;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===============================================================================
;----------------------------(DESPERATION MOVES)--------------------------------
;===============================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------
; Diamond Edge
[Statedef 2000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= -1000
velset = 0,0
anim = 2000
sprpriority = 1
ctrl = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3600) = 0
triggerall = prevstateno = [1000,1999]
trigger1 = animelem = 1
helpertype = normal
name = "Super Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3200, 10]
type = PalFX
triggerall = prevstateno >= 1000
triggerall = time <= 10
trigger1 = Time%2
time = 1
add = 256,0,0
mul = 256,0,0
sinadd = 256,0,0,1
invertall = 0
color = 256

[State 1]
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 32
movetime = 32
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Desperation Move Spark"
ID = 9000
stateno = 9000
pos = -3,-67
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[state a];発射
type = playsnd
trigger1 = animelem = 2
value = s2000,0
channel = 8

[state a]
type = playsnd
trigger1 = animelem = 4
value = s2000,1
channel = 8

[state a]
type = playsnd
trigger1 = animelem = 6
value = s2000,2

[State 0, Helper]
type = Helper
trigger1 = time = 42
helpertype = normal ;player
name = "Diamond Edge"
ID = 2000
stateno = 2050
pos = 30,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = time = 46
helpertype = normal ;player
name = "Diamond Edge"
ID = 2001
stateno = 2050
pos = 100,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 1000,]
type = ChangeState
triggerall = var(59) = 1
trigger1 = random >= 500
trigger1 = var(7) > 0
trigger1 = time = 46
value = 3000
ignorehitpause = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
trigger2 = animelem = 11
var(7) = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Hit by Diamond Edge
[Statedef 2015]
type    = S
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 15
statetype = A

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 52, 1]
type = VelSet
trigger1 = time = 15
x = -2.4
y = -10

[State 52, 2]
type = Veladd
trigger1 = time >= 17
y = .5

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2015

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;-------------------------------------------------------------------------------
; Diamond Edge
[StateDef 2050]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse(ishelper(2001),2052,2050)
poweradd = 0
sprpriority = 5

[State 810,]
type = EnvShake
trigger1 = time = 0
ampl = 10
freq = 100
time = 10

[state a]
type = playsnd
trigger1 = !ishelper(2001)
value = s2000,2
persistent = 0
[state a]
type = playsnd
trigger1 = ishelper(2001)
value = s2000,5
persistent = 0
[state a]
type = playsnd
trigger1 = ishelper(2001)
value = s2000,6
persistent = 0
[state a]
type = playsnd
trigger1 = ishelper(2001)
value = s2000,7
persistent = 0
[State 0, VarSet]
type = VarSet
trigger1 = projhit = 1
v = 7
value = 1

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 5
ProjID = 2000
projanim = 2051
projscale = 1,1
projremove = 0
projremovetime = 4
velocity = 0,0
projhits = 1
projmiss = 0
projpriority = 10
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;type = HitDef
attr = S, SP
hitflag = MAFPD
animtype  = high
priority = 9, Hit
getpower = 100,100
damage    = 180,25
guardflag = M
pausetime = 6,3
sparkno = s7003
sparkxy = 30,-50
hitsound   = s410,0
guard.sparkno = -1
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-5
air.velocity = -8,-5
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
p2facing = 1

[State 1000: Helper]
type = null
trigger1 = projhit = 1
helpertype = Normal
name = "Slow Motion"
id = 9500
stateno = 9500
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[State 1000, ParentVarset]
type = ParentVarset
trigger1 = root,stateno = 2000
trigger1 = root,projhittime(2000) = 1
var(7) = 1
persistent = 0

[State 2050, end]
type = DestroySelf
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; MAX Diamond Edge
[Statedef 2100]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= -2000
velset = 0,0
anim = 2100
sprpriority = 1
ctrl = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3600) = 0
triggerall = prevstateno = [1000,1999]
trigger1 = animelem = 1
helpertype = normal
name = "Super Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3200, 10]
type = PalFX
triggerall = prevstateno >= 1000
triggerall = time <= 10
trigger1 = Time%2
time = 1
add = 256,0,0
mul = 256,0,0
sinadd = 256,0,0,1
invertall = 0
color = 256

[State 1]
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 32
movetime = 32
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Desperation Move Spark"
ID = 9000
stateno = 9000
pos = -3,-67
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[state a];発射
type = playsnd
trigger1 = animelem = 2
value = s2000,0
channel = 8

[state a]
type = playsnd
trigger1 = animelem = 4
value = s2100,1
channel = 8

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal ;player
name = "1ｪ Diamond Edge"
ID = 2000
stateno = 2150
pos = 20,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal ;player
name = "2ｪ Diamond Edge"
ID = 2000
stateno = 2151
pos = 70,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 14
helpertype = normal ;player
name = "3ｪ Diamond Edge"
ID = 2000
stateno = 2152
pos = 120,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1000,]
type = ChangeState
triggerall = var(59) = 1
trigger1 = var(7) > 0
trigger1 = (time >= 68 && time <= 81)
value = 3000
ignorehitpause = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
trigger2 = animelem = 19
var(7) = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Target State - Low
[Statedef 2115]
type    = S
movetype= H
physics = S
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -8

[State 1000, VelAdd]
type = Velset
trigger1 = time >= 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2030

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 1ｪ Diamond Edge
[StateDef 2150]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2050
poweradd = 0
sprpriority = 5

[State 810,]
type = EnvShake
trigger1 = time = 0
ampl = 10
freq = 100
time = 5

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = s2000,2

[State 0, VarSet]
type = VarSet
trigger1 = projhit = 1
v = 7
value = 1

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 5
ProjID = 2000
projanim = 2051
projscale = 1,1
projremove = 0
projremovetime = 4
velocity = 0,0
projhits = 1
projmiss = 0
projpriority = 10
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;type = HitDef
attr = S, SP
hitflag = MAFP
animtype  = high
priority = 9, Hit
getpower = 100,100
damage    = 100,25
guardflag = HA
pausetime = 6,3
sparkno = s7003
sparkxy = 30,-50
hitsound   = s410,0
guard.sparkno = -1
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-5
air.velocity = -8,-5
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
p2facing = 1

[State 1000: Helper]
type = Helper
trigger1 = projhit = 1
helpertype = Normal
name = "Slow Motion"
id = 9500
stateno = 9500
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[State 1000, ParentVarset]
type = ParentVarset
trigger1 = root,stateno = 2100
trigger1 = root,projhittime(2000) = 1
var(7) = 1
persistent = 0

[State 2050, end]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------------
; 2ｪ Diamond Edge
[StateDef 2151]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2050
poweradd = 0
sprpriority = 5

[State 810,]
type = EnvShake
trigger1 = time = 0
ampl = 10
freq = 100
time = 5

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = s2000,2

[State 0, VarSet]
type = VarSet
trigger1 = projhit = 1
v = 7
value = 1

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 5
ProjID = 2000
projanim = 2051
projscale = 1,1
projremove = 0
projremovetime = 4
velocity = 0,0
projhits = 1
projmiss = 0
projpriority = 10
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;type = HitDef
attr = S, SP
hitflag = MAFP
animtype  = high
priority = 9, Hit
getpower = 100,100
damage    = 100,25
guardflag = HA
pausetime = 3,3
sparkno = s7003
sparkxy = 30,-50
hitsound   = s410,0
guard.sparkno = -1
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-3
air.velocity = -8,-3
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
p2facing = 1

[State 1000: Helper]
type = Helper
trigger1 = projhit = 1
helpertype = Normal
name = "Slow Motion"
id = 9500
stateno = 9500
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[State 1000, ParentVarset]
type = ParentVarset
trigger1 = root,stateno = 2100
trigger1 = root,projhittime(2000) = 1
var(7) = 1
persistent = 0

[State 2050, end]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------------
; 3ｪ Diamond Edge
[StateDef 2152]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2050
poweradd = 0
sprpriority = 5

[State 810,]
type = EnvShake
trigger1 = time = 0
ampl = 10
freq = 100
time = 10

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = s2000,2

[State 0, VarSet]
type = VarSet
trigger1 = projhit = 1
v = 7
value = 1

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 5
ProjID = 2000
projanim = 2051
projscale = 1,1
projremove = 0
projremovetime = 4
velocity = 0,0
projhits = 1
projmiss = 0
projpriority = 10
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;type = HitDef
attr = S, SP
hitflag = MAFP
animtype  = diagup
priority = 9, Hit
getpower = 100,100
damage    = 100,25
guardflag = HA
pausetime = 3,15
sparkno = s7003
sparkxy = 30,-60
hitsound   = s410,0
guard.sparkno = -1
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-11
air.velocity = -6,-11
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
p2facing = 1

[State 1000: Helper]
type = Helper
trigger1 = projhit = 1
helpertype = Normal
name = "Slow Motion"
id = 9500
stateno = 9500
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[State 1000, ParentVarset]
type = ParentVarset
trigger1 = root,stateno = 2100
trigger1 = root,projhittime(2000) = 1
var(7) = 1
persistent = 0

[State 2050, end]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------------
; SPIN KICKS
[Statedef 2400]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= -1000
velset = 0,0
anim = 4200
sprpriority = 1
ctrl = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3600) = 0
triggerall = prevstateno = [1000,1999]
trigger1 = animelem = 1
helpertype = normal
name = "Super Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3200, 10]
type = PalFX
triggerall = prevstateno >= 1000
triggerall = time <= 10
trigger1 = Time%2
time = 1
add = 256,0,0
mul = 256,0,0
sinadd = 256,0,0,1
invertall = 0
color = 256

[State 1]
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 32
movetime = 0
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Desperation Move Spark"
ID = 9000
stateno = 9000
pos = -3,-67
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 5
ignorehitpause = 1
[state a]
type = playsnd
trigger1 = animelem = 4
value = s390,0
volume = 50

[State 430, 2]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 6
attr = C, HA
damage    = 30,10
priority = 3, Hit
animtype  = Hard
hitflag = MAFD
guardflag = L
pausetime = 5,9
sparkno = s7000
sparkxy = -10,-10
hitsound   = s440,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,0
down.velocity = -5,0
down.hittime = 20
fall = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = animelem = 1,>=1
flag = nomusic
ignorehitpause = 1

