;----------------------------------------------------------------------------------------------------
;Fire
[StateDef 10200]
type = A
physics = N
movetype = A
poweradd = -100
anim = 10201
velset = 5.5,-2+Random/250.0+IfElse(Parent,Command="holddown", 3,IfElse(Parent,Command="holdup",-3,0))
ctrl = 0

[State 10200]
type = SprPriority
trigger1 = 1
value = 9999999999

[State 10200]
type = NotHitBy
trigger1 = 1
value = SCA

[State 10200]
type = Explod
trigger1 = 1
removetime = 1
anim = 10204
pos = 0,-Pos Y+Time-32
sprpriority = -90
ownpal = 1

[State 10200]
type = HitDef
trigger1 = MoveContact = 0
trigger1 = Time = [2,28]
attr = A, SP
damage = 10,2
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = -1
numhits = 0
pausetime = 0,0+Var(58)*12
animtype = Medium
ground.type = Low
air.type = High
palfx.add = 100,100,0
palfx.sinadd = 100,100,0,4
palfx.invertall = 0
palfx.time = 12

[State 10200]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(10201) <= 0
removetime = 32
bindtime = -1
postype = P2
pos = Random/20.0-25,-Random/12.5-10
anim = 10202
ownpal = 1
sprpriority = 2
id = 10201

[State 10200]
type = Explod
trigger1 = Pos Y > -30
trigger1 = NumExplod(10202) <= 0
removetime = 120
pos = 0,30-Random/100.0
anim = 10202
ownpal = 1
sprpriority = 3-Random/250.0
id = 10202

[State 10200]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------------------------------------
;Shout
[StateDef 10300]
type = S
physics = S
movetype = A
velset = 0,0
ctrl = 0

[State 10300]
type = PlaySnd
trigger1 = Helper(90000), Anim = 10300
trigger1 = Helper(90000), AnimElem = 1,1
value = 2000,0
channel = 1

[State 10300]
type = PlaySnd
trigger1 = Helper(90000), Anim = 10300
trigger1 = Helper(90000), AnimElem = 1,1
value = 2000,0
channel = 2

[State 10300]
type = PlaySnd
trigger1 = Helper(90000), Anim = 10300
trigger1 = Helper(90000), AnimElem = 1,1
value = 2000,0
channel = 3

[State 10020]
type = EnvShake
trigger1 = Helper(90000), Anim = 10300
trigger1 = Helper(90000), AnimElem = 1, >=18
persistent = 12
time = 12
ampl = 12
freq = 40

[State 10300]
type = PosSet
trigger1 = Pos Y != 0
y = 0

[State 10300]
type = PosAdd
trigger1 = Helper(90000), Anim = 10300
trigger1 = Helper(90000), AnimElem = 1, >=18
persistent = 12
x = -1

[State 10300]
type = Explod
trigger1 = Helper(90000), Anim = 10300
trigger1 = Helper(90000), AnimElem = 1, >=18
ignorehitpause = 1
persistent = 6
removetime = 2
bindtime = -1
anim = 10303
postype = Back
pos = 0,0
ownpal = 1
sprpriority = -120

[State 10300]
type = Projectile
trigger1 = Helper(90000), Anim = 10300
trigger1 = Helper(90000), AnimElem = 1, >=18
ignorehitpause = 1
persistent = 6
projremovetime = 1
projanim = 10302
projremove = 0
offset = 53,-115
attr = S, NP
damage = 0,0
getpower = 10
givepower = -1
hitflag = MAFDP
guardflag = M
numhits = 0
sparkno = -1
guard.sparkno = -1
pausetime = 0,1
animtype = Light
ground.velocity = -4,0
ground.slidetime = 2
ground.hittime = 10
air.velocity = -4,Target,Vel Y + 0.46
air.slidetime = 2
air.hittime = 10

[State 10300]
type = ChangeState
trigger1 = Helper(90000), Anim = 10301
trigger1 = Helper(90000), AnimElem = 1, >= 18
value = 10000
ctrl = 0