[StateDef 183]
type = A
movetype= I
physics = N
juggle  = 1
velset = 25,25
ctrl = 0
anim =183
poweradd =0

[State 0, PosSet]
type = PosSet
trigger1 = pos y >0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = pos y >=0
x = 0
y = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = anim=184 && animelemtime(1)=1 
time = 5
freq = 60
ampl = 5
phase = 120

[State 0, PlaySnd]
type = PlaySnd
trigger1 =anim=184 && animelemtime(1)=1 
value = S2,6
channel = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >=0 && anim!=184
value = 184
;elem = 1
;ignorehitpause = 
;persistent = 




;---------------------------------------------------------------------
[StateDef 7000]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =10000
poweradd = 20


[State 0, Explod]
type = Explod
trigger1 =time=0
anim =11011
ID = 11011
pos = ifelse(teamside=1,2,266),50
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1


;----------
[State 0, Explod]
type = Explod
trigger1 =(var(57)/10)=(root,var(57)/10) && numexplod(11001)=0
anim =11000+(var(57)/10)
ID = 11000
pos = ifelse(teamside=1,19,281),45
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1

;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 =var(57)=root,var(57) && numexplod(11001)=0
anim =11000+(var(57)%10)
ID = 11001
pos = ifelse(teamside=1,27,288),45
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =(var(57)/10)!=(root,var(57)/10)
id =  11000
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(57)!=root,var(57)
id =  11001
[State 0, VarSet]
type = VarSet
trigger1= var(57)!=root,var(57)
v = 57   ;fv = 10
value = root,var(57)
;ignorehitpause =
;persistent =
;-------------
[State 0, Explod]
type = Explod
trigger1 =time=0
anim =11010
ID = 11005
pos = ifelse(teamside=1,34,295),45
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1
[State 0, Explod]
type = Explod
trigger1 =time=0
anim =11009
ID = 11005
pos = ifelse(teamside=1,42,302),45
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1

;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 =time=0
anim =11000
ID = 11005
pos = ifelse(teamside=1,51,310),45
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1
[State 192, end]
type = destroyself
trigger1 =roundstate!=2


;--------------------------------------------------------------------------
;-fire
[StateDef 1001]
type = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim =ifelse(root,var(2)=2,1022,1011)
poweradd =0
sprpriority=-1
[State 0, PosSet]
type = PosSet
trigger1 = time=0
y = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1
[State 0, VelAdd]
type = VelAdd
trigger1 =time <21 && root,var(2)<2
y = .55*root,var(20)
[State 0, VelAdd]
type = VelAdd
trigger1 =time >=21 && root,var(2)<2
y = .2*root,var(20)

[State 0, VelSet]
type = VelSet
trigger1 = time=1 && root,var(2)<2
x = 0
y = -9*root,var(20)
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = parentVarSet
triggerall = root,var(21)<2  && root,var(2)=0
trigger1 = time=0 && root,var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,60,540),360
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.5,1.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 1
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =19   ;v = 570
value = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(8)>=0 && anim=1011
movetype = I        ;I,A,H
[State 0, Explod]
type = Explod
trigger1 = time=0
trigger2 = anim=1023 && animelemtime(1)=18
trigger2 = anim=1023 && animelemtime(1)=18
trigger3 = anim=1023 && animelemtime(2)=4
trigger4 = anim=1023 && animelemtime(2)=8
trigger5 = anim=1023 && animelemtime(2)=12
anim = 1110
ID = 1110
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = time=0
trigger2 = anim=1023 && animelemtime(1)=18
trigger3 = anim=1023 && animelemtime(2)=4
trigger4 = anim=1023 && animelemtime(2)=8
trigger5 = anim=1023 && animelemtime(2)=12
anim = 1110
ID = 1110
pos = -90,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = time=0
trigger2 = anim=1023 && animelemtime(1)=18
trigger2 = anim=1023 && animelemtime(1)=18
trigger3 = anim=1023 && animelemtime(2)=4
trigger4 = anim=1023 && animelemtime(2)=8
trigger5 = anim=1023 && animelemtime(2)=12
anim = 1110
ID = 1110
pos = 90,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact && animelemtime(8)<0 && root,var(2)=0
attr = S, SA
animtype  = Hard
damage    = ceil(70*root,fvar(2)), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 4,4
getpower=15
sparkxy = -24,-0
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S2, 2
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 15
guard.ctrltime=10
ground.velocity = -ifelse(root,var(24)>0,-2,.5)*root,var(20),-ifelse(root,var(24)>0,11,10.5)*root,var(20)
air.velocity = -ifelse(root,var(24)>0,-2,.5)*root,var(20),-ifelse(root,var(24)>0,11,10.5)*root,var(20)
down.velocity=1.5*root,var(20),-9*root,var(20)
yaccel=.5*root,var(20)
guard.velocity=-4*root,var(20)
fall=1
fall.recovertime=ifelse((root,var(21)=1||root,var(24)>0),99,ifelse(p2statetype=L,70-((root,numexplod(10101))*10),35))
down.hittime = ifelse(root,var(21)>0,95,70)-((root,numexplod(10101))*10)
ground.cornerpush.veloff=0
ID =201

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = root,var(2)=0 && movecontact
movetype = I        ;I,A,H
ignorehitpause = 1
;persistent = 