[state a];
type = playsnd
trigger1 = animelem = 2
value = s1400,2
channel = 7
[State 0, StopSnd]
type = StopSnd
trigger1 = time = 42
channel = 7
ignorehitpause = 1
;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = time = 42
value = 0
ctrl = 1


;------------------------------------------------------------------------------
; Kula's Rush
[Statedef 2200]
type    = S
movetype= A
physics = S
juggle  = ifelse(prevstateno >= 1000,2,8)
poweradd = -1000
velset = 0,0
anim = 2200
sprpriority = 1
ctrl = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3600) = 0
triggerall = prevstateno = [1000,1999]
trigger1 = animelem = 1
helpertype = normal
name = "Super Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3200, 10]
type = PalFX
triggerall = prevstateno >= 1000
triggerall = time <= 10
trigger1 = Time%2
time = 1
add = 256,0,0
mul = 256,0,0
sinadd = 256,0,0,1
invertall = 0
color = 256

[State 1]
type = NotHitBy
trigger1 = animelem = 3,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 32
movetime = 32
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Desperation Move Spark"
ID = 9000
stateno = 9000
pos = 0,-65
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 70
priority = 4, Hit
getpower = 91,91
hitflag = MAFD
pausetime = 11,12
sparkno = s7001
sparkxy = -25,-70
hitsound   = s440,0
guardsound = s121,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -1,-4
p1stateno = 2205
p2stateno = 2035
p2facing = 1
ID = 2000
kill = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 12

[state a];発射
type = null
trigger1 = animelem = 2
value = s2100,0
channel = 8


;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; Kula's Rush ft. Double Crow Bites
[Statedef 2205]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 1,0
anim = 2205
sprpriority = 1
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2200,1
channel = 10
[State 0, Explod]
type = Explod
ownpal = 1
trigger1 = time = 0
anim = 2206
ID = 2206
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
removeongethit = 0
[State 200]
type = AfterImage
trigger1 = animelem= 1
time = 170
trans = add
framegap = 4
length = 10
palbright = 20, 20, 20
palcontrast = 128,128,128
palpostbright = 20,20,20
paladd = 20,20,20
palmul = 1,1,1
ignorehitpause = 0

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

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

[State 0, TargetBind]
type = TargetBind
trigger1 = time <= 125
time = 1
ID = 2000
pos = 40,0

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 9
trigger2 = animelem = 30
trigger3 = animelem = 38
trigger4 = animelem = 44
trigger5 = animelem = 53
trigger6 = animelem = 55
value = 2031

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 17
trigger2 = animelem = 18
trigger3 = animelem = 26
trigger4 = animelem = 46
trigger5 = animelem = 47
value = 2036

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 9
trigger2 = animelem = 17
trigger3 = animelem = 18
trigger4 = animelem = 26
trigger5 = animelem = 30
trigger6 = animelem = 38
trigger7 = animelem = 44
trigger8 = animelem = 46
trigger9 = animelem = 47
trigger10 = animelem = 53
trigger11 = animelem = 55
value = -20
kill = 0

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 9
trigger2 = animelem = 17
trigger3 = animelem = 18
trigger4 = animelem = 26
trigger5 = animelem = 30
trigger6 = animelem = 38
trigger7 = animelem = 44
trigger8 = animelem = 46
trigger9 = animelem = 47
trigger10 = animelem = 53
trigger11 = animelem = 55
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 44
trigger2 = animelem = 46
trigger3 = animelem = 47
trigger4 = animelem = 53
trigger5 = animelem = 55
value = S410,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 44
trigger2 = animelem = 46
trigger3 = animelem = 47
trigger4 = animelem = 53
trigger5 = animelem = 55
anim = 7001
ID = 7000
pos = 60,-70
postype = p1
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S440,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 7001
ID = 7000
pos = 60,-60
postype = p1
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
trigger2 = animelem = 18
trigger3 = animelem = 26
trigger4 = animelem = 30
value = S460,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 17
trigger2 = animelem = 18
trigger3 = animelem = 26
trigger4 = animelem = 30
anim = 7006
ID = 7000
pos = 65,-65
postype = p1
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 38
value = S490,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 38
anim = 7003
ID = 7000
pos = 60,-60
postype = p1
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[state a]
type = statetypeset
trigger1 = animelem = 57
value = A

[state a]
type = velset
trigger1 = animelem = 53
x = 2.5

[state a]
type = velset
trigger1 = animelem = 57
y = -7

[state a]
type = veladd
trigger1 = animelem = 63,>=0
y = 0.45

[State 0, Explod]
type = Explod
trigger1 = animelem = 43
trigger2 = animelem = 54
anim = 1105
ID = 2000
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 3
removetime = -2
sprpriority = 4
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 43
trigger2 = animelem = 54
anim = 1110
ID = 2000
pos = -10,45
postype = p1  ;p2,front,back,left,right
bindtime = 3
removetime = -2
sprpriority = 5
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 43
trigger2 = animelem = 54
anim = 1111
ID = 2000
pos = 25,-10
postype = p1  ;p2,front,back,left,right
bindtime = 3
removetime = -2
sprpriority = 5
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 43
trigger2 = animelem = 54
anim = 1112
ID = 2000
pos = 10,-60
postype = p1  ;p2,front,back,left,right
bindtime = 3
removetime = -2
sprpriority = 5
ownpal = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 57
trigger2 = animelem = 58
attr = A, SA
animtype  = hard
damage    = 20,2
priority = 6, Hit
getpower = 21,21
guardflag = M
pausetime = 3,4
sparkno = s7001
sparkxy = -15,-98
hitsound   = s410,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-11
air.velocity = -4,-11
yaccel = 0.45
air.fall = 1
fall = 1
fall.recover = 0
kill = 0
palfx.time = 20
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 67
value = S2200,0

[State 640, 3]
type = HitDef
trigger1 = animelem = 67
attr = A, NA
damage    = 20,2
priority = 4, Hit
guardflag = HA
getpower = 101,101
pausetime = 10,15
sparkno = s7003
sparkxy = -10,-50
hitsound   = s490,0
guard.sparkno = s7011
guardsound = s121,0
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,11
air.velocity = -5,11
yaccel = .55

[state a]
type = changestate
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; Ice Shoot
[Statedef 2300]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= -1000
velset = 0,0
anim = 2300
sprpriority = 1
ctrl = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "a"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 1

[State 3530, 3]
type = Helper
triggerall = NumHelper(3600) = 0
triggerall = prevstateno = [1000,1999]
trigger1 = animelem = 1
helpertype = normal
name = "Super Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3200, 10]
type = PalFX
triggerall = prevstateno >= 1000
triggerall = time <= 10
trigger1 = Time%2
time = 1
add = 256,0,0
mul = 256,0,0
sinadd = 256,0,0,1
invertall = 0
color = 256

[State 1]
type = NotHitBy
trigger1 = animelem = 2,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 32
movetime = 32
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Desperation Move Spark"
ID = 9000
stateno = 9000
pos = -3,-67
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[state a];発射
type = playsnd
trigger1 = animelem = 2
value = s2000,0
channel = 8

[state a]
type = null
trigger1 = animelem = 16
value = s270,0
channel = 8

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal ;player
name = "Ice"
ID = 2000
stateno = 2310
pos = 20,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
trigger2 = animelem = 29, > 3
var(7) = 0

[state a]
type = changestate
triggerall = power >= 500
triggerall = time = [50,59]
trigger1 = command = "Ice Shoot" || var(59) && time = 50
value = 2305

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Strong Ice Shoot
[Statedef 2305]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= -500
velset = 0,0
anim = 2305
sprpriority = 1
ctrl = 0

[State 1]
type = NotHitBy
trigger1 = animelem = 3,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 32
movetime = 32
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Desperation Move Spark"
ID = 9000
stateno = 9000
pos = -5,-65
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[state a]
type = playsnd
trigger1 = animelem = 3
value = s290,0
volume = 100
channel = 8

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal ;player
name = "Ice"
ID = 2000
stateno = 2311
pos = 20,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
trigger2 = animelem = 10
var(7) = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Ice
[StateDef 2310]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2310
poweradd = 0
sprpriority = 3

[State 810,]
type = EnvShake
trigger1 = time = 0
ampl = 10
freq = 100
time = 10

[state a]
type = playsnd
trigger1 = time = 0
value = s2000,3

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 2
ProjID = 2000
projanim = 2316
projscale = 1,1
projremove = 0
projremovetime = 26
velocity = 0,0
projhits = 1
projmiss = 0
projpriority = 10
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;type = HitDef
attr = S, SP
hitflag = MAFP
animtype  = high
priority = 9, Hit
getpower = 100,100
damage    = 50,9
guardflag = 
pausetime = 7,2
sparkno = -1
sparkxy = 0,0
hitsound   = s410,0
guard.sparkno = -1
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-9
air.velocity = -4,-9
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
p2facing = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SP
hitflag = MAF
animtype  = diagup
priority = 9, Hit
getpower = 100,100
damage    = 250,50
guardflag =
pausetime = 0,15
sparkno = s7003
sparkxy = 30,-60
hitsound   = s490,0
guard.sparkno = -1
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-11
air.velocity = -6,-11
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
p2facing = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 15
x = 12

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 35 && root,var(5) = 0
trigger2 = time = 45 && root,var(5) = 1
trigger3 = movecontact
time = 1
add = 255,255,255
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 35 && root,var(5) = 0
trigger2 = time = 45 && root,var(5) = 1
trigger3 = movecontact
value = S2000,4
volume = 9999
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 35 && root,var(5) = 0
trigger2 = time = 45 && root,var(5) = 1
trigger3 = movecontact
anim = 2312
ID = 2312
pos = 0,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = time = 35 && root,var(5) = 0
trigger2 = time = 45 && root,var(5) = 1
trigger3 = movecontact
helpertype = normal ;player
name = "spawn death for me"
ID = 2313
stateno = 2313
pos = 10-random%20,-50
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[state a]
type = playsnd
trigger1 = time = 35 && root,var(5) = 0
trigger2 = time = 45 && root,var(5) = 1
trigger3 = movecontact
value = s800,4

[State a]
type = explod
triggerall = root,var(5) = 0
trigger1 = 1
vel = 0+(random<500),0
accel = 0,.2
anim = 2313
sprpriority = 3
postype = p1
pos = 40,-65
random = 100,115
removetime = -2
scale = .6,.6

