = 10
airguard.velocity = -10   
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1005,voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,16

[State 1005,7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;--------------------------------------------------------------------------------------------------------------------
;    CD combos
;-----------------------------------------------------------------------------------------------------------------------
[Statedef 1214]
type = S
juggle=1
movetype = A
physics = S
anim = 1214
velset = 0
ctrl = 0

[State 1214, 1]
type = HitDef
trigger1 = time = 0
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
pausetime = 5,8     
sparkxy = 0,-50
hitsound = S70,0    
guardsound = S6,11
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 1214, end1]
type = playsnd
trigger1 = time = 0
value = 1,0


[State 420, sword snd]
type = playsnd
trigger1 = animelem = 2
value =  181,2

[State 222, sword snd]
type = playsnd
trigger1 = AnimElem = 8
value =  70,1

[State 1214, end1]
type = ChangeState
trigger1 = movehit = 1
trigger1 = animElem = 6
trigger1 = p2statetype != A 
value = 1215
ctrl = 0

[State 1214, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;CD big combo following
[Statedef 1215]
type = S
movetype = A
physics = S
anim = 1215
ctrl = 0

[State 1215, position]
type = TargetBind
Trigger1 = AnimElem = 1
time = 80
pos = 66, 0

[State 1215, 1]
type = HitDef
trigger1 = time = 5
attr = S,NA    
damage    = 0 
animtype = Medium
guardflag = MA
pausetime = 5,8     
numhits = 1
sparkxy = 0,-50
hitsound = S70,0    
guardsound = S6,11    
ground.type = High  
ground.slidetime =0
ground.hittime  =15 
ground.velocity = 0
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 100
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1215, 1]
type = HitDef
trigger1 = animelem = 5
attr = S,NA    
damage    = 0 
animtype = Medium
guardflag = MA
pausetime = 5,8     
numhits = 1
sparkxy = 0,-65
hitsound = S6,3    
guardsound = S6,11    
ground.type = High  
ground.slidetime =0
ground.hittime  =15 
ground.velocity = 0
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 100
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1215, hit4]
type = HitDef
trigger1 = animelem = 12
attr = S,NA    
damage    = 0 
animtype = heavy
guardflag = MA
pausetime = 5,8     
sparkxy = 0,-45
hitsound = S70,0
guardsound = S6,11    
ground.type = High  
ground.slidetime =0
ground.hittime  =15 
ground.velocity = 0
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 100
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1215, hit4]
type = HitDef
trigger1 = animelem = 16
attr = S,NA    
damage    = 0 
animtype = heavy
guardflag = MA
pausetime = 3,8     
sparkxy = 0,-25
hitsound = S70,0
guardsound = S6,11    
ground.type = High  
ground.slidetime =0
ground.hittime  = 20 
ground.velocity = 0
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 100
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1215, hit4]
type = HitDef
trigger1 = animelem = 24
attr = S,NA    
damage    = 5 
animtype = heavy
guardflag = MA
pausetime = 3,8     
sparkxy = 0,-25
hitsound = S70,0
guardsound = S6,11    
ground.type = High  
ground.slidetime =0
ground.hittime  = 20 
ground.velocity = 0
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 100
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1215, hit7]
type = HitDef
trigger1 = animelem = 31
attr = S,NA    
damage    = 0 
animtype = heavy
guardflag = MA
pausetime = 3,8     
sparkxy = 0,-25
hitsound = S70,0
guardsound = S6,11    
ground.type = High  
ground.slidetime= 20
ground.hittime  = 30 
ground.velocity = -8
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 100
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1215, hit7]
type = HitDef
trigger1 = animelem = 35
trigger2 = animelem = 35,13
trigger3 = animelem = 35,27
trigger4 = animelem = 35,40
trigger5 = animelem = 35,52
trigger6 = animelem = 35,65
attr = S,NA    
damage    = 0 
animtype = heavy
guardflag = MA
pausetime = 3,8     
sparkno = -1
hitsound = S2,9
guardsound = S6,11    
ground.type = High  
ground.slidetime= 10
ground.hittime  = 10 
ground.velocity = 0
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 100
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
persistent = 1

[State 1060, bubble1]
type = projectile
trigger1 = AnimElem = 34
projanim = 1037
sprpriority = 10
offset = -48,-110
postype = p1
projremovetime = 83
ownpal = 1
ignorehitpause = 1
persistent = 1