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact && animelemtime(8)<0&& root,var(2)=1
attr = S, SA
animtype  = Hard
damage    = 30, 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 4,4
getpower=4
sparkxy = -24,-0
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S2, 2
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 15
guard.ctrltime=10
ground.velocity = -ifelse(root,var(24)>0,-2,7)*root,var(20),-ifelse(root,var(24)>0,12.5,6)*root,var(20)
air.velocity = -ifelse(root,var(24)>0,-2,7)*root,var(20),-ifelse(root,var(24)>0,12.5,1)*root,var(20)
down.velocity=-4*root,var(20),-2*root,var(20)
yaccel=.55*root,var(20)
guard.velocity=-4*root,var(20)
fall=1
fall.recovertime=ifelse((root,var(21)=1||root,var(24)>0),47,ifelse(p2statetype=L,20,30))
ground.cornerpush.veloff=0
ID =201
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact && animelemtime(8)<0&& root,var(2)=2
attr = S, SA
animtype  = Hard
damage    =ceil(70*root,fvar(2)), 5
priority  = 6
guardflag = M
hitflag=MAFDP
pausetime = 2,16
getpower=0
sparkxy = -24,-70*root,var(20)
sparkno = S7010
guard.sparkno= S7500
hitsound = S2, 2
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 15
guard.ctrltime=10
ground.velocity = 1.25*root,var(20),-12*root,var(20)
air.velocity = 1.25*root,var(20),-12*root,var(20)
down.velocity=1.25*root,var(20),-12*root,var(20)
yaccel=.45*root,var(20)
guard.velocity=-6*root,var(20)
fall=1
fall.recovertime=80
ground.cornerpush.veloff=0
ID =200

;persistent = 

[State 0, SprPriority]
type = SprPriority
trigger1 =movehit && root,var(2)=2 
value = -9
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1 = root,var(2)=0
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.8
ignorehitpause=0
[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1 = root,var(2)=2
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.9
ignorehitpause=0
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact && anim=1023&& root,var(2)=2
attr = S, SA
animtype  = Hard
damage    = ceil(75*root,fvar(2)), 5
priority  = 4
guardflag = MA
hitflag=MAFDP
pausetime = 2,2
getpower=0
priority=7
sparkxy = -24,-70*root,var(20)
sparkno = S7010
guard.sparkno= S7510
hitsound = S2, 2
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 15
guard.ctrltime=10
ground.velocity = -7*root,var(20),-8*root,var(20)
air.velocity = -7*root,var(20),-8*root,var(20)
down.velocity=-3*root,var(20),-4*root,var(20)
yaccel=.45*root,var(20)
guard.velocity=-8*root,var(20)
fall=1
fall.recovertime=99
ground.cornerpush.veloff=0
id=2000


[State 0, VelSet]
type = VelSet
trigger1 = anim=1023 &&animelem=2;ltime(2)>0 && animelemtime(4)<0 
x = 11 *root,var(20)
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=1023 
physics =S         ;A,C,S,N
;ignorehitpause = 
;persistent = 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = root,anim=1024 && root,animelem=2
value = 1023
;elem = 1
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = anim=1023 && animelemtime(1)=1
;ignorehitpause = 
;persistent = 

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[20010,20014])
value =20010
ID =2000
ignorehitpause =1 
[State 0, TargetBind]
type = TargetBind
trigger1 = movehit && p2stateno=201
id = 200
pos = 0,p2bodydist y
ignorehitpause =1 
;persistent =0 
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit && (p2stateno!=[201,203])
value =201
ID =201
ignorehitpause =1 
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S46,0
channel=2

;ignorehitpause = 
;persistent = 


[State -2, Helper]
type = Helper
triggerall = root,var(2)=1
triggerall = time =8
trigger1 = root,var(24)=1
helpertype = normal ;player
name = "FIRE"
ID = 1001
stateno = 1001
pos = root,var(24)*150,0
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause = 1
[State -2, Helper]
type = Helper
triggerall = root,var(2)=1
triggerall = time =8
trigger1= root,var(24)=2
helpertype = normal ;player
name = "FIRE"
ID = 1001
stateno = 1001
pos = root,var(24)*100,0
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause = 1
[State -2, Helper]
type = Helper
triggerall = root,var(2)=1
triggerall = time =8
triggerall = numhelper(1002)=0
trigger1 = root,var(24)=3
helpertype = normal ;player
name = "FIRE"
ID = 1002
stateno = 1001
pos = root,var(24)*50,0
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause = 1
[State -2, Helper]
type = Helper
triggerall = root,var(2)=1
triggerall = time =8
trigger1 = root,var(24)=4
helpertype = normal ;player
name = "FIRE"
ID = 1001
stateno = 1001
pos = root,var(24)*25,0
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause = 1
[State 0, HitOverride]
type = HitOverride
trigger1 =1
attr = SCA,AA,AP      ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1004
time = 1
forceair = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =animelemtime(7)>=0 && root,var(2)!=2
flag = noshadow


[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
;-fire
[StateDef 1004]
type = A
movetype= A
physics = N
juggle  = 0
velset = -2*root,var(20),-5*root,var(20)
ctrl = 0
anim =1053
poweradd =0
sprpriority=9


[State 0, VelSet]
type = Veladd
trigger1 =1 
y = .45*root,var(20)
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value =45*(time/2)


[State 0, Trans]
type = Trans
trigger1 = time=16
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=17
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=18
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=19
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=20
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=21
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=22
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=23
trans = addalpha;, sub
alpha = 10,250


[State 192, end]
type = destroyself
trigger1 = time>=23
;--------------------------------------------------------------------------
;Fira 
[StateDef 1005]
type = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim =7020
poweradd =0
sprpriority=9

[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v =0
range = 1,4
;ignorehitpause = 
;persistent = 


[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value =30*var(0)
scale=1.75-(time*.2),.2*(time*3.75)
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1


[State 0, Trans]
type = Trans
trigger1 =1
trans = add;, addalpha, add1, sub
ignorehitpause=1
;alpha = 256,256
;ignorehitpause = 
;persistent = 


[State 192, end]
type = destroyself
trigger1 = time>=10

;--------------------------------------------------------------------------
;Fira 
[StateDef 1002]
type = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim =7020
poweradd =0
sprpriority=9

[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v =0
range = 1,4
;ignorehitpause = 
;persistent = 


[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value =30*var(0)
scale=1-(time*.06),.15*(time*2.25)
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1


[State 0, Trans]
type = Trans
trigger1 =1
trans = add;, addalpha, add1, sub
ignorehitpause=1
;alpha = 256,256
;ignorehitpause = 
;persistent = 


