;---------------------------------------------------------------------------
; KI SHOT
[Statedef 2000]
type = S
movetype = A
physics = S
juggle = 1
poweradd = -30
ctrl = 0
anim = 2000
velset = 0,0
facep2 = 1
sprpriority = 2

[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = s5,4

[State 0]
type = PlaySnd
trigger1 = AnimElem = 5
value = s900,0

[State 0]
type = Explod
trigger1 = AnimElem = 5
anim = 2020
bindtime = 1
pos = 35, 0
sprpriority = 10
ownpal = 1
scale = 0.7,0.7

[State 0]
type = Explod
trigger1 = AnimElem = 5
anim = 2025
bindtime = 1
pos = -25, 0
sprpriority = 10
ownpal = 1
scale = 0.7,0.7

[State 0]
type = Explod
trigger1 = AnimElem = 5
anim = 2050
bindtime = 1
pos = 68, -64
sprpriority = 3
ownpal = 1

[State 0]
type = Explod
trigger1 = AnimElem = 5
anim = 2050
bindtime = 1
pos = 64, -64
scale = 0.5,0.5
velocity = 12, 0
sprpriority = 3
ownpal = 1

[State 0]
type = Projectile
trigger1 = AnimElem = 5
damage = 30, 8
attr = S, NP
guardflag = MA
animtype = Medium
projanim = 2015
projhitanim = 6015
velocity = 10, 1.5*(PrevStateNo = 2001)
accel = 0, -.1*(PrevStateNo = 2001)
remvelocity = 1, 0
offset = 75, -64
sparkno = -1
sparkxy = 10,-5
hitsound = s900,2
guardsound = s2,1
ground.slidetime = 10
ground.hittime = 15
envshake.time = 5
ground.velocity = -10, 0
air.velocity = -3, -3
getpower = 0

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

;---------------------------------------------------------------------------
; KI SHOT2
[Statedef 2001]
type = S
movetype = A
physics = S
juggle = 1
poweradd = -30
ctrl = 0
anim = 2001
velset = 0,0
facep2 = 1
sprpriority = 2

[State 0]
type = PlaySnd
trigger1 = AnimElem = 5
value = s900,0

[State 0]
type = Explod
trigger1 = AnimElem = 5
anim = 2020
bindtime = 1
pos = 35, 0
sprpriority = 10
ownpal = 1
scale = 0.7,0.7

[State 0]
type = Explod
trigger1 = AnimElem = 5
anim = 2025
bindtime = 1
pos = -25, 0
sprpriority = 10
ownpal = 1
scale = 0.7,0.7

[State 0]
type = Explod
trigger1 = AnimElem = 5
anim = 2050
bindtime = 1
pos = 68, -64
sprpriority = 3
ownpal = 1

[State 0]
type = Explod
trigger1 = AnimElem = 5
anim = 2050
bindtime = 1
pos = 64, -64
scale = 0.5,0.5
velocity = 12, 0
sprpriority = 3
ownpal = 1

[State 0]
type = Projectile
trigger1 = AnimElem = 5
damage = 30, 8
attr = S, NP
guardflag = MA
animtype = Medium
projanim = 2015
projhitanim = 6015
velocity = 10, -1.5
accel = 0, .1
remvelocity = 1, 0
offset = 75, -64
sparkno = s6015
sparkxy = 10,-5
hitsound = s900,2
guardsound = s2,1
ground.slidetime = 10
ground.hittime = 15
envshake.time = 5
ground.velocity = -10, 0
air.velocity = -3, -3
getpower = 0

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

;---------------------------------------------------------------------------
; KI SHOT A
[Statedef 2002]
type = A
movetype = A
physics = A
juggle = 1
poweradd = -30
ctrl = 0
anim = 2002
facep2 = 1
sprpriority = 2

[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = s5,4

[State 0]
type = PlaySnd
trigger1 = AnimElem = 4
value = s900,0

[State 0]
type = Explod
trigger1 = AnimElem = 4
anim = 2055
bindtime = 1
pos = 98, -45
sprpriority = 3
ownpal = 1

[State 0]
type = Projectile
trigger1 = AnimElem = 4
damage = 30, 8
attr = A, NP
guardflag = HA
animtype = Medium
projanim = 2016
projhitanim = 6015
velocity = 10,10; 1.5*(PrevStateNo = 2001)
accel = 0, -.1*(PrevStateNo = 2001)
remvelocity = 1, 0
offset = 75, -64
sparkno = s6015
sparkxy = 10,-5
hitsound = s900,2
guardsound = s2,1
ground.slidetime = 10
ground.hittime = 15
envshake.time = 5
ground.velocity = -10, 0
air.velocity = -3, -3
getpower = 0

[State 0]
type = ChangeState
trigger1 = !AnimTime
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; KI SHOT2 A
[Statedef 2003]
type = A
movetype = A
physics = A
juggle = 1
poweradd = -30
ctrl = 0
anim = 2003
facep2 = 1
sprpriority = 2

[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = s900,0

[State 0]
type = Explod
trigger1 = AnimElem = 4
anim = 2055
bindtime = 1
pos = 98, -45
sprpriority = 3
ownpal = 1

[State 0]
type = Projectile
trigger1 = AnimElem = 4
damage = 30, 8
attr = A, NP
guardflag = HA
animtype = Medium
projanim = 2016
projhitanim = 6015
velocity = 10,10; -1.5
accel = 0, .1
remvelocity = 1, 0
offset = 75, -64
sparkno = s6015
sparkxy = 10,-5
hitsound = s900,2
guardsound = s2,1
ground.slidetime = 10
ground.hittime = 15
envshake.time = 5
ground.velocity = -10, 0
air.velocity = -3, -3
getpower = 0

[State 0]
type = ChangeState
trigger1 = !AnimTime
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; KAME HAME HA
[Statedef 2100]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0
anim = 2100
velset = 0,0
sprpriority = 2

[State 0]
type = PlaySnd
trigger1 = !Time
value = s0,2

[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = s900,3

[State 0]
type = PlaySnd
trigger1 = Time = 25
value = s900,3

[State 0]
type = PlaySnd
trigger1 = !Time
value = s2000,0

[State 0]
type = SuperPause
trigger1 = Time = 7
time = 23
movetime = 23
anim = -1
p2defmul = 1

[State 0]
type = Explod 
trigger1 = Time = 11
anim = 2007
bindtime = -1
pos = -27, -53
sprpriority = 3
ownpal = 1
scale = 0.4,0.4
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 25
anim = 2520
bindtime = -1
pos = -28, -55
sprpriority = 3
ownpal = 1
scale = 0.1,0.1
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 32
anim = 2520
bindtime = -1
pos = -28, -55
sprpriority = 3
ownpal = 1
scale = 0.2,0.2
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 38
anim = 2520
bindtime = -1
pos = -28, -55
sprpriority = 3
ownpal = 1
scale = 0.1,0.1
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 50
anim = 2520
bindtime = -1
pos = -28, -55
sprpriority = 3
ownpal = 1
scale = 0.3,0.3
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 55
anim = 2520
bindtime = -1
pos = -28, -55
sprpriority = 3
ownpal = 1
scale = 0.2,0.2
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 59
anim = 2520
bindtime = -1
pos = -28, -55
sprpriority = 3
ownpal = 1
scale = 0.3,0.3
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 62
anim = 2520
bindtime = -1
pos = -28, -55
sprpriority = 3
ownpal = 1
scale = 0.4,0.4
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 67
anim = 2520
bindtime = -1
pos = -28, -55
sprpriority = 3
ownpal = 1
scale = 0.5,0.5
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 23
anim = 2007
bindtime = -1
pos = -27, -53
sprpriority = 3
ownpal = 1
scale = 0.6,0.6
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 43
anim = 2007
bindtime = -1
pos = -27, -53
sprpriority = 3
ownpal = 1
scale = 0.8,0.8
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 50
anim = 2007
bindtime = -1
pos = -27, -53
sprpriority = 3
ownpal = 1
scale = 0.9,0.9
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 62
anim = 2007
bindtime = -1
pos = -27, -53
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 5
anim = 6015
bindtime = -1
pos = -30, -52
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 25
anim = 6015
bindtime = -1
pos = -30, -52
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 40
anim = 6015
bindtime = -1
pos = -30, -52
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 50
anim = 6015
bindtime = -1
pos = -30, -52
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod 
trigger1 = Time = 56
anim = 6015
bindtime = -1
pos = -30, -52
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 4 
anim = 3225
bindtime = -1
pos = -27, -53
sprpriority = 3
ownpal = 1
scale = 0.7,0.7
supermovetime = -1