[State 1060, bubble1]
type = explod
trigger1 = animelem = 33,7
trigger2 = animelem = 35,16
trigger3 = animelem = 35,29
trigger4 = animelem = 35,42
trigger5 = animelem = 35,55
trigger6 = animelem = 35,3
anim = 1216
offset = 0,0
sprpriority = 10
postype = p1
bindtime = 200
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 1215, hit4]
type = HitDef
trigger1 = animelem = 42
attr = S,NA    
damage    = 81 
animtype = heavy
guardflag = MA
pausetime = 3,8     
sparkxy = 0,-25
hitsound = S70,0
guardsound = S6,11    
ground.type = High  
ground.slidetime = 10
ground.hittime  = 30 
ground.velocity = -5   
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0

[State 1214, end1]
type = playsnd
trigger1 = AnimElem = 41
value = 1,16

[State 1214, end1]
type = Posadd
trigger1 = AnimElem = 61
x = 35
y = 0

[State 1214, end1]
type = Poweradd
trigger1 = AnimElem = 61
value = 3000

[State 1215, bloodspark2]
type = Explod
triggerall = random < 500
trigger1 = animelem = 35
trigger2 = animelem = 35,13
trigger3 = animelem = 35,27
trigger4 = animelem = 35,40
trigger5 = animelem = 35,52
trigger6 = animelem = 35,65
trigger7 = animelem = 5
trigger8 = animelem = 12
trigger9 = animelem = 16
trigger10 = animelem = 24
trigger11 = animelem = 31
trigger12 = animelem = 42
anim = 2019
sprpriority = 10
postype = p2
pos = 10,-51
bindtime = 10
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 1215, bloodspark2]
type = Explod
triggerall = random < 500 
trigger1 = animelem = 35
trigger2 = animelem = 35,13
trigger3 = animelem = 35,27
trigger4 = animelem = 35,40
trigger5 = animelem = 35,52
trigger6 = animelem = 35,65
trigger7 = animelem = 5
trigger8 = animelem = 12
trigger9 = animelem = 16
trigger10 = animelem = 24
trigger11 = animelem = 31
trigger12 = animelem = 42
anim = 2029
sprpriority = 10
postype = p2
pos = 10,-21
bindtime = 10
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 1215, bloodspark2]
type = Explod
triggerall = random < 500 
trigger1 = animelem = 35
trigger2 = animelem = 35,13
trigger3 = animelem = 35,27
trigger4 = animelem = 35,40
trigger5 = animelem = 35,52
trigger6 = animelem = 35,65
trigger7 = animelem = 5
trigger8 = animelem = 12
trigger9 = animelem = 16
trigger10 = animelem = 24
trigger11 = animelem = 31
trigger12 = animelem = 42
anim = 2029
sprpriority = 10
postype = p2
pos = -10,-71
bindtime = 10
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 420, sword snd]
type = playsnd
trigger1 = animelem = 40
value =  181,2

[State 1215, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 4003
ctrl = 1

;--------------------------------------------------------------------------------------------------------------------
;    CD combo 2
;-----------------------------------------------------------------------------------------------------------------------
[Statedef 1216]
type = S
juggle=1
movetype = A
physics = S
anim = 1214
velset = 0
ctrl = 0

[State 1216, 1]
type = HitDef
trigger1 = time = 0
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
pausetime = 5,8     
sparkxy = 0,-50
hitsound = S70,0    
guardsound = S6,11
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 1216, end1]
type = playsnd
trigger1 = time = 0
value = 1,0

[State 1216, sword snd]
type = playsnd
trigger1 = AnimElem = 8
value =  70,1

[State 1216, sword snd]
type = playsnd
trigger1 = AnimElem = 2
value =  181,2

[State 1216, end1]
type = ChangeState
trigger1 = movehit = 1
trigger1 = animElem = 6
trigger1 = p2statetype != A 
value = 1217
ctrl = 0

[State 1216, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;CD 2nd combo following
[Statedef 1217]
type = S
movetype = A
physics = S
anim = 1217
ctrl = 0

[State 1217, position]
type = TargetBind
Trigger1 = AnimElem = 1
time = 10
pos = 66, 0

[State 1217, 1]
type = HitDef
trigger1 = time = 5
attr = S,NA    
damage    = 50 
animtype = Medium
guardflag = MA
pausetime = 5,8     
numhits = 1
sparkxy = 0,-50
hitsound = S70,0    
guardsound = S6,11    
ground.type = High  
ground.slidetime =0
ground.hittime  =15 
ground.velocity = 0
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 100
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1217, 1]
type = HitDef
trigger1 = animelem = 5
attr = S,NA    
damage    = 5 
animtype = Medium
guardflag = MA
pausetime = 5,8     
numhits = 1
sparkxy = 0,-65
hitsound = S6,3    
guardsound = S6,11    
ground.type = High  
ground.slidetime =0
ground.hittime  =15 
ground.velocity = 0
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 100
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250