[State a]
type = explod
triggerall = root,var(5) = 0
trigger1 = 1
vel = 0+(random<500),0
accel = 0,.2
anim = 2313
sprpriority = 3
postype = p1
pos = 40,-65
random = 100,115
removetime = -2
scale = .6,.6

[State a]
type = explod
triggerall = root,var(5) = 1
trigger1 = 1
vel = 0+(random<500),0
accel = 0,.2
anim = 2314
sprpriority = 3
postype = p1
pos = 40,-65
random = 100,115
removetime = -2
scale = .6,.6

[State a]
type = explod
triggerall = root,var(5) = 1
trigger1 = 1
vel = 0+(random<500),0
accel = 0,.2
anim = 2314
sprpriority = 3
postype = p1
pos = 40,-65
random = 100,115
removetime = -2
scale = .6,.6

[State 1000, ParentVarset]
type = ParentVarset
trigger1 = root,stateno = 2300
trigger1 = root,movehit
var(7) = 1
persistent = 0

[State 2050, end]
type = DestroySelf
trigger1 = time = 35 && root,var(5) = 0
trigger2 = time = 45 && root,var(5) = 1
trigger3 = movecontact
trigger4 = root, stateno != 2300

;-------------------------------------------------------------------------------
; Stronger Ice
[StateDef 2311]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2311
poweradd = 0
sprpriority = 3

[State 810,]
type = EnvShake
trigger1 = animelem = 2
ampl = 10
freq = 100
time = 10

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SP
hitflag = MAFD
animtype  = diagup
priority = 9, Hit
getpower = 100,100
damage    = 350,100
guardflag = 
pausetime = 0,15
sparkno = s7003
sparkxy = 30,-60
hitsound   = s490,0
guard.sparkno = -1
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-11
air.velocity = -6,-11
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
p2facing = 1

[State 0, AllPalFX]
type = AllPalFX
trigger1 = movecontact = 1
time = 1
add = 255,255,255
ignorehitpause = 1
persistent = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = movecontact = 1
value = S2000,4
volume = 9999
ignorehitpause = 1
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 24

[State 0, Explod]
type = Explod
trigger1 = movecontact
trigger2 = FrontEdgeBodyDist < 30
anim = 2312
ID = 2312
pos = 0,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[state a]
type = playsnd
trigger1 = movecontact
trigger2 = FrontEdgeBodyDist < 30
value = s800,4

[State 0, Helper]
type = Helper
trigger1 = movecontact
trigger2 = FrontEdgeBodyDist < 30
helpertype = normal ;player
name = "spawn death for me"
ID = 2313
stateno = 2313
pos = 10-random%20,-50
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State a]
type = explod
trigger1 = 1
vel = 0+(random<500),0
accel = 0,.2
anim = 2315
sprpriority = 3
postype = p1
pos = 40,-65
random = 100,115
removetime = -2
scale = .6,.6

[State a]
type = explod
trigger1 = 1
vel = 0+(random<500),0
accel = 0,.2
anim = 2315
sprpriority = 3
postype = p1
pos = 40,-65
random = 100,115
removetime = -2
scale = .6,.6

[State a]
type = explod
trigger1 = 1
vel = 0+(random<500),0
accel = 0,.2
anim = 2315
sprpriority = 3
postype = p1
pos = 40,-65
random = 100,115
removetime = -2
scale = .6,.6

[State a]
type = explod
trigger1 = 1
vel = 0+(random<500),0
accel = 0,.2
anim = 2315
sprpriority = 3
postype = p1
pos = 40,-65
random = 100,115
removetime = -2
scale = .6,.6

[State 1000, ParentVarset]
type = ParentVarset
trigger1 = root,stateno = 2305
trigger1 = root,movehit
var(7) = 1
persistent = 0

[State 2050, end]
type = DestroySelf
trigger1 = movecontact
trigger2 = FrontEdgeBodyDist < 30

;===========================================================================
; GUTZ
[Statedef 2312]
type    = A
movetype= A
physics = N
juggle  = 0
velset = -3+random%8,-2-random%10
anim = 2316+random%5
sprpriority = 2
ctrl = 0
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = time*25
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = 
time = -1
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = S1000,3
ignorehitpause = 1
persistent = 0
volume = 1000

[State 240, 2]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = hard
damage    = 20,4
priority = 6, Hit
getpower = 21,21
hitflag = MAFD
guardflag = M
pausetime = 3,30
sparkno = s7003
sparkxy = -15,0
hitsound   = -1
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-11
air.velocity = -2,-11
yaccel = 0.45
air.fall = 1
fall = 0
fall.recover = 0
ignorehitpause = 0
palfx.time = 20
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1

[State 0, VelSet]
type = VelSet
triggerall = var(6) != 1
trigger1 = pos y >= 0 && vel y >= 0
trigger1 = var(6) := 1
y = -5
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(6) = 1
value = S1300,2
ignorehitpause = 1
persistent = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .5
[state a];
type = destroyself
trigger1 = pos y >= 0 && vel y >= 0
trigger1 = var(6) = 1
trigger2 = FrontEdgeDist <= -50
;===========================================================================
; GUTZ SPAWN
[Statedef 2313]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 2317
sprpriority = 2
ctrl = 0

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "GUTZ"
ID = 2312
stateno = 2312
pos = 10-random%20,-50
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "GUTZ"
ID = 2312
stateno = 2312
pos = 10-random%20,-50
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "GUTZ"
ID = 2312
stateno = 2312
pos = 10-random%20,-50
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "GUTZ"
ID = 2312
stateno = 2312
pos = 10-random%20,-50
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "GUTZ"
ID = 2312
stateno = 2312
pos = 10-random%20,-50
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "GUTZ"
ID = 2312
stateno = 2312
pos = 10-random%20,-50
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "GUTZ"
ID = 2312
stateno = 2312
pos = 10-random%20,-50
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "GUTZ"
ID = 2312
stateno = 2312
pos = 10-random%20,-50
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "GUTZ"
ID = 2312
stateno = 2312
pos = 10-random%20,-50
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "GUTZ"
ID = 2312
stateno = 2312
pos = 10-random%20,-50
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "GUTZ"
ID = 2312
stateno = 2312
pos = 10-random%20,-50
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[state a];
type = destroyself
trigger1 = time = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===============================================================================
;-------------------------(LEADER DESPERATION MOVES)----------------------------
;===============================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------
; Freeze Execution
[Statedef 3000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= -2000
velset = 0,0
anim = 3000
sprpriority = 1
ctrl = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3600) = 0
triggerall = prevstateno = [1000,1999]
trigger1 = animelem = 1
helpertype = normal
name = "Super Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3700) = 0
triggerall = prevstateno = [2000,2999]
trigger1 = animelem = 1
helpertype = normal
name = "Dream Cancel"
ID = 3700
stateno = 3700
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3200, 10]
type = PalFX
triggerall = prevstateno >= 1000
triggerall = time <= 10
trigger1 = Time%2
time = 1
add = 256,0,0
mul = 256,0,0
sinadd = 256,0,0,1
invertall = 0
color = 256

[State 1]
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 32
movetime = 32
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Leader Desperation Move Spark"
ID = 9100
stateno = 9100
pos = 0,-65
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[state a];発射
type = playsnd
trigger1 = animelem = 1
value = s3000,3
channel = 8
volume = 999

[State 00]
type = Projectile
trigger1 = AnimElem = 9
attr = S, SP
projscale = 1,1
projanim = 3005
projhitanim = -1
projremove = 0
projid = 3000
projmiss = 0
projremanim = -1
projpriority = 3
projsprpriority = 3
projedgebound = 220
projremovetime = -1
postype = p1
getpower = 50,50
offset = -10,0
velocity = 30
animtype  = back
priority = 9, Hit
getpower = 100,100
damage    = 100,10
hitflag = MAFP
guardflag = 
pausetime = 0,5
sparkno = s7006
sparkxy = 55,-60
hitsound   = s460,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-11
air.velocity = 0,-11
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0
forcestand = 1
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
p1stateno = 3001
forcestand = 1
kill = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; Freeze Execution
[Statedef 3001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 3001
sprpriority = 1
ctrl = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
id = -1
pos = (p2dist x), 0

[state a]
type = playsnd
trigger1 = animelem = 1
value = s3000,4
volume = 9999
priority = 10

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3010
ID = 3000
postype = left
pos = 156,250
bindtime = -1
removetime = 100
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = -5
ownpal = 1
removeongethit = 1

[State 3000, 14]
type = Projectile
trigger1 = time = 20
ProjID = 3000
projanim = 3011
projscale = 1,1
projremove = 1
projremovetime = 70
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 20
ProjMissTime = 5
projpriority = 2
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
attr = S,HP
hitflag = MAFPH
guardflag = MA
getpower = 20,50
givepower = 10,5
animtype = hard
air.animtype = diagup
priority = 4,Hit
damage = 35,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = s120,0
ground.type = high
air.type = high
ground.slidetime = 19
ground.hittime = 20
air.hittime = 10
guard.ctrltime = 17
ground.velocity = -6,-10
guard.velocity = 0
air.velocity = -6,-10
fall = 1
air.fall = 1
air.recover = 0
yaccel = .5
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
supermovetime = 0
pausemovetime = 0
[State 0, Explod]
type = Explod
ownpal = 1
trigger1 = time >= 20 && time <= 90
anim = 3012
ID = 3012
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 20-random%40,20-random%40
accel = 1-random%3,1-random%3
removetime = 70
scale = 1,1
sprpriority = 0
ontop = 0
under = 0
shadow = 0,0,0
removeongethit = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >= 20 && time <= 90
value = S3000,5+random%6
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = projhit = 1
value = S1000,3
volume = 100
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = projhit = 1
value = S410,0
volume = -100
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = time > 1
trigger1 = projhit = 1
anim = 7003
ID = 7003
pos = 0,-60
postype = p2  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
sprpriority = 4
ownpal = 1

[State 0, Explod]
type = Explod
triggerall = time > 1
trigger1 = projguarded = 1
anim = 7012
ID = 7012
pos = 0,-60
postype = p2  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
sprpriority = 4
ownpal = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = time = 100
value = 3002