[State 0]
type = Explod
trigger1 = Time = 48
anim = 3225
bindtime = -1
pos = -27, -53
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 5
anim = 3230
bindtime = -1
pos = -27, -53
sprpriority = 3
ownpal = 1
scale = 0.8,0.8
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 4
anim = 2060
bindtime = -1
pos = -27, -53
sprpriority = 3
ownpal = 1
scale = 0.8,0.8
supermovetime = -1

[State 0]
type = ChangeState
triggerall = Time = 45
trigger1 = (command != "holdc") || (power < 2000) 
value = 2101

[State 0]
type = ChangeState
triggerall = Time = 55
trigger1 = (command != "holdc") || (power < 3000) 
value = 2102

[State 0]
type = ChangeState
trigger1 = Time = 70
value = 2103

;---------------------------------------------------------------------------
; KAME HAME HA 1
[Statedef 2101]
type = S
movetype = A
physics = S
juggle = 1
poweradd = -1000
ctrl = 0
anim = 2101
velset = 0,0
sprpriority = 2

[State 0]
type = RemoveExplod
trigger1 = !Time

[State 0]
type = Explod
trigger1 = !Time
anim = 2010
bindtime = -1
pos = -25, -55
sprpriority = 3
ownpal = 1
scale = 0.5,0.5

[State 0]
type = Explod
trigger1 = !Time
anim = 2020
bindtime = 1
pos = 25, 0
sprpriority = 3
ownpal = 1

[State 0]
type = Explod
trigger1 = !Time
anim = 2025
bindtime = 1
pos = -10, 0
sprpriority = 3
ownpal = 1

[State 0]
type = PlaySnd
trigger1 = !Time
value = s2000,1

[State 0]
type = PlaySnd
trigger1 = !Time
value = s800,0

[State 0]
type = PlaySnd
trigger1 = !Time
value = s300,0

[State 0]
type = Explod
trigger1 = !Time
anim = 4005
bindtime = -1
pos = 38, -61
sprpriority = 3
scale = 0.5,0.5
removeongethit = 1

[State 700, Magia]
type = Projectile
trigger1 = !Time
projanim = 4006
projhitanim = 6015
projpriority = 4
projremovetime = 25
projid = 700
projhits = 5
projmisstime = 1
offset = 60,-64
attr = S, HP
damage = 30,8
animtype = Hard
guardflag = MA               
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 36
ground.velocity = -4,-2
air.animtype = Low
air.velocity = -6,-2
air.juggle = 3
down.bounce = 1
down.velocity = -10
fall.recover = 0
palfx.time = 5
palfx.add = 0,128,255
fall = 1
fall.recover = 0
air.fall = 1
getpower = 0
removeongethit = 1

[state 0, CLAREAR]
type = BgPalFx
trigger1 = !Time
sinadd = -40,-40,5,40
time = 20

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

;---------------------------------------------------------------------------
; KAME HAME HA 2
[Statedef 2102]
type = S
movetype = A
physics = S
juggle = 1
poweradd = -2000
ctrl = 0
anim = 2102
velset = 0,0
sprpriority = 2

[State 0]
type = EnvShake
trigger1 = !Time
ampl = 2
time = 60

[State 0]
type = RemoveExplod
trigger1 = !Time

[State 0]
type = PlaySnd
trigger1 = !Time
value = s2000,1

[State 0]
type = PlaySnd
trigger1 = !Time
value = s4000,4

[State 0]
type = Explod
trigger1 = !Time
anim = 2010
bindtime = -1
pos = -25, -55
sprpriority = 3
ownpal = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18
anim = 2060
bindtime = -1
pos = 100, -64
velocity = 11, 0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19
anim = 2027
bindtime = -1
pos = 90, 0
velocity = 20, 0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19
anim = 2020
bindtime = 1
pos = 25, 0
sprpriority = 10
ownpal = 1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19
anim = 2025
bindtime = 1
pos = -10, 0
sprpriority = 10
ownpal = 1
removeongethit = 1

[State 0]
type = Explod
trigger1 = !Time
anim = 4010
bindtime = -1
pos = 40, -64
scale = 0.8,0.8
sprpriority = 3
removeongethit = 1

[State 0]
type = Explod
trigger1 = Time = [1, 70]
anim = 10020
postype = back
pos = 160,120
scale = 0.5,0.5
sprpriority = 2
supermovetime = -1
bindtime = -1
ownpal = 0
persistent = 5

[State 700, Magia]
type = Projectile
trigger1 = !Time
projanim = 4020
projhitanim = 4021
projremanim = 4021
projpriority = 4
projremovetime = 60
projid = 700
projhits = 10
projmisstime = 5
offset = 60,-65
attr = S, HP
damage = 25,7
animtype = Hard
guardflag = MA               
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 36
ground.velocity = -4,-1
air.animtype = Low
air.velocity = -6,-1
air.juggle = 3
down.bounce = 1
down.velocity = -10
fall.recover = 0
palfx.time = 5
palfx.add = 0,128,255
fall = 1
fall.recover = 0
air.fall = 1
getpower = 0
removeongethit = 1

[state 0, CLAREAR]
type = BgPalFx
trigger1 = AnimElem = 1
sinadd = -80,-80,10,160
time = 80

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

;---------------------------------------------------------------------------
; KAME HAME HA 3
[Statedef 2103]
type = S
movetype = A
physics = S
juggle = 1
poweradd = -3000
ctrl = 0
anim = 2103
velset = 0,0
sprpriority = 2

[State 0]
type = VelSet
trigger1 = 1
x = -1

[State 0]
type = ScreenBound
trigger1 = 1
movecamera = 0,1

[State 0]
type = RemoveExplod
trigger1 = !Time

[State 0]
type = EnvShake
trigger1 = !Time
ampl = 4
time = 90

[State 0]
type = PlaySnd
trigger1 = !Time
value = s2000,1

[State 0]
type = PlaySnd
trigger1 = !Time
value = s800,0

[State 0]
type = PlaySnd
trigger1 = !Time
value = s4000,3

[State 0]
type = Explod 
trigger1 = Time = 1
anim = 6015
bindtime = -1
pos = -30, -52
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = !Time
anim = 2010
bindtime = -1
pos = 0, -55
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 20 || AnimElem = 30 || AnimElem = 40 
anim = 2007
bindtime = -1
pos = 35, -65
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38 || AnimElem = 44
anim = 6015
bindtime = -1
pos = 25, -60
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 46
anim = 6015
bindtime = -1
pos = 30, -60
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38
anim = 2060
bindtime = -1
pos = 130, -20
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38
anim = 2060
bindtime = -1
pos = 180, -20
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38
anim = 2060
bindtime = -1
pos = 230, -20
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38
anim = 2060
bindtime = -1
pos = 280, -20
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38
anim = 2060
bindtime = -1
pos = 130, -110
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38
anim = 2060
bindtime = -1
pos = 180, -110
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38
anim = 2060
bindtime = -1
pos = 230, -110
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38
anim = 2060
bindtime = -1
pos = 280, -110
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38
anim = 2060
bindtime = -1
pos = -20, -55
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38
anim = 2060
bindtime = -1
pos = 0, -55
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38 || AnimElem = 42
anim = 2060
bindtime = -1
pos = 40, -55
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38 || AnimElem = 42
anim = 2060
bindtime = -1
pos = 20, -55
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38
anim = 2060
bindtime = -1
pos = 10, -40
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14 || AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 || AnimElem = 34 || AnimElem = 38
anim = 2060
bindtime = -1
pos = 10, -70
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23 || AnimElem = 25
anim = 2027
bindtime = -1
pos = 90, 0
velocity = 20, 0
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23 || AnimElem = 25
anim = 2020
bindtime = 1
pos = 25, 0
sprpriority = 10
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23 || AnimElem = 25
anim = 2025
bindtime = 1
pos = -10, 0
sprpriority = 10
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23 || AnimElem = 25 || AnimElem = 27
anim = 2025
bindtime = 1
pos = -60, 0
sprpriority = 10
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23 || AnimElem = 25 || AnimElem = 27 || AnimElem = 29
anim = 2025
bindtime = 1
pos = -80, 0
sprpriority = 10
ownpal = 1
supermovetime = -1