[State 192, end]
type = destroyself
trigger1 = time>=14


;--------------------------------------------------------------------------
;Fira 
[StateDef 1003]
type = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim =7020
poweradd =0
sprpriority=9

[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v =0
range = 1,4
;ignorehitpause = 
;persistent = 


[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value =30*var(0)
scale=1.5-(time*.08),.15*(time*1.8)
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1


[State 0, Trans]
type = Trans
trigger1 =1
trans = add;, addalpha, add1, sub
ignorehitpause=1
;alpha = 256,256
;ignorehitpause = 
;persistent = 


[State 192, end]
type = destroyself
trigger1 = time>=16

;--------------------------------------------------------------------------
; Ice lvl 1
[StateDef 1020]
type = A
movetype= A
physics = N
juggle  = 1
velset = 8,0
ctrl = 0
anim =1315
poweradd =0
sprpriority=9


[State 7180, flames]
type = explod
trigger1 =anim=1315
anim = 8201
ID = 11014
sprpriority = 5
postype = p1
random=0,10
scale=.25,.25
pos = 0,0
bindtime = 4


[State 0, VelSet]
type = VelSet
trigger1 =time=0
x = ifelse((root,command="holdfwd"&&root,command="holdup"),6.5,ifelse((root,command!="holdfwd"&&root,command="holdup"),0,11))
y =ifelse((root,command="holdfwd"&&root,command="holdup"),-6.5,ifelse((root,command!="holdfwd"&&root,command="holdup"),-11,0))
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = parentVarSet
trigger1 = time=0 && root,var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 1
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = Hard
damage    = 35, 5
priority  = 5
guardflag = MA
pausetime = 0,5
getpower=15
sparkxy = -8,-0
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 12
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 17
guard.ctrltime=10
ground.velocity = -8
air.velocity = -4,-6
guard.velocity=-4
air.fall=1
fall.recovertime=ifelse(root,var(21)>0,99,17)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=2000
[State 0, TargetState]
type = TargetState
trigger1 =(root,var(21)=2)&& movehit && ((p2stateno!=[201,203])&&(p2stateno!=[1031,1033]))
value =1031
ID =2000
ignorehitpause=1
[State -2, Helper]
type = Helper
trigger1 = time=0
helpertype = normal ;player
name = "shield"
ID = 11002
stateno = 1040
pos = -30,-10
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1
[State 0, Helper]
type = Helper
trigger1 = numhelper(1033)<1 && p2stateno=[1031,1032]
helpertype = normal ;player
name = "Ice block"
ID = 1033
stateno = 1033
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movecontact&& anim!=1316
trigger2=numhelper(11002)=0   && anim!=1316
value = 1316
ignorehitpause=1
persistent=1
[State 0, VelSet]
type = VelSet
trigger1 = anim=1316
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

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

[State 192, end]
type = destroyself
trigger1 = (animtime=0 && anim=1316) ||((frontedgedist <= -90 || backedgedist <= -90) && time > 5)

;--------------------------------------------------------------------------
;Ice level 2
[StateDef 1021]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =1318
poweradd =0
sprpriority=9
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = noshadow
;
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 7180, flames]
type = explod
triggerall = numexplod(11014)<20
trigger1 =animelemtime(1)>=0 && animelemtime(3)<0
anim = 8201
ID = 11014
sprpriority = 5
postype = p1
random=70,0
scale=.3,.3
pos = 0,0
bindtime = -1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =root,command="a" && time >25 && animelemtime(2)<0&&root,movetype!=H
value = 1318
elem = 2
;ignorehitpause =
;persistent =
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=2
time = 10
freq = 70
ampl = 2
phase = 90
;ignorehitpause =
;persistent =
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 1
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S45,15
channel=2
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = Hard
hitflag=MAFD
damage    = 65, 5
priority  = 5
guardflag = MA
pausetime = 0,5
getpower=15
sparkxy = -8,-0
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 12
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 51
guard.ctrltime=10
ground.velocity = -1,-12
air.velocity = -1,-12
down.velocity=-1,-12
guard.velocity=-4
fall=1
yaccel=.47
fall.recovertime=ifelse(root,var(21)>0,99,47)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1002
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit && (p2stateno!=[201,203])
value =201
ID =1002
ignorehitpause=1
persistent=0
[State 0, PosSet]
type = PosSet
trigger1 =animelemtime(2)<0
y = 0
x=enemy,pos x
;ignorehitpause =
;persistent =


[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =
;----
[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 0,0
bindtime = -1
[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = -18,0
bindtime = -1
[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 18,0
bindtime = -1

[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 12,-35
bindtime = -1

[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 0,-35
bindtime = -1

[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = -12,-35
bindtime = -1

[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = -7,-62
bindtime = -1
[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 7,-62
bindtime = -1
[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 0,-85
bindtime = -1
;----


[State 192, end]
type = destroyself
trigger1 = (animtime=0)
;--------------------------------------------------------------------------
; Ice level 3
[StateDef 1022]
type = A
movetype= A
physics = N
juggle  =0
velset = 0,0
ctrl = 0
anim =1328
poweradd =0
sprpriority=9
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = noshadow
;
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=2
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12002,12003)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 7180, flames]
type = explod
trigger1 =animelemtime(1)>=0 && animelemtime(3)<0
anim = 8201
ID = 11014
sprpriority = 5
postype = p1
random=70,60
scale=.3,.3
pos = 0,-20
bindtime = 1