[State 1217, hit4]
type = HitDef
trigger1 = animelem = 11
attr = S,NA    
damage    = 5 
animtype = heavy
guardflag = MA
pausetime = 3,8     
sparkxy = 0,-25
hitsound = S6,3
guardsound = S6,11    
ground.type = High  
ground.slidetime = 10
ground.hittime  = 30 
ground.velocity = -5   
air.animtype = Back
air.velocity = -2,-5
air.juggle = 3
fall = 1
fall.recover = 0
fall.yvelocity = -2
down.bounce = 2
persistent = 0

[State 1217, end1]
type = playsnd
trigger1 = AnimElem = 41
value = 1,10

[State 1217, bloodspark2]
type = Explod
triggerall = random < 500
trigger1 = animelem = 41
trigger2 = animelem = 5
anim = 2019
sprpriority = 10
postype = p2
pos = 10,-51
bindtime = 10
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 1217, bloodspark2]
type = Explod
triggerall = random < 500 
trigger1 = animelem = 41
trigger2 = animelem = 5
anim = 2029
sprpriority = 10
postype = p2
pos = 10,-21
bindtime = 10
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 1217, bloodspark2]
type = Explod
triggerall = random < 500 
trigger1 = animelem = 41
trigger2 = animelem = 5
anim = 2029
sprpriority = 10
postype = p2
pos = -10,-71
bindtime = 10
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 1217, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;--------------------------------------------------------------------------------------------------------------------
;    ABC combo 2
;-----------------------------------------------------------------------------------------------------------------------
[Statedef 1218]
type = S
juggle=1
movetype = A
physics = S
anim = 1218
velset = 15
poweradd = -1000
ctrl = 0

[State 1218,Pause]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = -15, -35
anim = -1

[State 1218, star]
type = Explod
trigger1 = AnimElem = 1
anim = 4004
pos = -25,-50
postype = p1
sprpriority = 2
supermove = 1
bindtime = 50

[State 1218,IMG]
type = AfterImage
trigger1 = time = 0
time = 36

[State 1218 ,voice]
type = Playsnd
trigger1 = time = 0
value = 2,6

[State 1218 ,voice]
type = Playsnd
trigger1 = AnimElem = 2
value = 2,5

[State 1218, 1]
type = HitDef
triggerall = P2statetype != A
trigger1 = Animelem = 5
trigger2 = Animelem = 9
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
pausetime = 5,10     
sparkxy = 0,-50
hitsound = S6,3
guardsound = S6,11
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -5
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 1218, position]
type = TargetBind
Trigger1 = time > 0
trigger1 = movecontact = 1
time = 80
pos = 66, 0

[State 1218, end1]
type = Velset
trigger1 = time > 0
x = 10
ctrl = 0

[State 1218, 1]
type = HitDef
trigger1 = P2statetype != A
trigger1 = Animelem = 12
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
pausetime = 5,20     
sparkxy = 0,-50
hitsound = S6,3
p1stateno = 1219
guardsound = S6,11
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 1218, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------------------------------------------------------------------------------------------------------
; ABC end anim
;-----------------------------------------------------------------------------------------------------------------------

[Statedef 1219]
type = S
juggle=1
movetype = A
physics = S
anim = 1219
ctrl = 0

[State 1219, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,2

[State 420, sword snd]
type = playsnd
trigger1 = animelem = 3
value =  70,3

[State 1219, 1]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1,26

[State 1219, 1]
type = HitDef
triggerall = P2life > 0
trigger1 = AnimElem = 4
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
pausetime = 5,10     
sparkxy = 0,-50
hitsound = s2,8
guardsound = S6,11
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -5
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 120
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
palfx.sinadd = 20,20, -80,5

[State 1219, 1]
type = HitDef
triggerall = P2life > 0
trigger1 = AnimElem = 4,12
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
pausetime = 5,10     
sparkxy = 0,-50
hitsound = s2,8
guardsound = S6,11
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -5
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 1219, 1]
type = HitDef
triggerall = P2life > 0
trigger1 = AnimElem = 4,24
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
pausetime = 5,10     
sparkxy = 0,-50
hitsound = s2,8
guardsound = S6,11
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -5
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 1219, 1]
type = HitDef
triggerall = P2life > 0
trigger1 = AnimElem = 4,36
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
pausetime = 5,10     
sparkxy = 0,-50
hitsound = s2,8
guardsound = S6,11
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = 0
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 1219, 1]
type = HitDef
triggerall = P2life > 0
trigger1 = AnimElem = 4,48
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
pausetime = 5,10     
sparkxy = 0,-50
hitsound = s2,8
guardsound = S6,11
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = 0
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 1219, 1]
type = HitDef
triggerall = P2life > 0
trigger1 = AnimElem = 4,60
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
sparkxy = 0,-60
pausetime = 0,0
hitsound = s2,8
guardsound = S6,11
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0   
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 1219, 1]
type = HitDef
triggerall = P2life > 0
trigger1 = AnimElem = 4,65
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
sparkxy = -5,-60
hitsound = s2,8
pausetime = 0,0
guardsound = S6,11
air.velocity = 0,-5
air.animtype = Back