[State 0]
type = Explod 
trigger1 = AnimElem = 1 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23 || AnimElem = 25
anim = 2535
bindtime = -1
pos = 25, 0
sprpriority = 3
ownpal = 1
scale = 0.8,0.8
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod 
trigger1 = AnimElem = 1 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23 || AnimElem = 25
anim = 2535
bindtime = -1
pos = 30, 0
sprpriority = 3
ownpal = 1
scale = 0.6,0.6
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod 
trigger1 = AnimElem = 1 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23 || AnimElem = 25
anim = 2540
bindtime = -1
pos = 0, 0
sprpriority = 3
ownpal = 1
scale = 0.8,0.8
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod 
trigger1 = AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23 || AnimElem = 25 || AnimElem = 27
anim = 2540
bindtime = -1
pos = 80, 0
sprpriority = 3
ownpal = 1
scale = 0.7,0.7
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod 
trigger1 = AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23 || AnimElem = 25 || AnimElem = 27 || AnimElem = 29
anim = 2540
bindtime = -1
pos = 150, 0
sprpriority = 3
ownpal = 1
scale = 0.6,0.6
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod 
trigger1 = AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23 || AnimElem = 25 || AnimElem = 27 || AnimElem = 29 || AnimElem = 31
anim = 2540
bindtime = -1
pos = 200, 0
sprpriority = 3
ownpal = 1
scale = 0.5,0.5
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod 
trigger1 = AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23 || AnimElem = 25 || AnimElem = 27 || AnimElem = 29 || AnimElem = 31 || AnimElem = 33
anim = 2540
bindtime = -1
pos = 250, 0
sprpriority = 3
ownpal = 1
scale = 0.5,0.5
supermovetime = -1
removeongethit = 1

[State 2500]
type = Explod
trigger1 = AnimElem = 48
anim = 2530
pos = 110, -94
sprpriority = 3
velocity = 1, 0
scale = 0.1, 0.1

[State 2500]
type = Explod
trigger1 = AnimElem = 48
anim = 2530
pos = 110, -34
sprpriority = 3
velocity = 1, 0
scale = 0.1, 0.1

[State 2500]
type = Explod
trigger1 = AnimElem = 48
anim = 2530
pos = 190, -44
sprpriority = 3
velocity = 1, 0
scale = 0.1, 0.1

[State 2500]
type = Explod
trigger1 = AnimElem = 48
anim = 2530
pos = 200, -69
sprpriority = 3
velocity = 1, 0
scale = 0.1, 0.1

[State 2500]
type = Explod
trigger1 = AnimElem = 48
anim = 2530
pos = 250, -60
sprpriority = 3
velocity = 0.2, 0
scale = 0.1, 0.1

[State 2500]
type = Explod
trigger1 = AnimElem = 48
anim = 2530
pos = 260, -70
sprpriority = 3
velocity = 0.2, 0
scale = 0.1, 0.1

[State 2500]
type = Explod
trigger1 = AnimElem = 48
anim = 2530
pos = 110, -84
sprpriority = 3
velocity = 3, 0
scale = 0.1, 0.1

[State 2500]
type = Explod
trigger1 = AnimElem = 48
anim = 2530
pos = 110, -44
sprpriority = 3
velocity = 3, 0
scale = 0.1, 0.1

[State 2500]
type = Explod
trigger1 = AnimElem = 48
anim = 2530
pos = 110, -64
sprpriority = 3
velocity = 3, 0
scale = 0.1, 0.1


[State 2500]
type = Explod
trigger1 = AnimElem = 48
anim = 2530
pos = 110, -64
sprpriority = 3
velocity = 3, 0
scale = 0.1, 0.1

[State 2500]
type = Explod
trigger1 = AnimElem = 48
anim = 2530
pos = 130, -74
sprpriority = 3
velocity = 2, 0
scale = 0.1, 0.1

[State 2500]
type = Explod
trigger1 = AnimElem = 48
anim = 2530
pos = 150, -54
sprpriority = 3
velocity = 1, 0
scale = 0.1, 0.1

[State 0]
type = Explod
trigger1 = !Time
anim = 4024
bindtime = -1
pos = 40, -64
sprpriority = 3
supermovetime = -1

[State 0]
type = Explod
trigger1 = !Time
anim = 4024
bindtime = -1
pos = 32, -74
sprpriority = 3
supermovetime = -1

[State 0]
type = Explod
trigger1 = !Time
anim = 4024
bindtime = -1
pos = 32, -54
sprpriority = 3
supermovetime = -1

[State 0]
type = Explod
trigger1 = !Time
anim = 4025
bindtime = -1
pos = 32, -80
sprpriority = 3
supermovetime = -1

[State 0]
type = Explod
trigger1 = !Time
anim = 4025
bindtime = -1
pos = 32, -50
sprpriority = 3
supermovetime = -1

[State 0]
type = Explod
trigger1 = Time = [1, 100]
anim = 10020
postype = back
pos = 160,120
scale = 0.5,0.5
sprpriority = 2
supermovetime = -1
bindtime = -1
ownpal = 0
persistent = 5

[State 700, Magia]
type = Projectile
trigger1 = !Time
projanim = 4019
projremanim = 4018
projpriority = 4
projremovetime = 90
projedgebound =500
velocity = -1,0
projid = 700
projhits = 35
projmisstime = 3
offset = 60,-65
attr = S, HP
damage = 11,2
animtype = Hard
guardflag = MA               
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 36
ground.velocity = 20,-1
air.animtype = Low
air.velocity = 20,-.8
air.juggle = 3
down.bounce = 1
down.velocity = -10
fall.recover = 0
palfx.time = 5
palfx.add = 0,128,255
fall = 1
fall.recover = 0
air.fall = 1
getpower = 0
removeongethit = 1

[state 0, CLAREAR]
type = BgPalFx
trigger1 = AnimElem = 1
add = 0,0,0
sinadd = -150,-150,20,200
time = 100

;E esse é para quando ocorrer
[State 3000, 1]
type = ChangeState
trigger1 = !AnimTime
trigger1 = BackEdgeBodyDist <= -1
value = 3001
ctrl = 0

;E esse é para quando não ocorrer
[State 3000, 2]
type = ChangeState
trigger1 = !AnimTime
trigger1 = BackEdgeBodyDist > -1
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; KAME HAME HA AEREO
[Statedef 2110]
type = A
movetype = A
physics = S
juggle = 1
poweradd = -1000
ctrl = 0
anim = 2110
facep2 = 1
sprpriority = 2

[State 0]
type = ScreenBound
trigger1 = 1
movecamera = 0,1

[State 0]
type = VelSet
trigger1 = Time < 7
x = 0
y = 0

[State 0]
type = VelSet
trigger1 = Time = [7, 75]
x = -1
y = -.6

[State 0]
type = PlaySnd
trigger1 = animelem = 4
value = s2000,1

[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = s800,0

[State 0]
type = PlaySnd
trigger1 = animelem = 4
value = s300,0

[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = s900,4

[State 0]
type = PlaySnd
trigger1 = animelem = 6
value = s4000,0

[State 0]
type = Explod
trigger1 = animelem = 4 || animelem = 12 || animelem = 20 || animelem = 28 || animelem = 36
anim = 2060
bindtime = -1
pos = 30, -64
sprpriority = 3
removeongethit = 1

