;-----Sogetsu Super Moves.  by SELA

;-------------------------------------------------------------------------------------------------------------
;		Slash Desperation move type
;-------------------------------------------------------------------------------------------------------------

[Statedef 4000]
type = S
movetype = A
physics = N
velset = 0,0,0
ctrl = 0
anim = 4000
poweradd = -1000

[State 4000 ,voice]
type = Playsnd
trigger1 = time = 0
value = 2,3

[State 4000 ,voice]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,22

[State 4000,SlashesSND]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 37
trigger7 = AnimElem = 43
trigger8 = AnimElem = 49
trigger9 = AnimElem = 55
value = 70,3
persistent = 1

[State 4000 ,Pause]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = -15, -35
anim = -1

[State 4000, star]
type = Explod
trigger1 = AnimElem = 1
anim = 4004
pos = -15,-35
postype = p1
sprpriority = 2
supermove = 1
bindtime = 50

[State 4000,NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 22

[State 4000,IMG]
type = AfterImage
triggerall = stateno = 4000
trigger1 = time = 0
time = 150

[State 4000,Vel1]
type = VelSet
trigger1 = time = 1
trigger1 = FrontEdgeDist > 89
trigger1 = movecontact = 0
x = 3

[State 4000,Vel2]
type = VelSet
trigger1 = FrontEdgeDist < 90
trigger1 = movecontact = 1
x = 0.5

[State 4000,Vel2]
type = VelSet
trigger1 = movecontact = 1
x = 0.5

[State 4000,hitdef]
type = HitDef
triggerall = P2life > 0
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 37
trigger7 = AnimElem = 43
trigger8 = AnimElem = 49
trigger9 = AnimElem = 55
attr = S, HA 
damage = 20, 5
animtype = Light
hitflag = MAF
guardflag = MA 
pausetime = 0,15
sparkxy = 0,-50
hitsound = S70,0
guardsound = S6,11
ground.type = High
ground.slidetime = 0 
ground.hittime = 10 
ground.velocity = 0  
guard.slidetime = 0
guard.velocity = 0
guard.ctrltime = 15
airguard.velocity = 0   
air.animtype = Back 
air.velocity = 0,0
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
palfx.sinadd = 40, 40, -80, 4
persistent = 1

[State 4000,  blood spark]
type = Explod
triggerall = moveHit = 1
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 37
trigger7 = AnimElem = 43
trigger8 = AnimElem = 49
trigger9 = AnimElem = 55
anim = 2021
sprpriority = 8
postype = p2
pos = 0,-51
bindtime = 50
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 4000, water spark]
type = Explod
triggerall = MoveHit = 1
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 37
trigger7 = AnimElem = 43
trigger8 = AnimElem = 49
trigger9 = AnimElem = 55
anim = 2003
sprpriority = 7
postype = P2
pos = -10,-50
bindtime = 50
ownpal = 1
ignorehitpause = 1
persistent = 1

[state 4000, keep close]
type = TargetBind
Trigger1 = movecontact = 1
trigger1 = P2life > 0
time = 5
pos = 80, 0

[State 4000, 20]
type = ChangeState
trigger1 = AnimTime = 0
value = 4001

;=======================================================================================================================
[Statedef 4001]
type = S
movetype = A
ctrl = 0
anim = 4002

[State 4001,IMG]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 4001,Splash]
type = Explod
trigger1 = AnimElem = 2
anim = 4001
pos = 25,0
postype = p1
shadow = -1
sprpriority = 5
bindtime = -1
ownpal = 1
ignorehitpause = 0

[State 4001,8]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA 
damage = 105, 5
animtype = back 
hitflag = MAF
guardflag = MA 
pausetime = 15,15 
sparkxy = -20,-100
hitsound = S70,0
guardsound = S6,11 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -1     
air.animtype = Back 
air.velocity = -1,-12
palfx.time = 70
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
persistent = 1
fall =1
fall.recover = 0
fall.yvelocity = -5
down.bounce = 2
P1stateno = 4003

[State 4000, water spark]
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 3
anim = 2004
sprpriority = 10
postype = P2
pos = 0,-50
bindtime = 50
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 4000, water spark]
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 3
anim = 2004
sprpriority = 10
postype = P2
pos = 15,-40
bindtime = 50
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 4000, water spark]
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 3
anim = 2004
sprpriority = 10
postype = P2
pos = -10,-60
bindtime = 50
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 4001,Vel1]
type = VelSet
trigger1 = time >10
x = 0
persistent = 1