;ignorehitpause =
;persistent =

;persistent =
[State 0, PosSet]
type = PosSet
trigger1 =1
y =enemy,pos y
x=enemy,pos x
;ignorehitpause = 
;persistent =
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S45,15
channel=2
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 2
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  time<4 && !movecontact
attr = S, SP
animtype  = Hard
damage    = 5, 5
priority  = 5
guardflag = MA
pausetime = 0,5
getpower=15
sparkxy = -8,-0
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 12
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 5
guard.ctrltime=10
ground.velocity = -1,-12
air.velocity = -1,-12
guard.velocity=-4
fall=0
air.fall=1
yaccel=.47
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1002
[State 0, TargetState]
type = TargetState
trigger1 = movehit && (p2stateno!=[1031,1032])
value = 1031
ID =1002
ignorehitpause =0

;ignorehitpause =
;persistent =
[State 0, Helper]
type = Helper
trigger1 = numhelper(1033)<1 && p2stateno=[1031,1032]
helpertype = normal ;player
name = "Ice block"
ID = 1033
stateno = 1033
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0




[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1


[State 7180, flames]
type = explod
trigger1 =time=0
anim = 8201
ID = 11014
sprpriority = 3
postype = p2
scale=.5,.5
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-10
bindtime = 4

[State 7180, flames]
type = explod
trigger1 =time=0
anim = 8201
ID = 11014
sprpriority = 3
postype = p2
scale=.5,.5
pos = (enemynear,const(size.mid.pos.x))+10,(enemynear,const(size.mid.pos.y))-20
bindtime = 4
[State 7180, flames]
type = explod
trigger1 =time=0
anim = 8201
ID = 11014
sprpriority = 3
postype = p1
scale=.5,.5
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-20
bindtime = 4
[State 7180, flames]
type = explod
trigger1 =time=0
anim = 8201
ID = 11014
sprpriority = 3
postype = p1
scale=.5,.5
pos = (enemynear,const(size.mid.pos.x))+10,(enemynear,const(size.mid.pos.y))+20
bindtime = 4
;ignorehitpause =
;persistent =
;----
;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos = 70,0
;bindtime = -1
;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos =  40,0
;bindtime = -1
;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos = 65,0
;bindtime = -1

;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos = 45,-35
;bindtime = -1

;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos =65,-35
;bindtime = -1;

;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos = 55,-35
;bindtime = -1

;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos = 35,-62
;bindtime = -1
;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos = 70,-62
;bindtime = -1
;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos =85,-85
;bindtime = -1
;;----


[State 192, end]
type = destroyself
trigger1 = (animtime=0)
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 1031]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority =-1
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = enemynear,var(20)=[-70,0]
value = 1321
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =  enemynear,var(20)=[-99,-71]
value = 1320
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =  enemynear,var(20)=[-125,-100]
value = 1322
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =  enemynear,var(20)<=-126
value = 1323

[State 0, VelSet]
type = VelSet
trigger1 = time=0
y=-7
x=-5

[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .77

;persistent =

[State 0, SelfState]
type = changeState
trigger1 = pos y>=0 && time >10
value =1032
;--------------------------------------------------------------------------
[StateDef 1032]
type = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd =0
sprpriority=-5

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
;ignorehitpause = 
;persistent = 




[State 0, SelfState]
type = SelfState
trigger1 =time=180
value =0
ctrl=1
;--------------------------------------------------------------------------
;Ice helper
[StateDef 1033]
type = A
movetype= I
physics = N
juggle  = 1
ctrl = 0
anim =1350
poweradd =0
sprpriority=9

[State 0, VarSet]
type = VarSet
trigger1 =root,var(20)= [-69,0]
v = 1   ;fv = 10
value = 0
ignorehitpause =1

[State 0, VarSet]
type = VarSet
trigger1 =root,var(20)=[-99,-70]
v = 1   ;fv = 10
value = 1
ignorehitpause =1

[State 0, VarSet]
type = VarSet
trigger1 =root,var(20)= [-125,-100]
v = 1   ;fv = 10
value = 2
ignorehitpause =1

[State 0, VarSet]
type = VarSet
trigger1 =root,var(20)<= -126
v = 1   ;fv = 10
value = 3
ignorehitpause =1 
;persistent = 




[State 0, AngleDraw]
type = AngleDraw
trigger1 =1 
value = 1
scale =ifelse(var(1)=0,.55,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.35))),ifelse(var(1)=0,.52,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.5))) 
ignorehitpause = 1
;persistent = 
[State 0, Trans]
type = Trans
trigger1 = 1
trans =  add;, addalpha, add1, sub
;alpha = 256,256
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 =p2movetype=H
y =enemy,pos y
x=enemy,pos x

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim!=1351 && enemynear,pos y >=0 &&time >3
value = 1351
;elem = 1
;ignorehitpause = 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = numhelper(1034)<1 && p2stateno!=[1031,1032] 
value = S45,17
channel = 2
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 
[State 0, Helper]
type = Helper
trigger1 = numhelper(1034)<1 && p2stateno!=[1031,1032] 
helpertype = normal ;player
name = "Ice block"
ID = 1034
stateno = 1034
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-20
postype = p2    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
size.xscale=ifelse(var(1)=0,.55,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.35)))/2
size.yscale=ifelse(var(1)=0,.52,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.5)))/2
[State 0, Helper]
type = Helper
trigger1 = numhelper(1035)<1 && p2stateno!=[1031,1032] 
helpertype = normal ;player
name = "Ice block"
ID = 1035
stateno = 1034
pos = (enemynear,const(size.mid.pos.x))+10,(enemynear,const(size.mid.pos.y))-20
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale=ifelse(var(1)=0,.55,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.35)))/2
size.yscale=ifelse(var(1)=0,.52,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.5)))/2
[State 0, Helper]
type = Helper
trigger1 = numhelper(1036)<1 && p2stateno!=[1031,1032] 
helpertype = normal ;player
name = "Ice block"
ID = 1036
stateno = 1034
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))+30
postype = p2    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
size.xscale=ifelse(var(1)=0,.55,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.35)))/2
size.yscale=ifelse(var(1)=0,.52,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.5)))/2
[State 0, Helper]
type = Helper
trigger1 = numhelper(1037)<1 && p2stateno!=[1031,1032] 
helpertype = normal ;player
name = "Ice block"
ID = 1037
stateno = 1034
pos = (enemynear,const(size.mid.pos.x))+10,(enemynear,const(size.mid.pos.y))+30
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale=ifelse(var(1)=0,.55,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.35)))/2
size.yscale=ifelse(var(1)=0,.52,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.5)))/2
[State 0, DestroySelf]
type = DestroySelf
trigger1 = p2stateno!=[1031,1032] 