[State 0]
type = Explod
trigger1 = animelem = 2
anim = 6015
bindtime = -1
pos = -22, -70
scale = 0.8,0.8
sprpriority = 3
removeongethit = 1

[State 0]
type = Explod
trigger1 = animelem = 4
anim = 4015
bindtime = -1
pos = 30, -64
scale = 0.8,0.8
sprpriority = 3
removeongethit = 1

[State 0]
type = Explod
trigger1 = Time = [10, 70]
anim = 10050
postype = back
pos = 160,120
scale = 0.5,0.5
sprpriority = 1
supermovetime = -1
bindtime = -1
ownpal = 0
persistent = 5

[State 700, Magia]
type = Projectile
trigger1 = Time = 8
projanim = 4022
projremanim = 4023
projpriority = 4
projremovetime = 66
projid = 700
projhits = 20
projmisstime = 3
velocity = -1,-.6
offset = 60,-48
attr = A, HP
damage = 8,2
animtype = Hard
guardflag = HA
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 36
ground.velocity = 4,-1
air.animtype = Low
air.velocity = 6,-1
air.juggle = 3
down.bounce = 1
down.velocity = -10
fall.recover = 0
palfx.time = 5
palfx.add = 0,128,255
fall = 1
fall.recover = 0
air.fall = 1
getpower = 0
removeongethit = 1

[state 0, CLAREAR]
type = BgPalFx
trigger1 = !Time
sinadd = -80,-80,10,160
time = 80

;E esse é para quando ocorrer
[State 3000, 1]
type = ChangeState
trigger1 = !AnimTime
trigger1 = BackEdgeBodyDist <= -1
value = 4000
ctrl = 0

;E esse é para quando não ocorrer
[State 3000, 2]
type = ChangeState
trigger1 = !AnimTime
trigger1 = BackEdgeBodyDist > -1
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; GENKIDAMA
[Statedef 2500]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0
poweradd = -2000
anim = 2500
velset = 0,0
facep2 = 1
sprpriority = 1

[State 101, 2]
type = PlaySnd
trigger1 = time = 1
value = s700, 0

[State 0]
type = PlaySnd
trigger1 = time = 1
value = s900,8

[State 0]
type = PlaySnd
trigger1 = AnimElem = 20 || AnimElem = 30 || AnimElem = 38
value = s900,3