[State 4003, splash]
type = Playsnd
trigger1 = AnimElem = 1
value = 2,1

[State 4001,20]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;taunt
[Statedef 4003]
type = S
ctrl = 0
anim = 4003
velset = 0,0,0

[State 4001,Vel1]
type = VelSet
trigger1 = time > 10
x = 0
persistent = 1

[State 4003, voice]
type = Playsnd
trigger1 = AnimElem = 1
value = 1,26 

[State 4003,20]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;=======================================================================================================================
;  Desperation moves rage-dash type
;=======================================================================================================================
[Statedef 4010];mega rage
type = S
movetype = A
ctrl = 0
velset = 10,0
anim = 4011
poweradd = -1000

[State 4010,Attack voice]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,11

[State 4010 ,superPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 6, -35
anim = -1

[State 4010,charging]
type = explod
trigger1 = vel X > 0
anim = 4014
pos = 0,0
postype = p1
projremovetime = 2

[State 4010, superpause anim]
type = Explod
trigger1 = AnimElem = 1
anim = 4004
pos = 6,-35
postype = p1
sprpriority = 2
supermove = 1
bindtime = 50

[State 4010,Super pause sound]
type = Playsnd
trigger1 = AnimElem = 1
value = 2,6

[State 4010,Running sound]
type = Playsnd
trigger1 = AnimElem = 2
value = 2,5

[State 4010,Green afterimages]
type = AfterImage
triggerall = stateno = 4010
trigger1 = AnimElem = 1
time = 26
length = 20
PalBright   =   0, 10,  10
PalContrast = 120,120,220
PalAdd      =  -10, 40, 40
PalMul      = .15,.75,.55
TimeGap  = 1
FrameGap = 3

[State 4010,2]
type = HitDef
trigger1 = time = 0
trigger1 = P2movetype != H
trigger2 = time = 0
trigger2 = P2statetype != A
trigger2 = P2movetype = H
attr = S, HA 
damage = 0,0
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,0 
hitsound = S70,3 
guardsound = S6,11
sparkxy = 0,-50 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = -1    
air.animtype = Back 
air.velocity = -1,-2
persistent = 0
fall =1
fall.recover = 0
fall.yvelocity = -5
down.bounce = 2
P1stateno = 4011
P2stateno = 4013

[State 4010,20]
type = ChangeState
triggerall = Movecontact = 1
trigger1 = MoveGuarded = 1
value = 4012
ctrl = 0

[State 4010,20]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = MoveHit = 0
value = 4012
ctrl = 0

;----------------------------------------------------------------------------------------------------------------
;Attack anim

[Statedef 4011]
type = S
movetype = I
ctrl = 0
velset = 20,0
anim = 4012

[State 4011, speed back]
type = PosSet
trigger1 = time = 0
x = 0

[State 4011, speed back]
type = PlaySnd
trigger1 = time = 0
value = 70,10

[State 4011, speed back]
type = VelSet
trigger1 = time > 5
x = 0
persistent = 1

[State 4011, finish sound]
type = Playsnd
trigger1 = time = 75
value = 1,16

[State 4011, hit sound]
type = Playsnd
trigger1 = time = 80
value = 70,8

[State 4011, hit sound]
type = Playsnd
trigger1 = time = 0
value = 2,7

[State 4010, Super screen]
type = Explod
trigger1 = time = 10
anim = 4050
pos = 0,-30
postype = p1
sprpriority = -500
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, Super screen flash]
type = Explod
trigger1 = time = 7
anim = 4016
pos = 0,-60
postype = p2
sprpriority = 100
bindtime = 30
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4011,  blood spark]
type = Explod
trigger1 = time = 80
anim = 2022
sprpriority = 10
postype = p2
pos = 0,-60
bindtime = 99
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4011,blood sound]
type = PlaySnd
trigger1 = time = 116
value = 70,9

[State 410, sword snd]
type = playsnd
trigger1 = animelem = 9
value =  70,1

[State 4011,20]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------------------------------------------------
;Missed Animation