;--------------------------------------------------------------------------
;Ice helper
[StateDef 1034]
type = A
movetype= I
physics = N
juggle  = 1
ctrl = 0
anim =1350
velset =3,-3
poweradd =0
sprpriority=9
[State 0, AngleDraw]
type = AngleDraw
trigger1 =1 
value = 1


[State 0, AngleDraw]
type = Angleadd
trigger1 =1 
value = 25+(time*2)
[State 0, Trans]
type = Trans
trigger1 = 1
trans =  add
[State 0, VelAdd]
type = VelAdd
trigger1 =1 
y = .7
;ignorehitpause = 
;persistent = 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >20
ignorehitpause =1 

;--------------------------------------------------------------------------
[StateDef 1040]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =1317
poweradd =0
sprpriority=9

[State 0, BindToParent]
type = BindToParent
trigger1 =1
time = 1
facing = 1
pos = 0,0
;ignorehitpause =
;persistent =

;ignorehitpause =
;persistent =
[State 0, HitBy]
type = HitBy
trigger1 =parent,anim!=1316
value = SCA,AP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, HitBy]
type = notHitBy
trigger1 =parent,anim=1316
value = SCA
;value2 = S,NA
time = 1
[State 0, HitOverride]
type = HitOverride
trigger1 =1
attr = SCA,AA,AP      ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1041
time = 1
forceair = 0
;ignorehitpause =
;persistent =
[State 0, DestroySelf]
type = DestroySelf
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5)||numhelper(11010)=0||(parent,anim=1316&&animtime=0)
;ignorehitpause =
;persistent =
;--------------------------------------------------------------------------
[StateDef 1041]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =10000
poweradd =0
sprpriority=9
[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
;-----------------------------
[StateDef 3100]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8103
sprpriority=-1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
[State 0, Trans]
type = Trans
trigger1 =1
trans =add
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
;value =  (winmugen only)
scale = .8+(time*.04),.8+(time*.04)
;ignorehitpause =
;persistent =

 [State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1002, 1]
type = AfterImage
trigger1 = 1
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time)*6), 255-((Time)*6), 255-((Time)*6)
trans = Add

[State 0, DestroySelf]
type = DestroySelf
trigger1 =time=45

;--------------------------------------------------------------------------
;Ice helper
[StateDef 1056]
type = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim =root,anim
poweradd =0
sprpriority=-5

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = root,anim
elem = root,animelemno(0)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S3,2
channel = 5

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
scale=1+(time*.02),1+(time*.04)

[State 0, Trans]
type = Trans
trigger1 =  time<7
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=8
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=9
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=10
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=11
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=12
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=13
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=14
trans = addalpha;, sub
alpha = 10,250


[State 192, end]
type = destroyself
trigger1 = time>=15
;--------------------------------------------------------------------------
;Ice helper
[StateDef 1057]
type = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim =root,anim
poweradd =0
sprpriority=-5

;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = 1
;value = root,anim
;elem = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S3,2
channel = 5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
scale=1+(time*.02),1+(time*.04)

[State 0, Trans]
type = Trans
trigger1 =  time<7
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=8
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=9
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=10
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=11
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=12
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=13
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=14
trans = addalpha;, sub
alpha = 10,250


[State 192, end]
type = destroyself
trigger1 = time>=15
;--------------------------------------------------------------------------
;Bolt
[StateDef 1060]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =1312
poweradd =0
sprpriority=9
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S45,2
channel = 1
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=2
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12002,12003)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 2
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = Hard
hitflag=MAFD
damage    = 30, 5
priority  = 5
guardflag = MA
pausetime = 7,7
getpower=15
sparkxy = 0,-45
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 1
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 17+(root,var(21)*17)
guard.ctrltime=10
ground.velocity = -5
air.velocity = -2,-3
guard.velocity=-4
air.fall=1
fall.recovertime=10
down.velocity=-2,-7
down.hittime=10
yaccel=.33
ground.cornerpush.veloff=0
air.cornerpush.veloff=0

[State 7180, flames]
type = explod
trigger1 =time=0
anim = 1313
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 0,0
bindtime = -1
removetime=10

[State 192, end]
type = destroyself
trigger1 = animtime=0

;--------------------------------------------------------------------------
;-Bolt2
[StateDef 1061]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =1325
poweradd =0
sprpriority=9
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1

[State 0, Trans]
type = Trans
trigger1 =1
trans =add
ignorehitpause=1
[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
value = 30
;scale = 
ignorehitpause = 1
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 7180, flames]
type = explod
trigger1 =time=0
anim = 1313
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 0,0
bindtime = -1
removetime=50
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=2
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12002,12003)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 2
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1
[State 7180, flames]
type = explod
trigger1 =time=0
anim = 1313
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = -95,-180
bindtime = -1
removetime=50