[State 0]
type = PlaySnd
trigger1 = AnimElem = 38
value = s4000,2

[State 0]
type = PlaySnd
trigger1 = AnimElem = 39
value = s180,1

[State 0]
type = PlaySnd
trigger1 = AnimElem = 63
value = s2000,2

[State 0]
type = PlaySnd
trigger1 = AnimElem = 63
value = s4000,0

[State 0]
type = PlaySnd
trigger1 = AnimElem = 65
value = s900,2

[State 2500]
type = VelSet
trigger1 = time = 1
y = 5
x = 0

[State 2500]
type = VelSet
trigger1 = time = 10
y = 3
x = 0

[State 2500]
type = VelSet
trigger1 = time = 13
y = 1
x = 0

[State 2500]
type = VelSet
trigger1 = time = 14
y = 0
x = 0

[State 0]
type = StateTypeSet
trigger1 = Pos Y < 0
StateType = A

[State 2500]
type = Explod
trigger1 = AnimElem = 14 ||AnimElem = 17 ||AnimElem = 21 ||AnimElem = 26 || AnimElem = 30
anim = 2530
pos = 0, 80
sprpriority = 3
velocity = 0, -3
scale = 0.2, 0.2
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 17 ||AnimElem = 19 ||AnimElem = 23 ||AnimElem = 27 || AnimElem = 31
anim = 2530
pos = -50, 70
sprpriority = 3
velocity = 0.4, -2
scale = 0.1, 0.1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 17 ||AnimElem = 19 ||AnimElem = 23 ||AnimElem = 27 || AnimElem = 31
anim = 2530
pos = 50, 70
sprpriority = 3
velocity = -0.4, -2
scale = 0.1, 0.1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 18 ||AnimElem = 20 ||AnimElem = 24 ||AnimElem = 28 || AnimElem = 32
anim = 2530
pos = -100, 60
sprpriority = 3
velocity = 0.6, -2
scale = 0.2, 0.2
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 18 ||AnimElem = 20 ||AnimElem = 24 ||AnimElem = 28 || AnimElem = 32
anim = 2530
pos = 100, 60
sprpriority = 3
velocity = -0.6, -2
scale = 0.2, 0.2
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 19 ||AnimElem = 22 ||AnimElem = 26 ||AnimElem = 29 || AnimElem = 33
anim = 2530
pos = -150, 60
sprpriority = 3
velocity = 0.8, -1.5
scale = 0.1, 0.1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 19 ||AnimElem = 22 ||AnimElem = 26 ||AnimElem = 29 || AnimElem = 33
anim = 2530
pos = 150, 60
sprpriority = 3
velocity = -0.8, -1.5
scale = 0.1, 0.1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 18 ||AnimElem = 23 ||AnimElem = 28 ||AnimElem = 29 || AnimElem = 33
anim = 2530
pos = -220, 20
sprpriority = 3
velocity = 1.2, -1.6
scale = 0.2, 0.2
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 18 ||AnimElem = 23 ||AnimElem = 28 ||AnimElem = 29 || AnimElem = 33
anim = 2530
pos = 220, 20
sprpriority = 3
velocity = -1.2, -1.6
scale = 0.2, 0.2
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 18 ||AnimElem = 23 ||AnimElem = 28 ||AnimElem = 29 || AnimElem = 33
anim = 2530
pos = -270, -60
sprpriority = 3
velocity = 1.5, -1
scale = 0.1, 0.1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 18 ||AnimElem = 23 ||AnimElem = 28 ||AnimElem = 29 || AnimElem = 33
anim = 2530
pos = 270, -60
sprpriority = 3
velocity = -1.5, -1
scale = 0.1, 0.1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 16 ||AnimElem = 18 ||AnimElem = 22 ||AnimElem = 26 || AnimElem = 32
anim = 3225
pos = 0, -170-10*(Time > 104)-20*(Time > 125)
postype = p1
sprpriority = 3
scale = 0.5, 0.5
bindtime = -1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 22 ||AnimElem = 26 || AnimElem = 32
anim = 3225
pos = 0, -170-10*(Time > 104)-20*(Time > 125)
postype = p1
sprpriority = 3
scale = 0.8, 0.8
bindtime = -1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 32 ||AnimElem = 36 ||AnimElem = 40
anim = 3225
pos = 0, -180-20*(Time > 125)
postype = p1
sprpriority = 3
bindtime = -1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 20 || AnimElem = 28 || AnimElem = 35
anim = 2007
pos = 0, -170-10*(Time > 104)-20*(Time > 125)
postype = p1
sprpriority = 3
scale = 0.5, 0.5
bindtime = -1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 21 || AnimElem = 30 || AnimElem = 37
anim = 2060
pos = 0, -170-10*(Time > 104)-20*(Time > 125)
postype = p1
sprpriority = 3
scale = 0.5, 0.5
bindtime = -1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 19 || AnimElem = 26
anim = 2505
pos = 0, -170-10*(Time > 104)
postype = p1
sprpriority = 3
scale = 0.1, 0.1
bindtime = -1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 28 || AnimElem = 30
anim = 2505
pos = 0, -180
postype = p1
sprpriority = 3
scale = 0.2, 0.2
bindtime = -1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 33 || AnimElem = 35
anim = 2505
pos = 0, -200
postype = p1
sprpriority = 3
scale = 0.3, 0.3
bindtime = -1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 36
anim = 2505
pos = 0, -215
postype = p1
sprpriority = 3
scale = 0.4, 0.4
bindtime = -1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 38
anim = 2505
pos = 0, -235
postype = p1
sprpriority = 3
scale = 0.6, 0.6
bindtime = -1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 38
anim = 2007
pos = 0, -200
postype = p1
sprpriority = 3
scale = 1.5, 1.5
bindtime = -1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 39
anim = 2505
pos = 0, -238
postype = p1
sprpriority = 3
scale = 0.7, 0.7
bindtime = -1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 40 || AnimElem = 43 || AnimElem = 46 || AnimElem = 49 || AnimElem = 52|| AnimElem = 55 || AnimElem = 58 || AnimElem = 61 || AnimElem = 64
anim = 2505
pos = 0, -235
postype = p1
sprpriority = 3
scale = 0.7, 0.7
bindtime = -1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 74
anim = 2550
pos = 120, 90
sprpriority = 3
velocity = 1.5, 0
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 75
anim = 2550
pos = 120, 81
sprpriority = 3
velocity = 1.5, 0
scale = 0.8,0.8
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 76
anim = 2550
pos = 120, 80
sprpriority = 1
velocity = 1.5, 0
scale = 0.6,0.6
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 77
anim = 2550
pos = 120, 78
sprpriority = 1
velocity = 1.5, 0
scale = 0.4,0.4
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 80
anim = 2580
pos = 120, 90
sprpriority = 3
velocity = 1.5, -0.2
scale = 1,1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 81
anim = 2580
pos = 120, 90
sprpriority = 3
velocity = 1.5, -0.1
scale = 0.8,0.8
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 82
anim = 2580
pos = 120, 90
sprpriority = 3
velocity = 1.5, -0.1
scale = 0.7,0.7
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 83
anim = 2580
pos = 120, 90
sprpriority = 3
velocity = 1.5, -0.1
scale = 0.6,0.6
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 84
anim = 2580
pos = 120, 90
sprpriority = 3
velocity = 1.5, -0.1
scale = 0.5,0.5
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 85
anim = 2580
pos = 120, 90
sprpriority = 3
velocity = 1.5, -0.1
scale = 0.4,0.4
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 86
anim = 2580
pos = 120, 90
sprpriority = 3
velocity = 1.5, -0.1
scale = 0.3,0.3
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 87
anim = 2580
pos = 120, 90
sprpriority = 3
velocity = 1.5, -0.4
scale = 0.6,0.6
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 85 || AnimElem = 87 || AnimElem = 89 || AnimElem = 91 || AnimElem = 93
anim = 2580
pos = 140, 90
sprpriority = 3
velocity = 1.4, -0.8
scale = 0.6,0.6
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 87 || AnimElem = 89 || AnimElem = 91
anim = 2580
pos = 120, 90
sprpriority = 3
velocity = 1.2, -0.2
scale = 1.5,1.5
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 84 || AnimElem = 87 || AnimElem = 89 || AnimElem = 91
anim = 2580
pos = 140, 90
sprpriority = 3
velocity = 1.5, -0.2
scale = 1.3,1.3
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 82 || AnimElem = 84 || AnimElem = 87 || AnimElem = 89 || AnimElem = 91
anim = 2580
pos = 150, 90
sprpriority = 3
velocity = 1.5, -0.2
scale = 1,1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 82
anim = 2580
pos = 150, 90
sprpriority = 3
velocity = 1.5, -0.1
scale = 0.6,1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 82
anim = 2580
pos = 150, 90
sprpriority = 3
velocity = 1.5, -0.5
scale = 0.4,1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 82
anim = 2580
pos = 150, 90
sprpriority = 3
velocity = 1.5, -0.8
scale = 0.2,1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 76 || AnimElem = 79
anim = 2535
pos = 90, 90
sprpriority = 3
velocity = 1.5, 0
scale = 0.2, 0.2
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 76 || AnimElem = 79
anim = 2540
pos = 210, 90
sprpriority = 3
velocity = 1.5, 0
scale = 0.2, 0.2
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 78 || AnimElem = 80
anim = 2535
pos = 90, 90
sprpriority = 3
velocity = 1, 0
scale = 0.4, 0.4
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 78 || AnimElem = 80
anim = 2540
pos = 210, 90
sprpriority = 3
velocity = 1.5, 0
scale = 0.4, 0.4
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 79 || AnimElem = 81
anim = 2535
pos = 90, 90
sprpriority = 3
velocity = 1, 0
scale = 0.5, 0.5
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 79 || AnimElem = 81
anim = 2540
pos = 210, 90
sprpriority = 3
velocity = 1.5, 0
scale = 0.5, 0.5
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 80 || AnimElem = 82
anim = 2535
pos = 90, 90
sprpriority = 3
velocity = 1, 0
scale = 0.3, 0.3
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 80 || AnimElem = 82
anim = 2540
pos = 210, 90
sprpriority = 3
velocity = 1.5, 0
scale = 0.3, 0.3
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 82 || AnimElem = 84
anim = 2535
pos = 120, 90
sprpriority = 3
velocity = 1, 0
scale = 0.5, 0.5
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 82 || AnimElem = 84
anim = 2540
pos = 180, 90
sprpriority = 3
velocity = 1.5, 0
scale = 0.5, 0.5
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 82 || AnimElem = 85
anim = 2560
pos = 120, 90
sprpriority = 3
velocity = 0.8, 0
scale = 1, 1
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 79 || AnimElem = 81 || AnimElem = 83 || AnimElem = 85
anim = 2560
pos = 100, 95
sprpriority = 3
velocity = -0.3, -0.5
scale = 0.7, 0.7
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 77 || AnimElem = 78 || AnimElem = 80 || AnimElem = 82
anim = 2560
pos = 90, 95
sprpriority = 3
velocity = 0.3, -1
scale = 0.6, 0.6
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 76 || AnimElem = 79 || AnimElem = 81 || AnimElem = 83
anim = 2560
pos = 80, 95
sprpriority = 3
velocity = 0.4, -1
scale = 0.5, 0.5
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 79 || AnimElem = 82 || AnimElem = 86
anim = 2560
pos = 50, 95
sprpriority = 3
velocity = 0, -0.5
scale = 0.3, 0.3
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 77 || AnimElem = 78 || AnimElem = 80 || AnimElem = 82
anim = 2570
pos = 205, 95
sprpriority = 3
velocity = 1.5, -1
scale = 0.6, 0.6
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 76 || AnimElem = 79 || AnimElem = 81 || AnimElem = 83
anim = 2570
pos = 200, 95
sprpriority = 3
velocity = 1.5, -1
scale = 0.5, 0.5
supermovetime = -1

[State 2500]
type = Explod
trigger1 = AnimElem = 79 || AnimElem = 82 || AnimElem = 86
anim = 2570
pos = 190, 95
sprpriority = 3
velocity = 1.5, -0.5
scale = 0.3, 0.3
supermovetime = -1

[State 0]
type = EnvShake
trigger1 = AnimElem = 70
ampl = 2
time = 5

[State 0]
type = EnvShake
trigger1 = AnimElem = 75
ampl = 3
time = 10

[State 0]
type = EnvShake
trigger1 = AnimElem = 77
ampl = 5
time = 10

[State 0]
type = EnvShake
trigger1 = AnimElem = 80
ampl = 10
time = 40

[State 0]
type = Explod
trigger1 = Time = [10, 270]
anim = 10030
postype = back
pos = 160,120
scale = 0.5,0.5
sprpriority = 0
supermovetime = -1
bindtime = -1
ownpal = 0
persistent = 5

[State 0]
type = Projectile
trigger1 = AnimElem = 65 
projanim = 2510
projscale = .8, .8
projhits = 10
projremove = 0
projmisstime = 3
projremovetime = 95
offset = 0, -235
velocity = 3, 3
attr = S, SP
guardflag = MA
damage = 16,4
animtype = Hard
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 100
ground.hittime = 100
ground.velocity = -8
air.type = Low
air.velocity = -3.5,-2.75
air.juggle = 3
fall.Animtype = Hard
fall = 1
palfx.time = 15
palfx.add = 0,128,255
getpower = 0

[state 0, CLAREAR]
type = BgPalFx
trigger1 = time = 1
add = -200,-200,-150
time = 480