[Statedef 4012]
type    = A
physics = A

[State 4012,1]
type = VelSet
trigger1 = time = 0
x = -3
y = -4

[State 4012,2]
type = Playsnd
trigger1 = time = 0
value = 1,23

[State 4012,3]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 4012,4]
type = ChangeAnim
trigger1 = Time = 0
value = 105

[State 4012,5]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 4012,6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 4014

;missed end
[Statedef 4014]
type    = S
physics = S

[State 4014,1]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 4014,2]
type = ChangeAnim
trigger1 = Time = 0
value = 47

[State 4014,3]
type = VelSet
trigger1 = Time = 0
y = 0

[State 4014,4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4014,5]
type = CtrlSet
trigger1 = Time = 7
value = 1

[State 4014,6]
type = ChangeState
trigger1 = Time = 7
value = 0

;-----------------------------------------------------------------------------------------------------------------------
;hit animation
[Statedef 4013]
type    = A
movetype= H
physics = A
ctrl = 0
anim = 4015

[State 4013, center]
type = PosSet
trigger1 = time = 0
x = 0
y = -2

[State 4013, stop]
type = VelSet
trigger1 = time > 0
x = 0
y = 0
persistant = 1

[State 4013, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 4015

[State 920,2]
type = LifeAdd
trigger1 = time = 130
value = -300

[State 4013, 20]
type = SelfState
trigger1 = animtime = 0 
value = 5030 ;5035
ctrl = 0







;---------------------------------------------------------------------------------------------------------------------------
;BUST DESPERATION MOVES
;---------------------------------------------------------------------------------------------------------------------------

;Super water fall
[Statedef 4005]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd = -1000
ctrl = 0
velset = 0,0,0
anim = 4005

[State 4005, 2]
type = sprpriority
trigger1 = time > 0
value = 1

[State 4000,IMG]
type = AfterImage
trigger1 = time = 0
time = 140

[State 4000 ,voice]
type = Playsnd
trigger1 = time = 0
value = 2,3

[State 4000 ,Pause]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = -15, -35
anim = -1

[State 2005, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 4004
pos = 10, 10   ;5,-60
postype = p1
sprpriority = 2
supermove = 1
bindtime = 50
air.ground = 1,-7  ;giu


[State 4005, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,9

[State 4005, 1]
type = PlaySnd
trigger1 = AnimElem = 2,0
value = 2,4

[State 4005, 1]
type = PlaySnd
trigger1 = AnimElem = 2,50
value = 2,4

[State 4005, 1]
type = PlaySnd
trigger1 = AnimElem = 2,100
value = 2,4

[State 4005, 1]
type = PlaySnd
trigger1 = AnimElem = 2,150
value = 2,4

;----------------------------------------------------------------------------------------
;water dust
;-----------------------------------------------------------------------------------------

[State 1000, water]
type = Projectile
triggerall =  Random < 600
trigger1 = AnimElem = 1
projanim = 2011
offset = 0,-68
velocity = 0.4,0.4
projremovetime = 35
ignorepause = 1

[State 1000, water]
type = Projectile
triggerall =  Random < 800
trigger1 = AnimElem = 1
projanim = 2011
offset = 10,-38
velocity = 0,0.4
projremovetime = 35
ignorepause = 1

[State 1000, water]
type = Projectile
triggerall =  Random < 800
trigger1 = AnimElem = 1
projanim = 2011
offset = -10,-48
velocity = 0.2,0.3
projremovetime = 35
ignorepause = 1

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

[State 1000, water]
type = Projectile
triggerall =  Random < 600
trigger1 = AnimElem = 1
projanim = 2011
offset = 7,-58
velocity = 0.1,0.3
projremovetime = 35
ignorepause = 1

;water2
[State 1000, water]
type = Projectile
triggerall =  Random < 600
trigger1 = AnimElem = 1
projanim = 2011
offset = 0,-68
velocity = -0.4,0.4
projremovetime = 35
ignorepause = 1

[State 1000, water]
type = Projectile
triggerall =  Random < 800
trigger1 = AnimElem = 1
projanim = 2011
offset = -8,-48
velocity = -0.2,0.3
projremovetime = 35
ignorepause = 1