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = Hard
hitflag=MAF
damage    = 75, 5
priority  = 5
guardflag = MA
pausetime = 0,0
getpower=15
sparkxy = 0,-45
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 1
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 19
guard.ctrltime=10
ground.velocity = -5
air.velocity = -2,-3
guard.velocity=-4
fall.recovertime=15
air.fall=1
down.velocity=-2,-7
down.hittime=11
yaccel=.33
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1006
[State 0, TargetState]
type = TargetState
trigger1 =movehit&& p2stateno!=1067
value =1067
ID = 1006
ignorehitpause =1 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 
x = 30
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S45,2
channel = 1
[State 192, end]
type = destroyself
trigger1 = time>=50
;--------------------------------------------------------------------------
;-Bolt3
[StateDef 1062]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =1325
poweradd =0
sprpriority=9
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=2
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12002,12003)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Trans]
type = Trans
trigger1 =1
trans =add
ignorehitpause=1
[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
value = 30
;scale = 
ignorehitpause = 1
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 7180, flames]
type = explod
trigger1 =time=0
anim = 1313
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 0,0
bindtime = -1
removetime=50
ignorehitpause=1
[State 7180, flames]
type = explod
trigger1 =time=0
anim = 1313
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = -95,-180
bindtime = -1
removetime=50
ignorehitpause=1
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 2
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  time%15=0
attr = S, SP
animtype  = Hard
hitflag=MAFD
damage    = 15, 5
priority  = 5
guardflag = MA
pausetime = 0,5
getpower=15
sparkxy = 0,-45
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 1
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -0
air.velocity = -0,2
guard.velocity=-4
air.fall=1
forcestand=1
fall.recovertime=15
down.velocity=0,0
down.hittime=20
yaccel=.33
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1006

;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 
x = 30

[State -2, Helper]
type = Helper
trigger1 =time=50 
helpertype = normal ;player
name = "BOLT"
ID = 1060
stateno = 1063
pos = 0,0
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S45,2
channel = 1


[State 192, end]
type = destroyself
trigger1 = time>=50
ignorehitpause=1
;-----------------------------
;-Bolt3
[StateDef 1063]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =1326
poweradd =0
sprpriority=9
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1

[State 0, Trans]
type = Trans
trigger1 =1
trans =add
ignorehitpause=1
[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
value = 90
;scale = 
ignorehitpause = 1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=2
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12002,12003)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
;persistent = 
[State 1000, 5] ;Opponent near
type = HitDef
triggerall = time <40
trigger1 =  time%15=0
attr = S, SP
animtype  = Hard
hitflag=MAFD
damage    = 20, 5
priority  = 5
guardflag = MA
pausetime = 0,5
getpower=15
sparkxy = 0,-45
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 1
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = 3
air.velocity = -3,2
guard.velocity=-4
down.velocity=3,0
down.hittime=20
yaccel=.45
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1006

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  time=40
attr = S, SP
animtype  = Hard
hitflag=MAFD
damage    = 15, 5
priority  = 5
guardflag = MA
pausetime = 0,5
getpower=15
sparkxy = 0,-45
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 1
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = ifelse(root,var(21)=2,40,20)
guard.ctrltime=10
ground.velocity = 3
air.velocity = -3,2
guard.velocity=-4
air.fall=1
down.velocity=2,-7
down.hittime=ifelse(root,var(21)=2,40,1)
yaccel=.45
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1006
;[State 0, TargetState]
;type = TargetState
;trigger1 =movehit&& p2stateno!=1067
;value =1067
;ID = 1006
;ignorehitpause =1 
;ignorehitpause = 
;persistent = 

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 7180, flames]
type = explod
trigger1 =time=0
anim = 1313
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 0,0
bindtime = -1
removetime=50

[State 7180, flames]
type = explod
trigger1 =time=0
anim = 1313
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = -180,0
bindtime = -1
removetime=50
[State 192, end]
type = destroyself
trigger1 = time>=50
;--------------------------------------------------------------------------
;-SOOOOOOO SHOCKING
[StateDef 1067]
type = A
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd =0
sprpriority=-5

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = -35
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = 1
value = 5030
;elem = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = PalFX
trigger1 =time=0 
time =ifelse(enemy,var(21)=2,100,50)
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0
[State 0, PalFXWiz]
type = PalFX
trigger1 =!enemy,numhelper(11010) && enemy,var(21)!=2
trigger2 = time=ifelse(enemy,var(21)=2,100,50)
time =1
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0
[State 0, VelSet]
type = VelSet
trigger1 = time=ifelse(enemy,var(21)=2,100,50) || !enemy,numhelper(11010)
x = -3
y = -4
;ignorehitpause = 
;persistent = 


[State 0, SelfState]
type = SelfState
trigger1 =time=ifelse(enemy,var(21)=2,100,50)|| (!enemy,numhelper(11010) && enemy,var(21)!=2)
value =5050
;-----------------------------
[StateDef 3062]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3009
sprpriority=2

[State 210, 2] ;206
type = HitDef
trigger1 =!movecontact
attr = S, HA
animtype  = Medium
damage =0
guardflag = MA
pausetime = 0, 0
sparkno = -1;S7020+(random%4)
guard.sparkno= S11004
sparkxy = -15,-60
hitsound   = S2,4
guardsound =  S5, 0
getpower =0
ground.type = High
ground.slidetime = 99
ground.hittime  = 99
ground.velocity = 0
air.velocity = -7.5,-12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing=-1
kill = 1
p2stateno=3055

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S46,0
channel=2

[State 0, TargetBind]
type = TargetBind
trigger1 = 1
pos = 0,-300
;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 1110
ID = 1110
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 1110
ID = 1110
pos = -90,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 1110
ID = 1110
pos = 90,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = p2stateno!=[3052,3055]
helpertype = normal ;player
name = "debris"
ID =3061
stateno =3065
pos = -70,-120
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, Helper]
type = Helper
trigger1 = p2stateno!=[3052,3055]
helpertype = normal ;player
name = "debris"
ID =3061
stateno =3065
pos = 70,-120
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, Helper]
type = Helper
trigger1 =p2stateno!=[3052,3055]
helpertype = normal ;player
name = "debris"
ID =3061
stateno =3066
pos = 70,-340
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, Helper]
type = Helper
trigger1 = p2stateno!=[3052,3055]
helpertype = normal ;player
name = "debris"
ID =3061
stateno =3066
pos = -70,-340
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, DestroySelf]
type = DestroySelf
trigger1 =p2stateno!=[3052,3055]