[State 0]
type = Explod
trigger1 = Time = 4
anim = 1542
pos = 3, -8
scale = 0.6, 0.75
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = Time = 5
anim = 1542
pos = 3, -2
scale = 0.65, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = Time = 224
anim = 1544
pos = 0, -5
scale = 0.6, 0.75
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = Time = 225
anim = 1544
pos = 3, 0
scale = 0.75, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Helper
trigger1 = time = 276
helpertype = Normal
name = "Terra Destruindo"
id = 40000
pos = -158, -38
facing = 1
stateno = 40000

[State 0]
type = RemoveExplod
trigger1 = time = 276

[State 0]
type = posadd
trigger1 = AnimElem = 1
y = -128
x = 50

[State 0]
type = SuperPause
trigger1 = Time = [1, 192]
movetime = 30
anim = -1
p2defmul = 1

[State 0]
type = ChangeState
trigger1 = !AnimTime
value = 50

;---------------------------------------------------------------------------
; Helper Terra Destruindo
[Statedef 40000]
type = A
ctrl = 0
anim = 9999
sprpriority = 99999
facing = 1

[State 0]
type = AssertSpecial
trigger1 = Time > 0
flag = nobardisplay
flag2 = noBG
flag3 = noFG

[State 0]
type = AssertSpecial
trigger1 = Time > 0
flag = globalnoshadow

[State 0]
type = SuperPause
trigger1 = Time = 50
time = 170
movetime = 170
anim = -1
p2defmul = 1
darken = 0

[State 0]
type = Explod
trigger1 = time = 1
anim = 2007
postype = left
pos = 208,74
sprpriority = 5
scale = 0.8,0.8
bindtime = -1
ownpal = 1
persistent = 5
supermovetime = -1
facing = 1

[State 0]
type = Explod
trigger1 = time = 1
anim = 18000
postype = left
pos = 70,80
sprpriority = 5
bindtime = -1
ownpal = 1
persistent = 5
supermovetime = -1
facing = 1

[State 0]
type = Explod
trigger1 = time = 1
anim = 17000
postype = left
pos = 70,80
sprpriority = 5
bindtime = -1
ownpal = 1
persistent = 5
supermovetime = -1
facing = 1

[State 0]
type = Explod
trigger1 = time = 1
anim = 16000
postype = left
pos = 70,80
sprpriority = 5
bindtime = -1
ownpal = 1
persistent = 5
supermovetime = -1
facing = 1

[State 0]
type = Explod
trigger1 = time = 1
anim = 15000
postype = left
pos = 159,112
sprpriority = 5
scale = 0.5,0.5
bindtime = -1
ownpal = 1
persistent = 5
supermovetime = -1
facing = 1

[state 0, CLAREAR]
type = BgPalFx
trigger1 = time = 200
add = 0,0,0
sinadd = -220,-220,-100,200
time = 100

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

[State 0]
type = DestroySelf
trigger1 = Time = 250

;---------------------------------------------------------------------------
; GENKIDAMA chao
[Statedef 2700]
type = S
movetype = I
physics = S
juggle = 1
poweradd = -3000*(!Var(0))
ctrl = 0
anim = 2700
velset = 0,0
facep2 = 1
sprpriority = 1

[State 0]
type = VarAdd
trigger1 = 1
v = 0
value = 1

[State 0]
type = PlaySnd
trigger1 = Time = 2
value = s0,2

[State 0]
type = PlaySnd
trigger1 = Var(0) = 290
value = s2000,2

[State 0]
type = PlaySnd
trigger1 = Var(0) = 295
value = s180,1

[State 0]
type = PalFX
trigger1 = Var(0) < 300
time = 1
add = floor(85+85*(sin((2*pi*Var(0)-300*pi/2)/(300-Var(0))))), floor(85+85*(sin((2*pi*Var(0)-300*pi/2)/(300-Var(0))))), floor(120+120*(sin((2*pi*Var(0)-300*pi/2)/(300-Var(0)))))

[State 0]
type = ChangeState
trigger1 = Var(0) > 298
value = 2701

;---------------------------------------------------------------------------
; genki chao 2
[Statedef 2701]
type = S
movetype = A
physics = S
juggle = 1
poweradd = 0
ctrl = 0
anim = 2710
velset = 0,0
facep2 = 1
sprpriority = 2

[State 0]
type = Explod
trigger1 = AnimElem = 1
anim = 2720
bindtime = 1
pos = 0, -48
sprpriority = 3
ownpal = 1
scale = 0.3,0.3
removeongethit = 1

[State 0]
type = VarSet
trigger1 = AnimElem = 10
v = 0
value = 300

[State 0]
type = PlaySnd
trigger1 = AnimElem = 11
value = s900,6

[State 0]
type = PlaySnd
trigger1 = AnimElem = 13
value = s900,0

[State 0]
type = Explod
trigger1 = AnimElem = 10
anim = 2540
bindtime = 1
pos = 30, 0
sprpriority = 10
ownpal = 1
scale = 0.5,0.5

[State 0]
type = Explod
trigger1 = AnimElem = 10
anim = 2535
bindtime = 1
pos = -20, 0
sprpriority = 10
ownpal = 1
scale = 0.5,0.5

[State 0]
type = Explod
trigger1 = AnimElem = 13
anim = 2050
bindtime = 1
pos = 70, -64
sprpriority = 3
ownpal = 1

[State 0]
type = Explod
trigger1 = AnimElem = 13
anim = 2050
bindtime = 1
pos = 68, -64
scale = 0.5,0.5
velocity = 12, 0
sprpriority = 3
ownpal = 1

[State 0]
type = EnvShake
trigger1 = AnimElem = 13
ampl = 8
time = 20

[State 0]
type = Projectile
trigger1 = AnimElem = 13
damage = 400, 100
attr = S, HP
guardflag = MA
animtype = Medium
projanim = 2730
projid = 2701
sparkno = -1
sparkxy = 0,0
velocity = 10, (P2BodyDist Y)*10/((P2BodyDist X)+(P2BodyDist X = 0)*.1)
offset = 70, -64
hitsound = s4000,0
guardsound = s900,5
ground.slidetime = 150
ground.hittime = 150
guard.hittime = 30
ground.velocity = 0, -25
air.velocity = 0, -25
pausetime = 0,70
envshake.time = 150
envshake.ampl = 4
palfx.time = 150
palfx.add = 0,128,255
fall = 1
fall.recover = 0
getpower = 0

[State 0]
type = Explod
trigger1 = ProjHit2701 = 1
anim = 10040
postype = back
pos = 160,120
scale = 0.5,0.5
sprpriority = 0
supermovetime = -1
bindtime = -1
ownpal = 0
persistent = 5

[State 0]
type = PlaySnd
trigger1 = ProjContact2701 = 1
value = s4000,3

[State 0]
type = Explod
trigger1 = ProjHit2701 = 1
anim = 2750
bindtime = 1
pos = 0, 10
postype = p2
sprpriority = 3
ownpal = 1
scale = 0.5,0.5

[State 0]
type = Explod
trigger1 = ProjHit2701 = 1
anim = 2751
bindtime = 1
pos = 0, 10
velocity = 0, -2
postype = p2
sprpriority = 3
ownpal = 1
scale = 0.5,0.5

[State 0]
type = Explod
trigger1 = ProjContact2701 = 1
anim = 2740
bindtime = -1
pos = -40, -80
scale = 1.2,1.3
removetime = 100
postype = p2
sprpriority = 3
ownpal = 1
persistent = 0

[state 0, CLAREAR]
type = BgPalFx
trigger1 = AnimElem = 16
add = 0,0,0
sinadd = 200,200,200,50
time = 50

[State 0]
type = ChangeState
trigger1 = !AnimTime
value = 2702

;---------------------------------------------------------------------------
; cansado
[Statedef 2702]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 5300
sprpriority = 2
velset = 0,0

[State 0]
type = ChangeState
trigger1 = Time = 190
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; METEOR ATTACK  (start)
[Statedef 20000]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
anim = 20000
facep2 = 1
sprpriority = 2
velset = 0,0

[State 0]
type = SuperPause
trigger1 = Time = 5
time = 85
movetime = 85
anim = -1
p2defmul = 1