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

[State 1000, water]
type = Projectile
triggerall =  Random < 600
trigger1 = AnimElem = 1
projanim = 2011
offset = 7,-58
velocity = -0.1,0.3
projremovetime = 35
ignorepause = 1

;-----------------------------------------------------------------------------------------------------
;water growing
;-----------------------------------------------------------------------------------------------------

[State 4005, 12]
type = Projectile
trigger1 = AnimElem = 1,5
projanim = 4007
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 25,2
velocity = 0, 0
projremovetime = 10

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 1,5
anim = 4007
pos = -25,-1
postype = p1
sprpriority = -2
bindtime = 10

;------------------------------------------------------------------------------
;THE RISING
;------------------------------------------------------------------------------
[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 35,2
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2
anim = 4006
pos = -25,-1
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,5
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 40,4
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,5
anim = 4006
pos = -28,-2
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,10
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 60,5
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,10
anim = 4006
pos = -50,-3
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,15
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 80,3
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,15
anim = 4006
pos = -70,-2
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,20
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 90,0
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,20
anim = 4006
pos = -80,0
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,25
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -70,3
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,25
anim = 4006
pos = 80,-2
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,30
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -35,5
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,30
anim = 4006
pos = 45,-3
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,35
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -2,6
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,35
anim = 4006
pos = 12,-4
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,40
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 45,5
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,40
anim = 4006
pos = -35,-3
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,45
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 80,3
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,45
anim = 4006
pos = -70,-2
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,50
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 90,0
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,50
anim = 4006
pos = -80,0
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,55
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -70,3
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,55
anim = 4006
pos = 80,-2
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,60
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -35,5
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,60
anim = 4006
pos = 45,-3
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,65
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -2,6
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,65
anim = 4006
pos = 12,-4
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,70
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 45,5
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,70
anim = 4006
pos = -35,-3
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,75
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 80,3
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,75
anim = 4006
pos = -70,-2
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,80
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 90,0
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,80
anim = 4006
pos = -80,0
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,85
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -70,3
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,85
anim = 4006
pos = 80,-2
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,90
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -35,5
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,90
anim = 4006
pos = 45,-3
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,95
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -2,6
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,95
anim = 4006
pos = 12,-4
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,100
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 45,5
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,100
anim = 4006
pos = -35,-3
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,105
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 80,3
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,105
anim = 4006
pos = -70,-2
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,110
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 90,0
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,110
anim = 4006
pos = -80,0
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,115
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -70,3
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,115
anim = 4006
pos = 80,-2
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,120
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -35,5
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,120
anim = 4006
pos = 45,-3
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,125
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -2,6
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,125
anim = 4006
pos = 12,-4
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,130
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 45,5
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,130
anim = 4006
pos = -25,-3
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,135
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 60,3
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,135
anim = 4006
pos = -50,-2
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,140
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 70,0
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,140
anim = 4006
pos = -60,0
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,145
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -50,3
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,145
anim = 4006
pos = 60,-2
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,150
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -20,5
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,150
anim = 4006
pos = 30,-3
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,155
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -2,6
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,155
anim = 4006
pos = 12,-4
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,160
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 25,5
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,160
anim = 4006
pos = -15,-3
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,165
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 45,3
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,165
anim = 4006
pos = -35,-2
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,170
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 50,0
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,170
anim = 4006
pos = -40,0
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,175
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -35,3
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,175
anim = 4006
pos = 45,-2
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,180
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -15,5
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,180
anim = 4006
pos = 25,-3
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,185
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -2,6
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,185
anim = 4006
pos = 12,-4
postype = p1
sprpriority = -2
bindtime = 10

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,190
projanim = 4006
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = -1,4
velocity = 0,0
projremovetime = 5
[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,190
anim = 4006
pos = 11,-2
postype = p1
sprpriority = -2
bindtime = 9

;--------------------------------------------------------------------------------------
;Ending flow
;--------------------------------------------------------------------------------------

[State 4005, 13]
type = Projectile
trigger1 = AnimElem = 2,200
projanim = 1003
projheightbound = -100, 100
projedgebound = 100
projscreenbound = 100
guardflag = A
offset = 10,0
velocity = 0,0
projremovetime = 5

[State 4005, 13]
type = Explod
trigger1 = AnimElem = 2,200
anim = 1003
pos = 0,0
postype = p1
sprpriority = -2
bindtime = 10