;-----------------------------
[StateDef 3063]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3009
sprpriority=1
[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 1110
ID = 1110
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 1110
ID = 1110
pos = -90,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 1110
ID = 1110
pos = 90,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 2,2
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Helper]
type = Helper
trigger1 = p2stateno!=[3052,3055]
helpertype = normal ;player
name = "debris"
ID =3061
stateno =3065
pos = -70,-120
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, Helper]
type = Helper
trigger1 = p2stateno!=[3052,3055]
helpertype = normal ;player
name = "debris"
ID =3061
stateno =3065
pos = 70,-120
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, Helper]
type = Helper
trigger1 =p2stateno!=[3052,3055]
helpertype = normal ;player
name = "debris"
ID =3061
stateno =3066
pos = 70,-340
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, Helper]
type = Helper
trigger1 = p2stateno!=[3052,3055]
helpertype = normal ;player
name = "debris"
ID =3061
stateno =3066
pos = -70,-340
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, DestroySelf]
type = DestroySelf
trigger1 =p2stateno!=[3052,3055]
;-----------------------------
[StateDef 3064]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3009
sprpriority=0


[State 0, Helper]
type = Helper
trigger1 = p2stateno!=[3052,3055]
helpertype = normal ;player
name = "debris"
ID =3061
stateno =3065
pos = -70,-120
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, Helper]
type = Helper
trigger1 = p2stateno!=[3052,3055]
helpertype = normal ;player
name = "debris"
ID =3061
stateno =3065
pos = 70,-120
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, Helper]
type = Helper
trigger1 =p2stateno!=[3052,3055]
helpertype = normal ;player
name = "debris"
ID =3061
stateno =3066
pos = 70,-340
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, Helper]
type = Helper
trigger1 = p2stateno!=[3052,3055]
helpertype = normal ;player
name = "debris"
ID =3061
stateno =3066
pos = -70,-340
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, DestroySelf]
type = DestroySelf
trigger1 =p2stateno!=[3052,3055]

;-----------------------------
[StateDef 3065]
type = A
movetype= A
physics = N
juggle  = 0
velset = -4,12
ctrl = 0
anim = 1011
sprpriority=2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 90

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 1.15


[State 0, Trans]
type = Trans
trigger1 = time=30
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=31
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=32
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=33
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=34
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=35
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=36
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=37
trans = addalpha;, sub
alpha = 10,250

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

;flag = unguardable

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time=38
;-----------------------------
[StateDef 3066]
type = A
movetype= A
physics = N
juggle  = 0
velset = -4,-12
ctrl = 0
anim = 1011
sprpriority=2
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 90

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 1.15

[State 0, Trans]
type = Trans
trigger1 = time=30
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=31
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=32
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=33
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=34
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=35
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=36
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=37
trans = addalpha;, sub
alpha = 10,250
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time=38
;--------------------------------------------------------------------------
;-fire
[StateDef 3067]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim =8310
poweradd =0
sprpriority=9



[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value =(time*5)
scale=4.5-(time*.08),4.5-(time*.08)

[State 0, Trans]
type = Trans
trigger1 =  time<26
trans = add ;none, add, addalpha, add1, sub
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S999,1
channel = 2

[State 0, Trans]
type = Trans
trigger1 = time=26
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=27
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=28
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=29
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=30
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=31
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=32
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=33
trans = addalpha;, sub
alpha = 10,250


[State 192, end]
type = destroyself
trigger1 = time>=33
;--------------------------------------------------------------------------
;-fire
[StateDef 3068]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim =3003
poweradd =0
sprpriority=9

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 3003
elem = 20



[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
scale=1+(time*.02),1+(time*.02)

[State 0, Trans]
type = Trans
trigger1 =  time<13
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=13
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=14
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=15
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=16
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=17
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=18
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=19
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=20
trans = addalpha;, sub
alpha = 10,250


[State 192, end]
type = destroyself
trigger1 = time>=20
;-----------------------------
[StateDef 4000]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4002
sprpriority=6
[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 4004
ID =194
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

;[State 0, RemoveExplod]
;type = RemoveExplod
;trigger1 =time>145
;id = 194
;ignorehitpause =
;persistent =
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 =enemy,time=[230,350]
ID =194
scale =.3,.3
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 =enemy,time=[350,420]
ID =194
scale =.3+((enemy,time-350)*.01),.3+((enemy,time-350)*.01)
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 =enemy,time>=420
ID =194
scale =  1,1

[State 0, BindToParent]
type = BindToParent
trigger1 =parent,anim=3081&&parent,animelemtime(9)>0
time = 1
facing = 0
pos = 0,0
[State 0, SprPriority]
type = SprPriority
trigger1 = parent,anim=3081&&parent,animelemtime(9)<0
value = -1
[State 0, SprPriority]
type = SprPriority
trigger1 = parent,anim=3081&&parent,animelemtime(9)>0
value = 7
[State 0, SprPriority]
type = SprPriority
trigger1 = parent,anim=3084
value = -2
[State 0, VelSet]
type = VelSet
trigger1 =time=0
x = 10.5

[State 0, VelSet]
type = VelSet
trigger1 = time>50
x = 0


[State 0, AngleDraw]
type = AngleDraw
trigger1 =enemy,time=[230,350]
scale =.3,.3
[State 0, AngleDraw]
type = AngleDraw
trigger1 =enemy,time=[350,420]
scale =   .3+((enemy,time-350)*.01),.3+((enemy,time-350)*.01)

[State 0, AngleDraw]
type = AngleDraw
trigger1 =enemy,time>=420
scale =  1,1
[State 0, Helper]
type = Helper
trigger1 = time=0
helpertype = normal ;player
name = "Blue Falcon2"
ID =196
stateno =4001
pos = -39,-88
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,4
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 3    ;fv = 10
value = parent,fvar(3)
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =parent,animelemtime(15)>55
id =194
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 =parent,anim=3081&&parent,animelemtime(9)<0
v = 10    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1=parent,anim=3081&&parent,animelemtime(9)>0
v = 10    ;fv = 10
value = 2