[State 1219, 1]
type = HitDef
triggerall = P2life > 0
trigger1 = AnimElem = 4,70
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
sparkxy = -5,-85
hitsound = s2,8
pausetime = 0,0
guardsound = S6,11
air.velocity = 0,-5
air.animtype = Back

[State 1219, 1]
type = HitDef
triggerall = P2life > 0
trigger1 = AnimElem = 4,75
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
sparkxy = -5,-110
hitsound = s2,8
pausetime = 0,0
guardsound = S6,11
air.velocity = 0,-5
air.animtype = Back

[State 1219, 1]
type = HitDef
triggerall = P2life > 0
trigger1 = AnimElem = 4,80
attr = S,NA    
damage = 10 
animtype = Medium
guardflag = MA
sparkxy = -5,-135
hitsound = s2,8
pausetime = 0,0
guardsound = S6,11
air.velocity = 0,-5
air.animtype = Back
fall = 1
fall.recover = 0
fall.yvelocity = -6
down.bounce = 2

[State 1219, 1]
type = Projectile
triggerall = P2life > 0
trigger1 = AnimElem = 4,85
projanim = 1213
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
projremovetime = 35
attr = S, SP
damage   = 10
animtype = heavy
hitsound   = S2,8
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
palfx.sinadd = 40, 40, -80, 4
hitsound = S2,8
air.animtype = Back
air.velocity = -4,-6
air.juggle = 2
fall = 1
fall.recover = 0
fall.yvelocity = -6
down.bounce = 2
persistent = 0
sparkxy = 155,-160

[State 1219, spark projhit]
type = Explod
triggerall = P2life > 0
trigger1 = AnimElem = 4
trigger2 = AnimElem = 4,24
trigger3 = AnimElem = 4,48
trigger4 = AnimElem = 4,65
trigger5 = AnimElem = 4,75
anim = 2003
sprpriority = 10
postype = p2
pos = 10,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 1219, spark projhit]
type = Explod
triggerall = P2life > 0
trigger1 = AnimElem = 4,12
trigger2 = AnimElem = 4,36
trigger3 = AnimElem = 4,60
trigger4 = AnimElem = 4,70
trigger5 = AnimElem = 4,80
anim = 2007
sprpriority = 10
postype = p2
pos = 0,-51
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 1219, waterfall small-type]
type = Explod
triggerall = P2life > 0
trigger1 = AnimElem = 4
trigger2 = AnimElem = 4,12
trigger3 = AnimElem = 4,24
trigger4 = AnimElem = 4,36
trigger5 = AnimElem = 4,48
anim = 1220
sprpriority = 10
postype = p2
pos = 10,2
bindtime = 16
ownpal = 1
ignorehitpause = 1
persistent = 1


[State 1219, waterfall small-type]
type = Playsnd
triggerall = P2life > 0
trigger1 = AnimElem = 4
trigger2 = AnimElem = 4,12
trigger3 = AnimElem = 4,24
trigger4 = AnimElem = 4,36
trigger5 = AnimElem = 4,48
value = 2,4

[State 1219, waterfall small-type]
type = Playsnd
triggerall = P2life > 0
trigger1 = AnimElem = 4,60
trigger2 = AnimElem = 4,70
trigger3 = AnimElem = 4,80
trigger4 = AnimElem = 4,90
value = 2,1

[State 1219, waterfall small-type]
type = Explod
triggerall = P2life > 0
trigger1 = AnimElem = 4,60
anim = 1221
sprpriority = 10
postype = p2
pos = 10,2
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 1219,Splash]
type = Explod
trigger1 = AnimElem = 3
anim = 1222
pos = 25,0
postype = p1
shadow = -1
sprpriority = 5
bindtime = -1
ownpal = 1
ignorehitpause = 0

[State 1219,Splash]
type = Explod
trigger1 = AnimElem = 4
anim = 1223
pos = 25,0
postype = p1
shadow = -1
sprpriority = 5
bindtime = -1
ownpal = 1
ignorehitpause = 0


[State 1219, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