;----------------------------------------------------------------------------------------------------------------------
; 	hit def
;----------------------------------------------------------------------------------------------------------------------

[State 4010,2]
type = HitDef
triggerall = P2BodyDist Y < 220
trigger1 = time = 0
attr = S, HA 
damage = 30,5
animtype = back 
priority = 7
guardflag = M 
pausetime = 0,0 
sparkxy = 0,-50
hitsound = S2,8 
guardsound = S6,10
ground.type = High
ground.slidetime = 10 
ground.hittime = 6 
ground.velocity = -2, -7; giu chute -7   
air.animtype = Back 
air.velocity = -2,-5
persistent = 0
fall =1
fallrecover = 0
palfx.time = 30
;palfx.mul = 0, 0, 5
palfx.add = 10, 10, 250
palfx.sinadd = 40, 40, -80, 4
persistent = 1

[State 4005, water spark]
type = Explod
trigger1 = P2movetype = H
trigger1 = movehit = 1
anim = 2004
sprpriority = 10
postype = P2
pos = 0,-50
bindtime = 50
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4005,NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 220


;-------------------------------------------------------------------------------------
; Part 7 : END
;-------------------------------------------------------------------------------------

[State 4005, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------------------------------------------------------
;DESPERATION MOVE original type : NINJA EXECUTION
;---------------------------------------------------------------------------------------------------------------------------
;ninja execution
[Statedef 4020]
type = S
movetype = A
ctrl = 0
velset = 0,0
anim = 4020
poweradd = -1000

[State 4010,Attack voice]
type = Playsnd
trigger1 = time = 0
value = 2,6

[State 4010 ,superPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 6, -35
anim = -1

[State 4010, superpause anim]
type = Explod
trigger1 = AnimElem = 1
anim = 4004
pos = -16,-40
postype = p1
sprpriority = 2
supermove = 1
bindtime = 50

[State 4010,voice sound]
type = Playsnd
trigger1 = AnimElem = 5
value = 1,5

[State 4010,white afterimages]
type = AfterImage
triggerall = stateno = 4020
trigger1 = AnimElem = 1
time = 10
length = 20
PalBright   =   0, 0, 0
PalContrast = 120,120,220
PalAdd      =  0, 0, 0
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 7

[State 4010,2]
type = HitDef
trigger1 = time = 0
attr = S, HA 
damage = 0,0
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,0 
hitsound = S70,3 
guardsound = S6,11
sparkxy = 0,-50 
air.animtype = Back 
air.velocity = 0,-12
persistent = 0
fall =1
fall.recover = 0
fall.yvelocity = -8
down.bounce = 2
P1stateno = 4021
P2stateno = 4022

[State 4010, sword snd]
type = playsnd
trigger1 = animelem = 21
value =  70,1

[State 4010,20]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;Attack anim

[Statedef 4021]
type = S
movetype = I
ctrl = 0
velset = 0,0
anim = 4021


[State 4022, jail]
type = Explod
trigger1 = time = 10
anim = 4023
sprpriority = 8
postype = p2
pos = 5,5
bindtime = 299
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4011, Splash sound]
type = Playsnd
trigger1 = time = 0
value = 2,1

[State 4011, Splash sound]
type = Playsnd
trigger1 = time = 179
value = 2,1

[State 4010, afterimages]
type = AfterImage
trigger1 = time = 0
time = 160
length = 5
TimeGap  = 2
FrameGap = 5


[State 4010, Super screen]
type = Explod
trigger1 = time = 0
anim = 4051
pos = 0,0
postype = p2
sprpriority = 90
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4010,special seabg]
type = Explod
trigger1 = time = 0
anim = 4052
pos = 450,170
postype = back
sprpriority = -500
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4011, speed back]
type = PosSet
trigger1 = time = 0
x = 0
y = 0

[State 4013, hit sound]
type = Playsnd
trigger1 = time = 55
trigger2 = time = 70
trigger3 = time = 85
trigger4 = time = 100
trigger5 = time = 115
trigger6 = time = 130
trigger7 = time = 145
trigger8 = time = 160
trigger9 = time = 175
value = 70,0