;------------------------------------------------------------------------------
; Freeze Execution
[Statedef 3002]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 3002
sprpriority = 1
ctrl = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; Kula Massive's Rush
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = ifelse(prevstateno >= 1000,2,8)
poweradd = -2000
velset = 0,0
anim = 3100
sprpriority = 1
ctrl = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3600) = 0
triggerall = prevstateno = [1000,1999]
trigger1 = animelem = 1
helpertype = normal
name = "Super Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3700) = 0
triggerall = prevstateno = [2000,2999]
trigger1 = animelem = 1
helpertype = normal
name = "Dream Cancel"
ID = 3700
stateno = 3700
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3200, 10]
type = PalFX
triggerall = prevstateno >= 1000
triggerall = time <= 10
trigger1 = Time%2
time = 1
add = 256,0,0
mul = 256,0,0
sinadd = 256,0,0,1
invertall = 0
color = 256

[State 1]
type = NotHitBy
trigger1 = animelem = 3,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 32
movetime = 32
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Leader Desperation Move Spark"
ID = 9100
stateno = 9100
pos = 0,-65
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 70
priority = 4, Hit
getpower = 91,91
hitflag = MAF
guardflag = MA
pausetime = 11,12
sparkno = s7006
sparkxy = -25,-70
hitsound   = s460,0
guardsound = s121,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -1,-4
p1stateno = 3105
p2stateno = 2035
p2facing = 1
ID = 3000
kill = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 12

[state a];発射
type = playsnd
trigger1 = animelem = 2
value = s2000,0
channel = 8

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; Kula Massive's Rush
[Statedef 3105]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 1,0
anim = 3105
sprpriority = 1
ctrl = 0

[State 200]
type = AfterImage
trigger1 = animelem= 1
time = 245
trans = add
framegap = 4
length = 10
palbright = 20, 20, 20
palcontrast = 128,128,128
palpostbright = 20,20,20
paladd = 20,20,20
palmul = 1,1,1
ignorehitpause = 0

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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 120
physics = S

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

[State 0, TargetBind]
type = TargetBind
trigger1 = time <= 125
time = 1
ID = 3000
pos = 35,0

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 7
trigger2 = animelem = 19
trigger3 = animelem = 35
trigger4 = animelem = 50
value = 2031

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 2
trigger2 = animelem = 13
trigger3 = animelem = 25
trigger4 = animelem = 43
trigger5 = animelem = 55
value = 2036

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 2
trigger2 = animelem = 7
trigger3 = animelem = 13
trigger4 = animelem = 19
trigger5 = animelem = 25
trigger6 = animelem = 35
trigger7 = animelem = 43
trigger8 = animelem = 50
trigger9 = animelem = 55
value = -15
kill = 0

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 2
trigger2 = animelem = 7
trigger3 = animelem = 13
trigger4 = animelem = 19
trigger5 = animelem = 25
trigger6 = animelem = 35
trigger7 = animelem = 43
trigger8 = animelem = 50
trigger9 = animelem = 55
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
trigger2 = animelem = 35
value = S400,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 13
trigger2 = animelem = 35
anim = 7000
ID = 7000
pos = 60,-70
postype = p1
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 25
trigger3 = animelem = 50
value = S410,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 25
trigger3 = animelem = 50
anim = 7001
ID = 7000
pos = 60,-70
postype = p1
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S440,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 19
anim = 7001
ID = 7000
pos = 60,-60
postype = p1
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S460,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7006
ID = 7000
pos = 65,-65
postype = p1
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 43
trigger2 = animelem = 55
value = S490,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 43
trigger2 = animelem = 55
anim = 7003
ID = 7000
pos = 60,-60
postype = p1
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[state a]
type = velset
trigger1 = animelem = 66
x = 12

[State 240, 2]
type = HitDef
trigger1 = animelem = 60
attr = A, NA
animtype  = high
priority = 5, Hit
getpower = 40,40
damage    = 30,3
guardflag = HA
pausetime = 0,6
sparkno = s7003
sparkxy = -20,-65
hitsound   = s490,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2,-4
air.fall = 1
fall.recover = 0
kill = 0
p2stateno = 3110

[State 240, 2]
type = HitDef
trigger1 = animelem = 67
attr = S, NA
animtype  = hard
damage    = 20,2
priority = 5, Hit
getpower = 91,91
guardflag = MA
pausetime = 8,10
sparkno = s7006
sparkxy = -20,-75
hitsound   = s460,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0
air.velocity = -2,-5
kill = 0
p2stateno = 2030

[State 240, 2]
type = HitDef
trigger1 = animelem = 68
attr = S, NA
animtype  = hard
damage    = 20,2
priority = 5, Hit
getpower = 91,91
guardflag = MA
pausetime = 8,12
sparkno = s7006
sparkxy = -20,-80
hitsound   = s460,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0
air.velocity = -2,-5
kill = 0
p2stateno = 2035

[State 640, 3]
type = HitDef
trigger1 = animelem = 75
attr = A, NA
damage    = 20,2
priority = 4, Hit
guardflag = HA
getpower = 101,101
pausetime = 12,15
sparkno = s7003
sparkxy = -10,-50
hitsound   = s490,0
guard.sparkno = s7011
guardsound = s121,0
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -5,11
yaccel = .55
fall = 1
p2stateno = 3115
kill = 0
palfx.time = 20
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1

[state a];発射
type = playsnd
trigger1 = animelem = 80
value = s2000,1
channel = 8

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 85
helpertype = normal ;player
name = "Diamond Edge"
ID = 2000
stateno = 2050
pos = 20,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 13
anim = 201
ID = 4000
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 3
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 25
anim = 211
ID = 4000
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 50
anim = 411
ID = 4000
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 3
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 74
anim = 1201
ID = 4000
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Target State - Low
[Statedef 3110]
type    = S
movetype= H
physics = S
velset = 0,0

[State 810,]
type = EnvShake
trigger1 = time = 0
ampl = 10
freq = 100
time = 10

[State 1000, VelAdd]
type = Velset
trigger1 = time = 0
x = -10

[State 1000, VelAdd]
type = Velset
trigger1 = time >= 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2030

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Target State - Air
[Statedef 3115]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 52, 1]
type = VelSet
trigger1 = time = 15
x = -1
y = -10

[State 52, 2]
type = Veladd
trigger1 = time >= 17
y = .5

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3115

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;-------------------------------------------------------------------------------
;===============================================================================
;-------------------------------------------------------------------------------
; Kula & Maxima
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = ifelse(prevstateno >= 1000,2,8)
poweradd= -2000
velset = 0,0
anim = 3200
sprpriority = 1
ctrl = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3600) = 0
triggerall = prevstateno = [1000,1999]
trigger1 = animelem = 1
helpertype = normal
name = "Super Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3700) = 0
triggerall = prevstateno = [2000,2999]
trigger1 = animelem = 1
helpertype = normal
name = "Dream Cancel"
ID = 3700
stateno = 3700
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3200, 10]
type = PalFX
triggerall = prevstateno >= 1000
triggerall = time <= 10
trigger1 = Time%2
time = 1
add = 256,0,0
mul = 256,0,0
sinadd = 256,0,0,1
invertall = 0
color = 256

[State 1]
type = NotHitBy
trigger1 = animelem = 2,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 32
movetime = 32
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Leader Desperation Move Spark"
ID = 9100
stateno = 9100
pos = -3,-67
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[state a];発射
type = playsnd
trigger1 = animelem = 2
value = s2000,0
channel = 8

[state a]
type = playsnd
trigger1 = animelem = 2
value = s1406,0
channel = 8

[State 240, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = high
damage    = 20,2
priority = 6, Hit
getpower = 136,136
guardflag = MA
pausetime = 0,12
sparkno = s7003
sparkxy = -15,-65
hitsound   = s490,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-8
air.velocity = -3,-8
yaccel = 0.45
fall = 1
fall.recover = 0
id = 3200
p1stateno = 3201
p2stateno = 3210

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 7

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Kula - Chamando Maxima
[Statedef 3201]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 3201
sprpriority = 3
ctrl = 0

[State 0, Pause]
type = Pause
trigger1 = time = 3
time = 5
movetime = 0

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 2
under = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
id = 3200
pos = 40,-5

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 24
time = 32
movetime = 32
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 24
helpertype = normal
name = "Desperation Move Spark"
ID = 9000
stateno = 9000
pos = -3,-67
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[state a]
type = playsnd
trigger1 = animelem = 10
value = s3200,0
channel = 8

[state a]
type = playsnd
trigger1 = animelem = 24
value = s2000,0
channel = 8

[state a]
type = playsnd
trigger1 = animelem = 24
value = s2000,0
channel = 8

[state a]
type = playsnd
trigger1 = animelem = 25
value = s2100,1
channel = 8

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 11
helpertype = normal
name = "Maxima"
ID = 3000
stateno = 3205
pos = -80,0
postype = back
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 28
helpertype = normal ;player
name = "1ｪ Diamond Edge"
ID = 3000
stateno = 2150
pos = 20,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 32
helpertype = normal ;player
name = "2ｪ Diamond Edge"
ID = 3000
stateno = 2151
pos = 50,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 36
helpertype = normal ;player
name = "3ｪ Diamond Edge"
ID = 3000
stateno = 3202
pos = 80,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 5
movecamera = 0,0
ignorehitpause = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 3ｪ Diamond Edge
[StateDef 3202]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2050
poweradd = 0
sprpriority = 3

[State 810,]
type = EnvShake
trigger1 = time = 0
ampl = 10
freq = 100
time = 10

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = s2000,2

[State 0, VarSet]
type = VarSet
trigger1 = projhit = 1
v = 7
value = 1

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 5
ProjID = 3000
projanim = 2051
projscale = 1,1
projremove = 0
projremovetime = 4
velocity = 0,0
projhits = 1
projmiss = 0
projpriority = 10
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;type = HitDef
attr = S, SP
hitflag = MAF
animtype  = up
priority = 9, Hit
getpower = 100,100
damage    = 100,15
guardflag = HA
pausetime = 3,15
sparkno = s7003
sparkxy = 30,-60
hitsound   = s410,0
guard.sparkno = -1
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-12
air.velocity = -1,-12
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
p2facing = 1

[State 2050, end]
type = DestroySelf
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Maxima - Correndo
[Statedef 3205]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 3205
sprpriority = 1
ctrl = 0