[State 0]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0, 2

[State 0]
type = PlaySnd
trigger1 = AnimElem = 6
value = s4000, 4

[State 0]
type = PlaySnd
trigger1 = AnimElem = 6
value = s2000, 4

[State 0]
type = PlaySnd
trigger1 = AnimElem = 5
value = s900, 4

[State 0]
type = PlaySnd
trigger1 = AnimElem = 10
value = s2,2

[State 0]
type = Explod
trigger1 = AnimElem = 5
anim = 1527
pos = 3, 0
scale = 0.75, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 4
anim = 1527
pos = 3, 0
scale = 0.6, 0.7
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2020
pos = -45, 0
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2020
pos = 15, 0
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2022
pos = 45, 0
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2022
pos = -5, 0
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2026
pos = 25, 0
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2025
pos = -27, 0
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2020
pos = -45, 10
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2020
pos = 15, 10
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2022
pos = 45, 10
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2022
bindtime = -1
pos = -5, 10
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2026
pos = 25, 10
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2025
pos = -27, 10
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15
anim = 2550
scale = 0.8, 0.8
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2535
pos = -10, 5
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2535
pos = 55, 5
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2540
pos = 15, 5
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 25 || AnimElem = 30 || AnimElem = 35
anim = 2540
pos = -50, 5
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = EnvShake
trigger1 = AnimElem = 5
ampl = 15
time = 90

[state 0, CLAREAR]
type = BgPalFx
trigger1 = time = 1
add = -200,-200,-150
time = 94

[State 2200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 20020
ctrl = 1

;---------------------------------------------------------------------------
; METEOR ATTACK (cotovelada)
[Statedef 20020]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= -1000
ctrl = 0
anim = 20020
facep2 = 1
sprpriority = 0
velset = 0,0

[State 0]
type = Explod
trigger1 = AnimElem = 1
anim = 1535
pos = -10, 0
scale = 0.7, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1
anim = 1535
pos = 10, 0
scale = 0.6, 0.7
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = VelSet
trigger1 = AnimElem = 2
x = 10

[State 0]
type = VelSet
trigger1 = AnimElem = 3
x = 20

[State 0]
type = VelSet
trigger1 = AnimElem = 4
x = 30

[State 0]
type = PlaySnd
trigger1 = time = 1
value = s900, 6

[State 0]
type = PlaySnd
trigger1 = time = 14 
value = s5, 10

[State 0]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,1

[State 0]
type = Explod
trigger1 = time = 4
anim = 2010
pos = -20, -50
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 5
anim = 2060
pos = -20, -60
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 8
anim = 2060
pos = -20, -60
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 10
anim = 2060
pos = -20, -60
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 12
anim = 2060
pos = -20, -60
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 14
anim = 2060
pos = -20, -60
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 16
anim = 2060
pos = 0, -60
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 18
anim = 2060
pos = 40, -60
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 24, 10
animtype = hard
guardflag = HA
pausetime = 4,20
sparkno = s6010
sparkxy = -30,-60
hitsound = s300,0
guardsound = s2,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2
air.velocity = -3
envshake.time = 10
envshake.ampl = 14
fall.recover = 0
kill = 0
getpower = 0

[state 0, CLAREAR]
type = BgPalFx
trigger1 = time = 1
add = -200,-200,-150
time = 55

[State 2200, 2]
type = ChangeState
trigger1 = movehit
trigger1 = time = 31
value = 20030
ctrl = 0

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

;---------------------------------------------------------------------------
; METEOR ATTACK (chute)
[Statedef 20030]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= -0
ctrl = 0
anim = 20030
facep2 = 1
sprpriority = 0
velset = 0,0

[State 0]
type = Explod
trigger1 = AnimElem = 1
anim = 1537
pos = -20, 5
scale = 0.7, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 1
anim = 1537
pos = -5, 10
scale = 0.7, 0.7
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = VelSet
trigger1 = time = 14
x = 18

[State 0]
type = PlaySnd
trigger1 = time = 14
value = s5, 10

[State 0]
type = PlaySnd
trigger1 = time = 13
value = s0,2

[State 0]
type = Explod
trigger1 = time = 14
anim = 2010
pos = -20, -50
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 14
anim = 2060
pos = -40, -50
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 14
anim = 2060
pos = -20, -50
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 14
anim = 2060
pos = 20, -50
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 14
anim = 2060
pos = 50, -50
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 14
anim = 2060
pos = 80, -50
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 24, 10
animtype = hard
guardflag = HA
pausetime = 4,20
sparkno = s6010
sparkxy = -30,-60
hitsound = s300,0
guardsound = s2,0
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2
air.velocity = -3
envshake.time = 10
envshake.ampl = 14
fall.recover = 0
kill = 0
getpower = 0

[state 0, CLAREAR]
type = BgPalFx
trigger1 = time = 1
add = -200,-200,-150
time = 55

[State 2200, 2]
type = ChangeState
trigger1 = movehit
trigger1 = time = 28
value = 20040
ctrl = 0

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

;---------------------------------------------------------------------------
; METEOR ATTACK (gancho)
[Statedef 20040]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= -0
ctrl = 0
anim = 20040
facep2 = 1
sprpriority = 0
velset = 0,0

[State 0]
type = VelSet
trigger1 = time = 15
x = 8

[State 0]
type = PlaySnd
trigger1 = time = 10
value = s5, 8

[State 0]
type = PlaySnd
trigger1 = time = 14
value = s0,2

[State 0]
type = Explod
trigger1 = time = 12
anim = 1538
pos = 5, 5
scale = 0.55, 0.55
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = time = 13
anim = 1538
pos = 15, 0
scale = 0.65, 0.65
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = time = 5
anim = 2060
pos = -40, -70
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 11
anim = 2060
pos = -15, -50
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 14
anim = 2060
pos = 20, -20
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 16
anim = 2060
pos = 50, -80
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 18
anim = 2060
pos = 30, -130
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 40, 20
animtype = hard
guardflag = HA
pausetime = 12,12
sparkno = s6010
sparkxy = -30,-60
hitsound = s300,0
guardsound = s2,0
ground.type = low
ground.slidetime = 200
ground.hittime = 200
ground.velocity = 1, -22
air.velocity = 1, -22
envshake.time = 14
envshake.ampl = 18
fall.recover = 0
kill = 0
getpower = 0

[state 0, CLAREAR]
type = BgPalFx
trigger1 = time = 1
add = -200,-200,-150
time = 70

[State 2200, 2]
type = ChangeState
trigger1 = movehit
trigger1 = time = 43
value = 20050
ctrl = 0

[State 0]
type = SuperPause
trigger1 = Time = [34, 48]
movetime = 30
anim = -1
p2defmul = 1

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

;---------------------------------------------------------------------------
; METEOR ATTACK (chute duplo ar)
[Statedef 20050]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= -0
ctrl = 0
anim = 20050
sprpriority = 0
velset = 0,0

[State 0]
type = SuperPause
trigger1 = Time = [52, 80]
movetime = 30
anim = -1
p2defmul = 1