[State 4013, spark]
type = Explod
trigger1 = time = 50
anim = 2001
sprpriority = 10
postype = P2
pos = 5,-21
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 70
anim = 2001
sprpriority = 10
postype = P2
pos = -3,2
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 85
anim = 2001
sprpriority = 10
postype = P2
pos = -7,11
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 100
anim = 2001
sprpriority = 10
postype = P2
pos = -5,-21
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 115
anim = 2001
sprpriority = 10
postype = P2
pos = 5,-1
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 130
anim = 2001
sprpriority = 10
postype = P2
pos = 5,-21
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 145
anim = 2001
sprpriority = 10
postype = P2
pos = -3,2
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 165
anim = 2001
sprpriority = 10
postype = P2
pos = -7,11
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 180
anim = 2001
sprpriority = 10
postype = P2
pos = -5,-21
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0
;------------------------
blood
;------------------------
[State 4013, spark]
type = Explod
trigger1 = time = 50
anim = 2021
sprpriority = 10
postype = P2
pos = 5,-21
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 70
anim = 2021
sprpriority = 10
postype = P2
pos = -3,2
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 85
anim = 2021
sprpriority = 10
postype = P2
pos = -7,11
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 100
anim = 2021
sprpriority = 10
postype = P2
pos = -5,-21
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 115
anim = 2021
sprpriority = 10
postype = P2
pos = 5,-1
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 130
anim = 2021
sprpriority = 10
postype = P2
pos = 5,-21
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 145
anim = 2021
sprpriority = 10
postype = P2
pos = -3,2
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 165
anim = 2021
sprpriority = 10
postype = P2
pos = -7,11
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4013, spark]
type = Explod
trigger1 = time = 180
anim = 2021
sprpriority = 10
postype = P2
pos = -5,-21
bindtime = 15
ownpal = 1
ignorehitpause = 1
persistent = 0



[State 4011,20]
type = ChangeState
trigger1 = AnimTime = 0
value = 4023
ctrl = 1

;--------------------------------
;hit animation
[Statedef 4022]
type    = A
movetype= H
physics = A
ctrl = 0
anim = 4022

[State 4022, center]
type = PosSet
trigger1 = time = 0
x = 0
y = -100

[State 4013, stop]
type = VelSet
trigger1 = time > 0
x = 0
y = 0
persistant = 1

[State 4013,2]
type = LifeAdd
trigger1 = time = 197
value = -400

[State 4013, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 4022

[State 4013, 20]
type = SelfState
trigger1 = animtime = 0 
value = 5030
ctrl = 1


;ending
[Statedef 4023]
type = S
movetype = A
ctrl = 0
velset = 0,0
anim = 4024

[State 4010,2]
type = HitDef
trigger1 = time = 0
attr = S, HA 
damage = 0,0
animtype = Hard 
hitflag = MAF
guardflag = MA 
pausetime = 0,0 
sparkno = -1
hitsound = S70,3 
guardsound = S6,11
guardsparkxy = 0,-50 
ground.type = High
ground.slidetime = 14 
ground.hittime = 16 
ground.velocity = 0   
air.animtype = Back 
air.velocity = 0,0
persistent = 0
fall =1
fallrecover = 0

[State 4005, water spark]
type = Explod
trigger1 = AnimElem = 1
trigger1 = AnimElem = 3
trigger1 = AnimElem = 5
anim = 2004
sprpriority = 10
postype = P2
pos = 0,0
bindtime = 50
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1113, 3]
type = TargetBind
Trigger1 = AnimElem = 1
time = 3
pos = 15,-100
[State 1113, 3]
type = TargetBind
Trigger1 = AnimElem = 2
time = 3
pos = 15,-130
[State 1113, 3]
type = TargetBind
Trigger1 = AnimElem = 3
time = 3
pos = 15,-160
[State 1113, 3]
type = TargetBind
Trigger1 = AnimElem = 4
time = 3
pos = 15,-190
[State 1113, 3]
type = TargetBind
Trigger1 = AnimElem = 5
time = 3
pos = 115,-520

[State 4010,20]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------------------------------------
;
; ORIGINAL DM GRAND MOON BEAM THRUST
;
;---------------------------------------------------------------------------------------------------------------------------

[Statedef 4270]
type = S
movetype = A
physics = N
velset = 0,0,0
ctrl = 0
anim = 1050
poweradd = -1000