[State 00]
type = PlaySnd
trigger1 = Time = 0
value = 100, 2
channel = 15

[State 0, StopSnd]
type = StopSnd
trigger1 = stateno != 3205
channel = 15

[State 01]
type = VelSet
trigger1 = 1
x = 9

[state a]
type = changestate
triggerall = prevstateno != 3207
trigger1 = p2dist x <= 100
value = 3206

[State 10001, 3]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -40

;---------------------------------------------------------------------------
; Maxima - Vapor Cannon & Bunker Buster
[Statedef 3206]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3206
sprpriority = 1

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 17
time = 32
movetime = 32
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 17
helpertype = normal
name = "Desperation Move Spark"
ID = 9000
stateno = 9000
pos = -21,-5
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 0, VelSet]
type = VelSet
trigger1 = time = [158,165]
y = -20

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 28
y = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 29
x = (p2dist x)

[State 0, VelSet]
type = VelSet
trigger1 = time >= 175
y = 20

[State 810,]
type = EnvShake
trigger1 = animelem = 4
ampl = 10
freq = 150
time = 10

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = A, NA
animtype  = high
priority = 5, Hit
getpower = 40,40
damage    = 100,15
guardflag = HA
pausetime = 2,20
sparkno = s7003
sparkxy = -20,-75
hitsound   = s490,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10,-4
air.velocity = -10,-4
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 3211

[State 240, 2]
type = HitDef
trigger1 = time = [156,165]
attr = A, NA
animtype  = high
priority = 5, Hit
getpower = 40,40
damage    = 50,8
guardflag = HA
pausetime = 0,5
sparkno = s7003
sparkxy = -20,-55
hitsound   = s490,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-10
air.velocity = -2,-10
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 3211
persistent = 0

[State 240, 2]
type = HitDef
trigger1 = time >= 175
attr = A, NA
animtype  = high
priority = 5, Hit
getpower = 40,40
damage    = 300,20
guardflag = HA
pausetime = 0,7
sparkno = s7003
sparkxy = -20,-55
hitsound   = s490,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,20
air.velocity = 0,20
fall = 1
air.fall = 1
fall.recover = 0
persistent = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 5
movecamera = 0,0
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 3208
ID = 3000
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 3209
ID = 3000
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelemtime(22) = 22
anim = 3210
ID = 3000
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 6
removetime = -2
supermovetime = 6
pausemovetime = 0
scale = 1,1
sprpriority = 2
ownpal = 1

[State 810,]
type = EnvShake
trigger1 = animelem = 23
ampl = 15
freq = 150
time = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3205,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S3205,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S3205,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 24
value = S3205,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 23
value = S3205,4

[State 240, 4]
type = ChangeState
triggerall = time > 10
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3207

;---------------------------------------------------------------------------
; Maxima - Bunker Buster (Final)
[Statedef 3207]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3207
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3205,5
volume = 9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S3205,6
volume = 99

[State 810,]
type = EnvShake
trigger1 = animelem = 3
ampl = 15
freq = 150
time = 10

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 3211
ID = 3000
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 1

[State 240, 2]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype  = high
priority = 5, Hit
getpower = 40,40
damage    = 150,10
guardflag = HA
pausetime = 0,10
sparkno = s7003
sparkxy = -20,-55
hitsound   = s490,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-10
air.velocity = -2,-10
fall = 1
air.fall = 1
fall.recover = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 5
movecamera = 0,0
ignorehitpause = 0

[State 240, 4]
type = ChangeState
trigger1 = animtime = 0
value = 3205

;-------------------------------------------------------------------------------
; 1ｺ Hit by Kula
[Statedef 3210]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -.5
y = -10

[State 52, 2]
type = Veladd
trigger1 = time > 10
y = .45

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3007

[State 1830]
type = SelfState
triggerall = time > 10
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;------------------
; Hit by Vapor Cannon
[Statedef 3211]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3215, 1]
type = ChangeAnim2
trigger1 = 1
value = 8805

[State 3215, 2]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3212

;------------------
; Hit by Vapor Cannon
[Statedef 3212]
type    = A
movetype= H
physics = N

[State 3220, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 3220, 2]
type = VelAdd
trigger1 = 1
y = .45

[State 3220, 3]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,0

[State 3220, 4]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 8807

[State 3220, 5]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 3213

;------------------
; Hit by Vapor Cannon
[Statedef 3213]
type    = A
movetype= H
physics = N

[State 3225, 1]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 3225, 2]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 3225, 3]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 3225, 4]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 3225, 5]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 3225, 6]
type = ChangeAnim2
trigger1 = Time = 0
value = 8806

[State 3225, 7]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 3225, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3214

;------------------
; Hit by Vapor Cannon
[Statedef 3214]
type    = A
movetype= H
physics = N

[State 3230, 2]
type = VelSet
trigger1 = Time = 0
y = -5

[State 3230, 3]
type = VelSet
trigger1 = Time = 0
x = 1.5

[State 3230, 4]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 3230, 5]
type = VelAdd
trigger1 = 1
y = .35

[State 3230, 6]
type = ChangeAnim
trigger1 = Time = 0
value = 5050

[State 3230, 8]
type = ChangeAnim
trigger1 = Vel Y > -2
persistent = 0
value = ifelse((SelfAnimExist(5062)), 5062, 5060)

[State 3230, 10]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;-------------------------------------------------------------------------------
;===============================================================================
;-------------------------------------------------------------------------------
; Kula & K'
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = ifelse(prevstateno >= 1000,2,8)
poweradd= -2000
velset = 0,0
anim = 3300
sprpriority = 1
ctrl = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3600) = 0
triggerall = prevstateno = [1000,1999]
trigger1 = animelem = 1
helpertype = normal
name = "Super Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3700) = 0
triggerall = prevstateno = [2000,2999]
trigger1 = animelem = 1
helpertype = normal
name = "Dream Cancel"
ID = 3700
stateno = 3700
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3200, 10]
type = PalFX
triggerall = prevstateno >= 1000
triggerall = time <= 10
trigger1 = Time%2
time = 1
add = 256,0,0
mul = 256,0,0
sinadd = 256,0,0,1
invertall = 0
color = 256

[State 1]
type = NotHitBy
trigger1 = animelem = 2,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 32
movetime = 32
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Leader Desperation Move Spark"
ID = 9100
stateno = 9100
pos = 15,-87
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[state a]
type = playsnd
trigger1 = animelem = 4
value = s1000,0
channel = 8
volume = 999

[state a]
type = playsnd
trigger1 = animelem = 4
value = s1000,2

[State 240, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = high
damage    = 20,3
priority = 6, Hit
getpower = 136,136
guardflag = MA
pausetime = 0,12
sparkno = s7003
sparkxy = -35,-65
hitsound   = s410,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-8
air.velocity = 0,-8
yaccel = 0.45
fall = 1
fall.recover = 0
id = 3300
p1stateno = 3301
p2stateno = 3310
kill = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S1000,3
volume = 9999
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1005
ID = 1005
pos = 6,-2
postype = p1
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Kula - Chamando K'
[Statedef 3301]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 3301
sprpriority = 3
ctrl = 0

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 2
under = 0
ignorehitpause = 1

[State 0, Width]
type = Width
trigger1 = time = 0
edge = 100,0

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 1
x = (p2dist x) -50

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
id = 3300
pos = 40,0

[state a]
type = playsnd
trigger1 = animelem = 10
value = s3200,0
channel = 8

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 19
helpertype = normal
name = "K'"
ID = 3000
stateno = 3305
pos = 80,0
postype = front
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 5
movecamera = 0,0
ignorehitpause = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[state a]
type = changestate
triggerall = time <= 149
trigger1 = helper, stateno = 3306
value = 3302

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Kula - Combo com K' ft. Diamond Edge
[Statedef 3302]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 3302
sprpriority = 3
ctrl = 0

[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 3311
ID = 3300

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 33
helpertype = normal ;player
name = "Diamond Edge"
ID = 3000
stateno = 3303
pos = 20,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 15
trigger7 = AnimElem = 18
trigger8 = AnimElem = 21
trigger9 = AnimElem = 24
value = 255,0,0
time = 4
under = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 15
trigger7 = AnimElem = 18
trigger8 = AnimElem = 21
trigger9 = AnimElem = 24
value = S490,0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 15
trigger7 = AnimElem = 18
trigger8 = AnimElem = 21
trigger9 = AnimElem = 24
value = -40
ID = 3300
kill = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
anim = 7003
ID = 7003
pos = 45,-15
postype = p1
sprpriority = 5
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 21
trigger4 = AnimElem = 24
anim = 7003
ID = 7003
pos = 45,-45
postype = p1
sprpriority = 5
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 12
trigger2 = AnimElem = 15
trigger3 = AnimElem = 18
anim = 7003
ID = 7003
pos = 45,-75
postype = p1
sprpriority = 5
ownpal = 1

[State 0, PalFX]
type = PalFX
trigger1 = time < 133
time = 2
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 5
movecamera = 0,0
ignorehitpause = 0

[State 00]
type = PlaySnd
trigger1 = animelem = 30
value = 2000, 1
channel = 8

[State 00]
type = PlaySnd
trigger1 = animelem = 73
value = 182, 1
channel = 8
;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Diamond Edge
[StateDef 3303]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2050
poweradd = 0
sprpriority = 3

[State 810,]
type = EnvShake
trigger1 = time = 0
ampl = 10
freq = 100
time = 10

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = s2000,2

[State 0, VarSet]
type = VarSet
trigger1 = projhit = 1
v = 7
value = 1

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 5
ProjID = 3000
projanim = 2051
projscale = 1,1
projremove = 0
projremovetime = 4
velocity = 0,0
projhits = 1
projmiss = 0
projpriority = 10
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;type = HitDef
attr = S, SP
hitflag = MAF
animtype  = up
priority = 9, Hit
getpower = 100,100
damage    = 100,15
guardflag = HA
pausetime = 3,15
sparkno = s7003
sparkxy = 30,-60
hitsound   = s410,0
guard.sparkno = -1
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-13
air.velocity = -1,-13
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
p2facing = 1

[State 2050, end]
type = DestroySelf
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; K' - Correndo
[Statedef 3305]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 3305
sprpriority = 1
ctrl = 0