[State 0]
type = VelSet
trigger1 = time = 10
x = 6
y = -40

[State 0]
type = VelSet
trigger1 = time = 15
x = 3
y = -28

[State 0]
type = VelSet
trigger1 = time = 19
x = -2
y = -4

[State 0]
type = VelSet
trigger1 = time = 19
x = 0
y = 0

[State 0]
type = PlaySnd
trigger1 = animelem = 4
value = s5, 12

[State 0]
type = PlaySnd
trigger1 = animelem = 4
value = s0,2

[State 0]
type = PlaySnd
trigger1 = animelem = 10
value = s0,1

[State 0]
type = PlaySnd
trigger1 = animelem = 13
value = s0,1

[State 0]
type = PlaySnd
trigger1 = time = 50
value = s700,0

[State 0]
type = Explod
trigger1 = time = 1
anim = 1539
pos = -10, -8
scale = 0.7, 0.8
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = time = 2
anim = 1539
pos = -20, 0
scale = 0.8, 0.7
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = time = 29
anim = 1540
pos = -4, -5
scale = 0.7, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = time = 30
anim = 1540
pos = -4, 0
scale = 0.6, 0.7
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 5
anim = 2060
pos = 0, -50
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 6
anim = 2060
pos = 5, -30
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 7
anim = 2060
pos = 10, -40
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 8
anim = 2060
pos = 15, -60
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 9
anim = 2060
pos = 20, -80
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 10
anim = 2060
pos = 10, -100
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 11
anim = 2060
pos = -10, -90
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 12
anim = 2060
pos = -60, -80
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 12
anim = 2060
pos = 0, -110
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 13
anim = 2060
pos = -60, -5
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 13
anim = 2060
pos = -10, -90
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 14
anim = 2060
pos = -60, -60
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 15
anim = 2060
pos = -50, -0
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0, 1]
type = HitDef
trigger1 = AnimElem = 12
attr = A, HA
damage = 24, 10
animtype = medium
guardflag = HA
pausetime = 8,8
sparkno = s6010
sparkxy = -30,-60
hitsound = s300,0
guardsound = s2,0
ground.type = low
ground.slidetime = 100
ground.hittime = 100
ground.velocity = 5, 5
air.velocity = 5, 5
envshake.time = 10
envshake.ampl = 14
kill = 0
getpower = 0

[State 0, 1]
type = HitDef
trigger1 = AnimElem = 14
attr = A, HA
damage = 24, 10
animtype = medium
guardflag = HA
pausetime = 8,8
sparkno = s6010
sparkxy = -30,-60
hitsound = s300,0
guardsound = s2,0
ground.type = low
ground.slidetime = 200
ground.hittime = 200
ground.velocity = 9.9, 9.5
air.velocity = 9.9, 9.5
air.hittime = 200
envshake.time = 10
envshake.ampl = 14
kill = 0
getpower = 0

[state 0, CLAREAR]
type = BgPalFx
trigger1 = time = 1
add = -200,-200,-150
time = 100

[State 2200, 2]
type = ChangeState
trigger1 = movehit
trigger1 = time = 76
value = 20060
ctrl = 0

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

;---------------------------------------------------------------------------
; METEOR ATTACK (chute forte)
[Statedef 20060]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= -0
ctrl = 0
anim = 20060
sprpriority = 0
velset = 0,0

[State 0]
type = Explod
trigger1 = AnimElem = 9
anim = 1541
pos = -5, 0
scale = 0.6, 0.7
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = Explod
trigger1 = AnimElem = 10
anim = 1541
pos = 5, 0
scale = 0.7, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 0]
type = SuperPause
trigger1 = Time = [1, 8]
movetime = 30
anim = -1
p2defmul = 1

[State 0]
type = posadd
trigger1 = AnimElem = 1
x = -340
y = 312

[State 0]
type = PlaySnd
trigger1 = time = 1
value = s700,0

[State 0]
type = PlaySnd
trigger1 = animelem = 5
value = s900,7

[State 0]
type = PlaySnd
trigger1 = time = 28
value = s5, 13

[State 0]
type = PlaySnd
trigger1 = AnimElem = 12
value = s0, 0

[State 0]
type = PlaySnd
trigger1 = AnimElem = 18
value = s0, 2

[State 0]
type = PlaySnd
trigger1 = AnimElem = 18
value = s1, 1

[State 0]
type = Explod
trigger1 = AnimElem = 1
anim = 2060
pos = 150, -170
scale = 0.4, 0.4
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 2
anim = 2060
pos = 120, -140
scale = 0.5, 0.5
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 3
anim = 2060
pos = 100, -120
scale = 0.6, 0.6
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 4
anim = 2060
pos = 80, -100
scale = 0.7, 0.7
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 5
anim = 2060
pos = 60, -80
scale = 0.8, 0.8
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 6
anim = 2060
pos = 40, -60
scale = 0.9, 0.9
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 13
anim = 2060
pos = 14, -25
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 15
anim = 2060
pos = -25, -50
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 16
anim = 2060
pos = 30, -50
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = AnimElem = 17
anim = 2060
pos = 15, -50
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 32
anim = 2060
pos = 30, -60
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 34
anim = 2060
pos = 60, -60
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 36
anim = 2060
pos = 80, -60
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 38
anim = 2060
pos = 100, -60
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 0]
type = Explod
trigger1 = time = 40
anim = 2060
pos = 120, -60
scale = 0.6, 0.6
bindtime = -1
sprpriority = 3
ownpal = 1
supermovetime = -1

[State 3100, 1]
type = HitDef
trigger1 = !Time
attr = S, HA
damage = 80, 30
animtype = Hard
guardflag = HA
pausetime = 10,9
sparkno = s6010
sparkxy = -15,-60
hitsound = s300,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 200
ground.hittime = 200
ground.velocity = 0,0
air.velocity = 0,0
envshake.time = 15
envshake.ampl = 15
getpower = 0
kill = 0
snap = 40, 0
p2stateno = 5000
p2getp1state = 0

[State 3100, 1]
type = HitDef
trigger1 = MoveHit
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = HA
pausetime = 0,0
sparkno = -1
sparkxy = -15,-60
hitsound = -1,0
guardsound = -1,0
ground.type = Low
ground.slidetime = 200
ground.hittime = 200
ground.velocity = -30,0
air.velocity = -30,0
envshake.time = 15
envshake.ampl = 15
getpower = 0
persistent = 0
numhits = 0
p2stateno = 3031

[state 0, CLAREAR]
type = BgPalFx
trigger1 = time = 1
add = -200,-200,-150
time = 150

[State 0, 2]
type = ScreenBound
trigger1 = MoveHit
value = 0

[State 0, 1]
type = ChangeState
trigger1 = time = 51
value = 3030
ctrl = 0

;---------------------------------------------------------------------------
; METEOR ATTACK (teleporte genkidama)
[Statedef 3030]
type    = S
physics = S
velset = 0,0
ctrl = 0
anim = 20070
facep2 = 1

[State 0]
type = ScreenBound
trigger1 = 1
value = 0

[State 101, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 101, 2]
type = PlaySnd
trigger1 = animelem = 6
value = s700, 0

[State 101, 4]
type = ChangeState
trigger1 = !AnimTime
value = 2500
ctrl = 0

;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 3031]
type    = S
movetype= H
physics = N
velset = -30,0
anim = 5011

[State 101, 4]
type = ChangeAnim
trigger1 = (Time = 10) && (Anim != 5300)
value = 5300

[State 101, 4]
type = SelfState
trigger1 = Time = 120
value = 5000
ctrl = 0

;---------------------------------------------------------------------------
;helper ia
[Statedef 9999]
anim = 9999
ctrl = 0

; Vamos deixar o helper invisível

[State 9999]
type = AssertSpecial
trigger1 = 1
flag = invisible

; Vamos colocá-lo "em oposição" ao seu char
; Isso significa que o Helper vai ficar de FRENTE (ou "em oposição") ao seu lutador

[State 9999]
type = Turn
trigger1 = Facing != Parent, Facing

; Vamos setar a variável da IA de novo
; Se os comandos "x", "y", "z", "a", "b", "c",
; "start", "holdfwd", "holdback", "holdup", "holddown" forem executados, a var(59) vale zero
; Perceba que a ativação só ocorre durante a luta (RoundState = 2)

[State 9999]
type = ParentVarSet
triggerall = RoundState = 2
triggerall = Time > 0 && Parent, MoveType = I
trigger1 = Parent, Command = "x"
trigger2 = Parent, Command = "y"
trigger3 = Parent, Command = "z"
trigger4 = Parent, Command = "a"
trigger5 = Parent, Command = "b"
trigger6 = Parent, Command = "c"
trigger7 = Parent, Command = "start"
trigger8 = Parent, Command = "holdfwd"
trigger9 = Parent, Command = "holdback"
trigger10 = Parent, Command = "holdup"
trigger11 = Parent, Command = "holddown"
var(59) = ifelse (Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c" || Command = "start" || Command = "holdfwd" || Command = "holdback" || Command = "holdup" || Command = "holddown",0,1)

; Terminado a luta, detonamos o helper

[State 9999]
type = DestroySelf
trigger1 = RoundState != 2