;------------------------------------------------------------------------------------------------------------------------------------
;super pause
;----------------------------------------------------------------------------------------------------------------------------------

[State 4270 ,Pause]
type = SuperPause
trigger1 = AnimElem = 4
time = 50
pos = -48, -110
anim = -1

[State 4270 ,Pause]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,3

[State 4270, super pause]
type = Explod
trigger1 = AnimElem = 4
anim = 4004
pos = -48,-110
postype = p1
sprpriority = 200
supermove = 1
bindtime = 50

;------------------------------------------------------------------------------------------------------------------------------------
;preparing shot
;----------------------------------------------------------------------------------------------------------------------------------

[State 4027, charging ball]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1051
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA
offset = -48,-110
velocity = 0, 0
projremovetime = 50
attr = S, HP
damage   = 25,2
animtype = medium
pausetime = 15,15
hitsound   = S2,8
guardsound= S2,9
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  ;0.01, 0.01, 5
palfx.add = 10, 10, 250
projID = 4270

[State 4270, shot sound]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 5,5
trigger3 = AnimElem = 5,10
trigger4 = AnimElem = 5,15
trigger5 = AnimElem = 5,20
trigger6 = AnimElem = 5,25
trigger7 = AnimElem = 5,30
persistent = 1
value = 2,5

[State 1052, water trace]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1049
offset = -22,-78
velocity = 0,0
projremovetime = 16
projID = 4270

;------------------------------------------------------------------------------------------------------------------------------------
;Super shots
;----------------------------------------------------------------------------------------------------------------------------------

[State 1052, the shot]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1052
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
offset = -48,-110
velocity = 10
projremovetime = 100
attr = S, HP
damage   = 25,2
animtype = heavy
pausetime = 15,15
hitsound   = S2,8
guardsound= S6,3
sparkxy = 5,40
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
projID = 4270

[State 1052, the shot]
type = Projectile
trigger1 = AnimElem = 5,20
projanim = 1052
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
offset = -48,-110
velocity = 9,0.3
projremovetime = 100
attr = S, HP
damage   = 25,2
animtype = heavy
pausetime = 15,15
hitsound   = S2,8
guardsound= S6,3
sparkxy = -5,45
guardsound= S2,9
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
projID = 4270

[State 1052, the shot]
type = Projectile
trigger1 = AnimElem = 5,30
projanim = 1052
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
offset = -48,-110
velocity = 11,-0.5
projremovetime = 100
attr = S, HP
damage   = 25,2
animtype = heavy
pausetime = 15,15
hitsound   = S2,8
guardsound= S6,3
sparkxy = -5,48
guardsound= S2,9
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
projID = 4270

[State 1052, the shot]
type = Projectile
trigger1 = AnimElem = 5,5
projanim = 1053
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
offset = -48,-110
velocity = 9.5
projremovetime = 100
attr = S, HP
damage   = 25,1
animtype = heavy
guardflag = M
pausetime = 15,15
hitsound   = S2,8
guardsound= S2,9
sparkxy = 0,43
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
projID = 4270

[State 1052, the shot]
type = Projectile
trigger1 = AnimElem = 5,15
projanim = 1053
projpriority = 5
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
offset = -48,-110
velocity = 10
projremovetime = 100
attr = S, HP
damage   = 25,1
animtype = heavy
sparkxy = 0,41
pausetime = 15,15
hitsound   = S2,8
guardsound= S2,9
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
projID = 4270

[State 1052, the shot]
type = Projectile
trigger1 = AnimElem = 5,10
projanim = 1057
projpriority = 7
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
offset = -48,-110
velocity = 11
projremovetime = 100
attr = S, SA
damage   = 25,1
animtype = heavy
pausetime = 15,15
hitsound   = S2,8
guardsound= S2,9
sparkxy = 0,38
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
projID = 4270

[State 1052, the shot]
type = Projectile
trigger1 = AnimElem = 5,25
projanim = 1057
projpriority = 7
projheightbound = 0, 100
projedgebound = 100
projscreenbound = 100
guardflag = MA     
offset = -48,-110
velocity = 10.5
projremovetime = 100
attr = S, SA
damage   = 25,1
animtype = heavy
pausetime = 15,15
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 = -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
projID = 4270

[State 1052, 12]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,17

[State 1052, 12]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1,16

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