[State 00]
type = PlaySnd
trigger1 = Time = 0
value = 100, 2
channel = 15

[State 0, StopSnd]
type = StopSnd
trigger1 = stateno != 3205
channel = 15

[State 01]
type = VelSet
trigger1 = 1
x = -9

[State 00]
type = PlaySnd
trigger1 = Time = 0
value = 100, 2
channel = 13

[State 00]
type = PlaySnd
triggerall = prevstateno != 3306
trigger1 = time = 0
value = 3305, 0

[state a]
type = changestate
triggerall = prevstateno != 3306
trigger1 = rootdist x >= -130
value = 3306

[State 10001, 3]
type = DestroySelf
trigger1 = BackEdgeBodyDist < -40

;---------------------------------------------------------------------------
; K' - Combo com Kula ft. Heat Drive
[Statedef 3306]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3306
sprpriority = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = 13

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 1
x = (p2dist x) +60

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 9
trigger5 = AnimElem = 12
trigger6 = AnimElem = 15
trigger7 = AnimElem = 18
trigger8 = AnimElem = 21
trigger9 = AnimElem = 24
trigger10 = AnimElem = 27
value = 0,0,0
time = 10
under = 0

[State 0, EnvColor]
type = EnvColor
trigger1 = time = [127,267]
value = 0,0,0
time = 2
under = 1
ignorehitpause = 1

[State 0, PalFX]
type = PalFX
trigger1 = time < 134
time = 2
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [205,218]
x = 6

[State 0, VelSet]
type = VelSet
trigger1 = time = [219,236]
x = -10

[State 0, Explod]
type = Explod
trigger1 = animelem = 28
anim = 3307
ID = 3000
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 2
ownpal = 1

[State 0, hitdef]
type = hitdef
trigger1 = time = 0
attr = S, SP
hitflag = MAF
animtype  = high
priority = 9, Hit
getpower = 100,100
damage    = 100,15
guardflag = HA
pausetime = 0,10
sparkno = s7003
sparkxy = 10,-40
hitsound   = s410,0
guard.sparkno = -1
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-11
air.velocity = -2,-11
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,12
palfx.color = 0
palfx.invertall = 1
p2stateno = 3312
p2facing = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 16
anim = 7003
ID = 7003
pos = -45,-15
postype = p1
sprpriority = 5
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
anim = 7003
ID = 7003
pos = -45,-55
postype = p1
sprpriority = 5
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 25
anim = 7003
ID = 7003
pos = -45,-95
postype = p1
sprpriority = 5
ownpal = 1

[State 00]
type = PlaySnd
trigger1 = animelem = 47
value = 3305, 1
volume = 100

[State 00]
type = PlaySnd
trigger1 = animelem = 67
value = 3305, 2

[State 00]
type = PlaySnd
trigger1 = animelem = 53
value = 3305, 3

[State 240, 4]
type = ChangeState
trigger1 = animtime = 0
value = 3305

;-------------------------------------------------------------------------------
; Hit by Diamond Breath
[Statedef 3310]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 124
add = 30,30,100
sinadd = 30,30,50,12
color = 0
invertall = 1

[State 1000, VelAdd]
type = Velset
trigger1 = time >= 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3310

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Hits by Kula & K' Combo
[Statedef 3311]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFX]
type = PalFX
trigger1 = time < 133
time = 2
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 0

[State 1000, VelAdd]
type = Velset
trigger1 = time >= 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3311

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Hit by Heat Drive
[Statedef 3312]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -1.4
y = -14

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3312

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===============================================================================
;----------------------(HIDDEN LEADER DESPERATION MOVES)------------------------
;===============================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------
; Kula Annihilator's Rush Rush
[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = ifelse(prevstateno >= 1000,2,8)
poweradd= -3000
velset = 0,0
anim = 4000
sprpriority = 1
ctrl = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3600) = 0
triggerall = prevstateno = [1000,1999]
trigger1 = animelem = 1
helpertype = normal
name = "Super Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3700) = 0
triggerall = prevstateno = [2000,2999]
trigger1 = animelem = 1
helpertype = normal
name = "Dream Cancel"
ID = 3700
stateno = 3700
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3800) = 0
triggerall = prevstateno = [3000,3999]
trigger1 = animelem = 1
helpertype = normal
name = "Warning Cancel"
ID = 3800
stateno = 3800
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3200, 10]
type = PalFX
triggerall = prevstateno >= 1000
triggerall = time <= 10
trigger1 = Time%2
time = 1
add = 256,0,0
mul = 256,0,0
sinadd = 256,0,0,1
invertall = 0
color = 256

[State 1]
type = NotHitBy
trigger1 = animelem = 3,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 49
movetime = 49
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Hidden Leader Desperation Move Spark"
ID = 9200
stateno = 9200
pos = 0,-65
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 70,11
priority = 4, Hit
getpower = 91,91
hitflag = MAF
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -25,-70
hitsound   = s440,0
guardsound = s121,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -1,-4
p1stateno = 4005
p2stateno = 2035
p2facing = 1
ID = 4000
kill = 0
p2stateno = 4015

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 12

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 211
ID = 4000
pos = 0,0
postype = p1 
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ownpal = 1
ignorehitpause = 1
removeongethit = 1

[state a]
type = playsnd
trigger1 = animelem = 2
value = s2000,0
channel = 8

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Kula Annihilator's Rush ft. Crow Bites
[Statedef 4005]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0,0
anim = 4005
sprpriority = 1
ctrl = 0

[State 200]
type = AfterImage
trigger1 = animelem= 1
time = 120
trans = add
framegap = 4
length = 10
palbright = 20, 20, 20
palcontrast = 128,128,128
palpostbright = 20,20,20
paladd = 20,20,20
palmul = 1,1,1
ignorehitpause = 0

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

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

[State 0, VelSet]
type = VelSet
trigger1 = time <= 92
x = 2

[State 0, TargetBind]
type = TargetBind
trigger1 = time <= 95
time = 1
ID = 4000
pos = 50,0

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 25
trigger2 = animelem = 36
trigger3 = animelem = 44
trigger4 = animelem = 54
trigger5 = animelem = 68
value = 2030

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 9
trigger2 = animelem = 15
trigger3 = animelem = 32
trigger4 = animelem = 50
trigger5 = animelem = 61
trigger6 = animelem = 62
value = 2035

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 9
trigger2 = animelem = 15
trigger3 = animelem = 50
trigger4 = animelem = 75
trigger5 = animelem = 82
trigger6 = animelem = 84
trigger7 = animelem = 25
trigger8 = animelem = 32
trigger9 = animelem = 36
trigger10 = animelem = 44
trigger11 = animelem = 54
trigger12 = animelem = 61
trigger13 = animelem = 62
trigger14 = animelem = 68
value = -20
kill = 0

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 9
trigger2 = animelem = 15
trigger3 = animelem = 50
trigger4 = animelem = 75
trigger5 = animelem = 82
trigger6 = animelem = 84
trigger7 = animelem = 25
trigger8 = animelem = 32
trigger9 = animelem = 36
trigger10 = animelem = 44
trigger11 = animelem = 54
trigger12 = animelem = 61
trigger13 = animelem = 62
trigger14 = animelem = 68
value = 1

[State 0, Pause]
type = Pause
trigger1 = animelem = 9
trigger2 = animelem = 15
trigger3 = animelem = 50
trigger4 = animelem = 75
trigger5 = animelem = 82
trigger6 = animelem = 84
trigger7 = animelem = 25
trigger8 = animelem = 32
trigger9 = animelem = 36
trigger10 = animelem = 44
trigger11 = animelem = 54
trigger12 = animelem = 61
trigger13 = animelem = 62
trigger14 = animelem = 68
time = 2
movetime = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S400,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 7000
ID = 7000
pos = 60,-80
postype = p1
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 50
trigger2 = animelem = 54
value = S410,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 50
trigger2 = animelem = 54
anim = 7001
ID = 7000
pos = 60,-70
postype = p1 
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
trigger2 = animelem = 25
trigger3 = animelem = 68
value = S440,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 15
trigger2 = animelem = 25
trigger3 = animelem = 68
anim = 7001
ID = 7000
pos = 60,-60
postype = p1 
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 32
trigger2 = animelem = 61
trigger3 = animelem = 62
trigger4 = animelem = 36
value = S460,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 32
trigger2 = animelem = 61
trigger3 = animelem = 62
trigger4 = animelem = 36
anim = 7006
ID = 7000
pos = 65,-65
postype = p1 
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 44
value = S490,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 44
anim = 7003
ID = 7000
pos = 60,-60
postype = p1  
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 5
ownpal = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 76
attr = A, SA
animtype  = hard
damage    = 20,2
priority = 6, Hit
getpower = 21,21
guardflag = M
pausetime = 3,4
sparkno = s7001
sparkxy = -15,-98
hitsound   = s410,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-11
air.velocity = -1,-11
yaccel = 0.45
air.fall = 1
fall = 1
fall.recover = 0
kill = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 201
ID = 4000
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 3
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 4006

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Kula Annihilator's Rush - Diamond Breath
[Statedef 4006]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 0,0
anim = 4006
sprpriority = 1
ctrl = 0

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

[State 0, Width]
type = Width
trigger1 = time = 0
edge = 50,0

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

;---------------------[効果音]
[state a];サイコボール
type = playsnd
trigger1 = animelem = 1
value = 1000,1
channel = 8

[state a];発射
type = playsnd
trigger1 = animelem = 4
value = 1000,2

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
hitflag = MAF    
guardflag = MA      
damage = 20,2
animtype = Hard
guardflag = M
pausetime = 0,125
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S410,0
guardsound = S122,0
ground.type = low
ground.slidetime = 22
ground.hittime = 22
ground.velocity = -1,-5
yaccel = .5
air.velocity = -1,-5
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
p1stateno = 4007
kill = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1005
ID = 4000
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ownpal = 1

[State 1000: Helper]
type = Helper
trigger1 = movehit = 1
helpertype = Normal
name = "Slow Motion"
id = 9000
stateno = 9000
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Kula Annihilator's Rush - Ice Coffin ft. Diamond Edge & Freeze Execution
[Statedef 4007]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 4007
sprpriority = 1
ctrl = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 260
value = 1

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

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
pos = 65,-25

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 61
value = -20
kill = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 4008
ID = 4000
pos = 20,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S800,2
channel = 8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1000,3
volume = 9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1300,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 51
value = S800,3
volume = 9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 61
value = S800,4
volume = 9999

[State 1000: Helper]
type = Helper
trigger1 = time = [125,140]
trigger2 = time = [125,145]
helpertype = Normal
name = "Slow Motion"
id = 9500
stateno = 9500
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 67
helpertype = normal ;player
name = "Diamond Edge"
ID = 2000
stateno = 2050
pos = 0,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[state a]
type = playsnd
trigger1 = animelem = 73
value = s3000,4

[state a]
type = playsnd
trigger1 = animelem = 130
value = s182,0

[state a]
type = playsnd
trigger1 = animelem = 137
value = s182,1

[State 0, Explod]
type = Explod
trigger1 = animelem = 73
anim = 3010
ID = 4000
postype = left
pos = 156,250
bindtime = -1
removetime = 102
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = -5
ownpal = 1
removeongethit = 1

[State 3000, 14]
type = Projectile
trigger1 = time = 167
ProjID = 3000
projanim = 3011
projscale = 1,1
projremove = 1
projremovetime = 90
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 18
ProjMissTime = 5
projmiss = 1
projpriority = 2
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
attr = S,HP
hitflag = MAFDPH
guardflag = MA
getpower = 20,50
givepower = 10,5
animtype = hard
air.animtype = up
priority = 4,Hit
damage = 27,4
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s410,0
guardsound = s120,0
ground.type = high
air.type = high
ground.slidetime = 19
ground.hittime = 20
air.hittime = 10
guard.ctrltime = 17
ground.velocity = -5,-7
guard.velocity = 0
air.velocity = -5,-7
fall = 0
air.fall = 1
air.recover = 0
yaccel = .5
kill = 0
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
supermovetime = 0
pausemovetime = 0

[State 3000, 14]
type = Projectile
trigger1 = time = 257
ProjID = 3000
projanim = 3015
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projpriority = 2
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
attr = S,HP
hitflag = MAFDPH
guardflag = MA
getpower = 100,100
givepower = 10,5
animtype = hard
air.animtype = diagup
priority = 4,Hit
damage = 27,4
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s490,0
guardsound = s120,0
ground.type = high
air.type = high
ground.slidetime = 19
ground.hittime = 20
air.hittime = 10
guard.ctrltime = 17
ground.velocity = -5,-7
guard.velocity = 0
air.velocity = -5,-7
fall = 1
air.fall = 1
air.recover = 0
yaccel = .5
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
supermovetime = 0
pausemovetime = 0

[State 0, Explod]
type = Explod
triggerall = time > 1
trigger1 = projhit = 1
anim = 7003
ID = 7000
pos = 0,-60
postype = p2  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = -1
pausemovetime = -1
sprpriority = 4
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; Target State - Air
[Statedef 4015]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -.5
y = -11

[State 52, 2]
type = Veladd
trigger1 = time >= 0
y = .45

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3007

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;-------------------------------------------------------------------------------
; Ice Striker Shoot Edge
[Statedef 4100]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= -3000
velset = 0,0
anim = 4100
sprpriority = 1
ctrl = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3600) = 0
triggerall = prevstateno = [1000,1999]
trigger1 = animelem = 1
helpertype = normal
name = "Super Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3700) = 0
triggerall = prevstateno = [2000,2999]
trigger1 = animelem = 1
helpertype = normal
name = "Dream Cancel"
ID = 3700
stateno = 3700
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3530, 3]
type = Helper
triggerall = NumHelper(3800) = 0
triggerall = prevstateno = [3000,3999]
trigger1 = animelem = 1
helpertype = normal
name = "Warning Cancel"
ID = 3800
stateno = 3800
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3200, 10]
type = PalFX
triggerall = prevstateno >= 1000
triggerall = time <= 10
trigger1 = Time%2
time = 1
add = 256,0,0
mul = 256,0,0
sinadd = 256,0,0,1
invertall = 0
color = 256

[State 1]
type = NotHitBy
trigger1 = animelem = 3,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 49
movetime = 49
anim = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Hidden Leader Desperation Move Spark"
ID = 9200
stateno = 9200
pos = -9,-65
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[state a];発射
type = playsnd
trigger1 = animelem = 2
value = s2000,0
channel = 8

[state a]
type = playsnd
trigger1 = animelem = 3
value = s800,2
channel = 8

[state a]
type = playsnd
trigger1 = animelem = 6
value = s2000,2

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal ;player
name = "Diamond Edge"
ID = 4000
stateno = 4101
pos = 25,-70
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = time = 205
value = 4105

;-------------------------------------------------------------------------------
; Ice Striker Shoot
[Statedef 4105]
type    = S
movetype= I
physics = S
juggle  = 8
poweradd= 0
velset = 0,0
anim = 4105
sprpriority = 1
ctrl = 0

[state a];発射
type = playsnd
trigger1 = time = 0
value = s2000,2

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Ice"
ID = 4000
stateno = 4112
pos = 25,0
postype = p1    ;p2,front,back,left,right
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = -12

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;===========================================================================
; Ice Striker Shoot - Ice
[Statedef 4101]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 15,0
anim = 4101
sprpriority = 2
ctrl = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = -.5+(random<500)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1300,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = S1000,3
ignorehitpause = 1
persistent = 0
volume = 1000

[State 1202]
type = AngleDraw
trigger1 = 1
scale = .4,.4

[State 240, 2]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = hard
damage    = 25,4
priority = 6, Hit
getpower = 21,21
guardflag = M
pausetime = 0,7
sparkno = s7003
sparkxy = -15,0
hitsound   = s410,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,0
air.velocity = -2,-10
yaccel = 0.45
air.fall = 1
fall = 0
fall.recover = 0
ignorehitpause = 0
palfx.time = 20
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1

[State 0, Explod]
type = Explod
trigger1 = movecontact
trigger2 = FrontEdgeBodyDist < -30
anim = 2312
ID = 2312
pos = -18,24
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .4,.4
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[state a]
type = playsnd
trigger1 = movecontact
trigger2 = FrontEdgeBodyDist < -30
value = s800,4

[State a]
type = explod
trigger1 = 1
vel = 0+(random<500),0
accel = 0,.2
anim = 2315
sprpriority = 3
postype = p1
random = 40,60
removetime = -2
scale = .6,.6

[State 2050, end]
type = DestroySelf
trigger1 = movecontact
trigger2 = FrontEdgeBodyDist < -30

;-------------------------------------------------------------------------------
; Ice Striker Shoot - Stronger Ice
[StateDef 4112]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2311
poweradd = 0
sprpriority = 3

[State 810,]
type = EnvShake
trigger1 = animelem = 2
ampl = 10
freq = 100
time = 10

[state a]
type = playsnd
trigger1 = time = 0
value = s1300,1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SP
hitflag = MAF
animtype  = diagup
priority = 9, Hit
getpower = 100,100
damage    = 350,100
guardflag = HA
pausetime = 0,15
sparkno = s7003
sparkxy = 30,-60
hitsound   = s490,0
guard.sparkno = -1
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-11
air.velocity = -6,-11
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,30,100
palfx.sinadd = 30,30,50,12
palfx.color = 0
palfx.invertall = 1
p2facing = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 15

[State 0, Explod]
type = Explod
trigger1 = movecontact
trigger2 = FrontEdgeBodyDist < 30
anim = 2312
ID = 2312
pos = 0,0
postype = p1  ;p2,front,back,left,right
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[state a]
type = playsnd
trigger1 = movecontact
trigger2 = FrontEdgeBodyDist < 30
value = s800,4

[State 1000: Helper]
type = Helper
trigger1 = movehit = 1
helpertype = Normal
name = "Slow Motion"
id = 9500
stateno = 9500
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[State a]
type = explod
trigger1 = 1
vel = 0+(random<500),0
accel = 0,.2
anim = 2315
sprpriority = 3
postype = p1
pos = 40,-65
random = 100,115
removetime = -2
scale = .6,.6

[State a]
type = explod
trigger1 = 1
vel = 0+(random<500),0
accel = 0,.2
anim = 2315
sprpriority = 3
postype = p1
pos = 40,-65
random = 100,115
removetime = -2
scale = .6,.6

[State a]
type = explod
trigger1 = 1
vel = 0+(random<500),0
accel = 0,.2
anim = 2315
sprpriority = 3
postype = p1
pos = 40,-65
random = 100,115
removetime = -2
scale = .6,.6

[State a]
type = explod
trigger1 = 1
vel = 0+(random<500),0
accel = 0,.2
anim = 2315
sprpriority = 3
postype = p1
pos = 40,-65
random = 100,115
removetime = -2
scale = .6,.6

[State 2050, end]
type = DestroySelf
trigger1 = movecontact
trigger2 = FrontEdgeBodyDist < 30

;-------------------------------------------------------------------------------
; M. VEGA (A LOTTA CODE TAKEN FROM N-MARIO'S DICTATOR)
[Statedef 4200]
type    = A
movetype= A
physics = N
juggle  = 8
poweradd= -2000
velset = 0,0
anim = 106
sprpriority = 1
ctrl = 0

[State 3530, 3]
type = Helper
trigger1 = Anim = 106
triggerall = NumHelper(3600) = 0
triggerall = prevstateno = [1000,1999]
trigger1 = animelem = 1
helpertype = normal
name = "Super Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3530, 3]
type = Helper
trigger1 = Anim = 106
triggerall = NumHelper(3700) = 0
triggerall = prevstateno = [2000,2999]
trigger1 = animelem = 1
helpertype = normal
name = "Dream Cancel"
ID = 3700
stateno = 3700
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State 3530, 3]
type = Helper
trigger1 = Time = 45
helpertype = normal
name = "PSYCHO CRUSHER"
ID = 30011
stateno = 30011
pos = 0,0
postype = p1
facing = 1
keyctrl = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 3200, 10]
type = PalFX
triggerall = prevstateno >= 1000
triggerall = time <= 10
trigger1 = Time%2
time = 1
add = 256,0,0
mul = 256,0,0
sinadd = 256,0,0,1
invertall = 0
color = 256

[State 3500, Push]
type = PlayerPush
trigger1 = Time < 45
trigger1 = Anim = 105
ignorehitpause = 1
value = 0
[State 3500, ScreenBound]
type = ScreenBound
trigger1 = anim != 193
movecamera = 0,0
value = 0
[State 1]
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA

[State 3500, 5]
type = ChangeAnim
trigger1 = Anim = 106
trigger1 = Time > 20
value = 3400

[State 2000, 2]
type = SuperPause
trigger1 = Anim = 106
trigger1 = animelem = 1
time = 45
movetime = 45
anim = -1

[State 0, Helper]
type = Helper
trigger1 = Anim = 106
trigger1 = animelem = 1
helpertype = normal
name = "Leader Desperation Move Spark"
ID = 9100
stateno = 9100
pos = 0,-65
postype = p1
facing = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 3500, Anim]
type = ChangeAnim
trigger1 = anim != 193
trigger1 = Time > 50
trigger1 = NumProjID(30011) = 0
trigger1 = NumHelper(30011) = 0
value = 193
elem = 2

[State 3500, PosSet]
type = PosSet
triggerall = Anim = 193
triggerall = AnimElem = 2
trigger1 = Enemy, BackEdgeBodyDist <= 0
trigger1 = FrontEdgeBodyDist <= 0
x = 0

[state a];発射
type = playsnd
trigger1 = animelem = 1 && anim = 106
value = s4200,2
channel = 8
volume = 999

[State 810,]
type = EnvShake
trigger1 = animelem = 4
ampl = 10
freq = 100
time = 10
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S193,0

[State 3500, VelSet]
type = VelSet
trigger1 = Time = 1
x = (-BackEdgeDist / 4 + const(velocity.run.back.x)) / 2 / 2

[State 3500, VelSet]
type = VelSet
trigger1 = anim = 193
x = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = anim = 193
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shin Psycho Crusher
[Statedef 30011]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 3400

[State 3000, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4200,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4200,1
[State 3000, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 1,1
value = 1

[State 3000, 2]
type = PosSet
trigger1 = 1
y = 0

[State 3000, 3]
type = Projectile
trigger1 = Time = 1
damage = 40,7
givepower = 7, 0
getpower = 0,0
attr = A, HA
hitflag = MAFD
guardflag = M
animtype = Heavy
projid = 30011
projanim = 3401
projhitanim = 3401
projremanim = 3401
projheightbound = -1000,1000
projedgebound = 2000
projstagebound = 2000
projpriority = 10
projmisstime = 0
projremove = 0
sprpriority = -2
p1sprpriority = -2
p2sprpriority = 4
projsprpriority = 0
projhits = 12
pausetime = 5,3
velocity = 40,0
remvelocity = 30,0
offset = -150,0
sparkno = s7003
sparkxy = 80,-80
hitsound   = s460,0
guard.sparkno = s7012
palfx.time = 50
palfx.color = 0
palfx.add = -100,-50,200
palfx.sinadd = 100,50,200,4
envshake.time = 5
envshake.freq = 50
envshake.ampl = -5
envshake.phase = 10
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10,-5
airguard.velocity = -5,-2.5
air.hittime = 20 
air.type = High
air.velocity = -10,-5
fall.recover = 0
air.juggle = 0
air.fall = 1
fall = 1

[State 3000, VelSet]
type = VelSet
trigger1 = Time = 5
trigger2 = Time > 10
trigger2 = Root, NumProjID(30011) > 0
trigger2 = Root, ProjContactTime(30011) > 5
x = 20

[State 3000, VelSet]
type = VelSet
trigger1 = Root, NumProjID(30011) > 0
trigger1 = Root, ProjContactTime(30011) >= 0
trigger1 = Root, ProjContactTime(30011) <= 5
trigger2 = Root, NumProjID(30011) = 0
x = 0

[State 3000, PosSet]
type = null ;PosSet
trigger1 = Root, NumProjID(30011) > 0
trigger1 = Root, ProjContactTime(30011) >= 0
trigger1 = Root, ProjContactTime(30011) <= 5
x = 0

[State 3000, Destroy]
type = DestroySelf
trigger1 = Time > 10
trigger1 = Root, NumProjID(30011) = 0


;==============================================================================
;------------------------------------------------------------------------------
; Super Cancel
[Statedef 3600]
type    = S
movetype= I
physics = N
anim = 9999
velset = 0,0
poweradd = -500
ctrl = 0
sprpriority = -1

[State 3600, 1]
type = Explod
trigger1 = time = 10
anim = 8500
ID = 8500
pos = 65,66
postype = Left
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .5,.5
sprpriority = 9998
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3600, 2]
type = Explod
trigger1 = time = 0
anim = 8505
ID = 8505
pos = -5,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1.5,1
sprpriority = 9999
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3600, 3]
type = Explod
trigger1 = time = 0
anim = 8510
ID = 8510
pos = -150,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1.5,1
sprpriority = 9997
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3600, 4]
type = DestroySelf
trigger1 = time = 40

;==============================================================================
;------------------------------------------------------------------------------
; Dream Cancel
[Statedef 3700]
type    = S
movetype= I
physics = N
anim = 9999
velset = 0,0
poweradd = -1000
ctrl = 0
sprpriority = -1

[State 3700, 1]
type = Explod
trigger1 = time = 10
anim = 8600
ID = 8600
pos = -3,68
postype = Left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .5,.5
sprpriority = 9998
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3700, 2]
type = Explod
trigger1 = time = 0
anim = 8605
ID = 8605
pos = -5,65
postype = Left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1.5,1
sprpriority = 9999
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3700, 3]
type = Explod
trigger1 = time = 0
anim = 8610
ID = 8610
pos = -150,65
postype = Left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1.5,1
sprpriority = 9997
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3700, 4]
type = DestroySelf
trigger1 = time = 50

;==============================================================================
;------------------------------------------------------------------------------
; Warning Cancel
[Statedef 3800]
type    = S
movetype= I
physics = N
anim = 9999
velset = 0,0
poweradd = -2000
ctrl = 0
sprpriority = -1

[State 3700, 1]
type = Explod
trigger1 = time = 10
anim = 8700
ID = 8700
pos = -3,68
postype = Left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .5,.5
sprpriority = 9998
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3700, 2]
type = Explod
trigger1 = time = 0
anim = 8605
ID = 8605
pos = -5,65
postype = Left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1.5,1
sprpriority = 9999
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3700, 3]
type = Explod
trigger1 = time = 0
anim = 8610
ID = 8610
pos = -150,65
postype = Left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1.5,1
sprpriority = 9997
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3700, 4]
type = DestroySelf
trigger1 = time = 50

;==============================================================================
;------------------------------------------------------------------------------
; Desperation Move Sparks
[Statedef 9000]
type    = S
movetype= I
physics = S
anim = 9999
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = -1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 9000
pos = 0,0
sprpriority = -5
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 9010
pos = 0,0
sprpriority = 20
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = time >= 1
value = 0,0,0
time = 2
under = 1
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0

[State 3600, 4]
type = DestroySelf
trigger1 = time = 32

;==============================================================================
;------------------------------------------------------------------------------
; Leader Desperation Move Sparks
[Statedef 9100]
type    = S
movetype= I
physics = S
anim = 9999
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = -1

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

[State 2000]
type = Explod
trigger1 = time = 0
anim = 9100
pos = 0,0
sprpriority = -2
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 9110
pos = 0,0
sprpriority = 20
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 2000]
type = null
trigger1 = time = 0
anim = 9130
id = 9000
pos = 0,0
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 2000]
type = null
trigger1 = time = 3
anim = 9130
id = 9000
pos = 0,0
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 2000]
type = null
trigger1 = time = 6
anim = 9130
id = 9000
pos = 0,0
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 2000]
type = null
trigger1 = time = 0
anim = 9120
pos = 0,0
sprpriority = 20
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = null
trigger1 = numexplod(9000)
ID = 9000
scale = -.6+(.09*time),-.6+(.09*time)

[State 2000]
type = null
triggerall = teamside = 1
trigger1 = time = 0
anim = 9140
id = 9140
postype = left
pos = 164,240
scale = 1,1
sprpriority = -20
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 2000]
type = null
triggerall = teamside = 2
trigger1 = time = 0
anim = 9140
id = 9140
postype = left
pos = 164,240
scale = 1,1
sprpriority = -20
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = time > 0
value = 0,0,0
time = 2
under = 1
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,1
volume = 155

[State 3600, 4]
type = DestroySelf
trigger1 = time = 32

;==============================================================================
;------------------------------------------------------------------------------
; Hidden Leader Desperation Move Sparks
[Statedef 9200]
type    = S
movetype= I
physics = S
anim = 9999
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = -1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 9200
pos = 0,0
sprpriority = -5
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 9210
pos = 0,0
sprpriority = 20
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 2000]
type = null
trigger1 = time = 0
anim = 9230
id = 9000
pos = 0,0
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 2000]
type = null
trigger1 = time = 3
anim = 9230
id = 9000
pos = 0,0
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 2000]
type = null
trigger1 = time = 6
anim = 9230
id = 9000
pos = 0,0
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 2000]
type = null
trigger1 = time = 9
anim = 9230
id = 9000
pos = 0,0
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 2000]
type = null
trigger1 = time = 0
anim = 9220
pos = 0,0
sprpriority = 20
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1

[State 0, ModifyExplod]
type = null
trigger1 = numexplod(9000)
ID = 9000
scale = -.6+(.09*time),-.6+(.09*time)

[State 40001, P1 Fundo]
type = Explod
triggerall = teamside = 1
trigger1 = !time
anim = 15605
ID = 15650
pos = 0,abs((240*var(0))-81)
postype = left 
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P1 Portrait]
type = Explod
triggerall = teamside = 1
trigger1 = !time
anim = 15607
ID = 15660
pos = 0,abs((240*var(0))-81)
postype = left 
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 40001, P2 Fundo]
type = Explod
triggerall = teamside = 2
trigger1 = !time
anim = 15606
ID = 15650
pos = 0,abs((240*var(0))-81)
facing = -1
postype = right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P2 Portrait]
type = Explod
triggerall = teamside = 2
trigger1 = !time
anim = 15607
ID = 15660
pos = 0,abs((240*var(0))-81)
facing = -1
postype = right 
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = time >= 1
value = 0,0,0
time = 2
under = 1
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,2
volume = 155

[State 3600, 4]
type = DestroySelf
trigger1 = time = 50