[State 0, VarSet]
type = VarSet
trigger1 =parent,anim=3084
v = 10    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = parent,anim=3081 &&parent,animelemtime(9)<0
v = 11    ;fv = 10
value =1

[State 0, VarSet]
type = VarSet
trigger1 = parent,anim=3081 &&parent,animelemtime(9)>0
v = 11    ;fv = 10
value =0
[State 0, VarSet]
type = Varadd
trigger1 =parent,anim=3081 &&parent,animelemtime(9)>0
v = 6    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = parent,animelemtime(15)>55
v = 11    ;fv = 10
value =2
[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent,animelemtime(15)>55


;--------------------------------------------------------------------
[Statedef 4001]
statetype=I
physics =N
ctrl = 0
anim =11999
velset = 0,0
sprpriority=4
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=[0,1]
v = 3    ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=2
v = 3    ;fv = 10
value =28 
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=3
v = 3    ;fv = 10
value =56 
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=4
v = 3    ;fv = 10
value =81
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=5
v = 3    ;fv = 10
value =108
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=6
v = 3    ;fv = 10
value =137 
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=7
v = 3    ;fv = 10
value =162 
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=8
v = 3    ;fv = 10
value =189
;-Pal Number, 10's
[State 0, Explod]
type = Explod
triggerall = roundstate!=2
trigger1 =numexplod(12000)=0
trigger1= time <=400
anim =12010
ID =12000
pos = ifelse((var(0)=[0,1]),0,50*(var(0)-1)),var(3)
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
pausemovetime=999
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1.5,1.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
pausemovetime=999
ownpal = 1
removeongethit = 0



[State 0, RemoveExplod]
type = RemoveExplod
triggerall = time <=400
trigger1 = parent,command = "back" || parent,command = "fwd" || parent,command = "dwn" || parent,command ="up1"
id =12000



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = intro
flag2=noshadow

;------used so you cant select another pal after the first time
[State 0, VarSet]
type = parentVarSet
trigger1 =1
v = 53   ;fv = 10
value =1
;ignorehitpause =
;persistent =


[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =time=0
v =54     ;fv =
value = palno
[State 0, ParentVarSet]
type = VarSet
trigger1 =time=0
v =0    ;fv =
value = 1
[State 0, ParentVarSet]
type = VarSet
trigger1 =time=0
v =1     ;fv =
value = 1

;-----move up 10
[State 0, ParentVarSet]
type = ParentVarset
trigger1 =1
v =54     ;fv =
value = ifelse(var(0)=1,var(1),ifelse(var(0)=2,8+var(1),ifelse(var(0)=3,16+var(1),24+var(1))))


;-----move down 10
[State 0, ParentVarSet]
type =Varadd
triggerall = var(0)>1
trigger1 =root,command="back"
v =0     ;fv =
value = -1
;---move up 1
[State 0, ParentVarSet]
type = Varadd
triggerall = var(0)<4
trigger1 =root,command="fwd"
v =0     ;fv =
value = 1


;---move down 1
[State 0, ParentVarSet]
type = Varadd
triggerall = var(1)<8
trigger1 =root,command="dwn"
v =1     ;fv =
value = 1

;--reset back to one incase of error
[State 0, ParentVarSet]
type = Varadd
triggerall = var(1)>1
trigger1 =root,command="up1"
v =1     ;fv =
value = -1


;ignorehitpause =
;persistent =
;---remove everything
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = time >5
trigger1 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z" || root,command="start"
trigger2 = roundstate > 1
trigger3= time >400
id =12000
;---remove everything

;ignorehitpause =
;persistent =
;---remove everything
[State 6000, DestroySelf]
type = destroyself
triggerall = time >5
trigger1 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z" || root,command="start"
trigger2 = roundstate > 1
trigger3= time >400
;---------------------------------------------------------------------------
[Statedef 6000]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3333
ctrl = 0
sprpriority = 5




[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag2=noFG
flag=nokosnd
ignorehitpause = 1
persistent = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2=nokosnd
flag3=noBG
ignorehitpause = 1
persistent = 1
[State 11009, dust]
type = Explod
trigger1 = time = 0
anim = 8001
ID = 11009
postype =left
pos = 0,0
bindtime = -1
facing = ifelse(facing = -1, -1,1)
sprpriority = 9
scale = 1.5,ifelse(GameHeight=180,1.05,1.5)
ownpal = 0
ignorehitpause =1
removetime=35
ontop =1
pausemovetime = 999
supermovetime = 9999

[State 0, Pause]
type = Pause
trigger1 =time=4
time = 35
movetime = 35
ignorehitpause = 1

[State 11009, dust]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 11009
postype =left
pos = 0,-10
bindtime = -1
facing = ifelse(facing = -1, -1,1)
sprpriority = -2
scale = 1.5,ifelse(GameHeight=180,1.17,1.62)
ownpal = 0
ignorehitpause =1
ontop =0
pausemovetime = 999
supermovetime = 9999


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent,statetype !=A  && time > 120
;---------------------------------------------------------------------------
[Statedef 6001]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3333
ctrl = 0
sprpriority = 5



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

;channel=6
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------\
;Airdash FX
;---------------------------------------------------------------------------/
[Statedef 6003]
type = U                                         
physics = N                                                               
anim =8104
[State 6090, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3,1
volume = 255
channel = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 0, Trans]
type = Trans
trigger1 =1
trans =add
[State 0, AngleDraw]
type = Angledraw
trigger1 = 1
scale=1.35+(time*.02),1.35+(time*.02)

[State 1002, 1]
type = AfterImage
trigger1 = 1
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time)*12), 255-((Time)*12), 255-((Time)*12)
trans = Add
[State 7180, end]
type = destroyself
trigger1 = time = 20
;-------------------------------------------------------------------------------
[Statedef 7001]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim =10000
ctrl = 0
sprpriority = 6

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


[State 0, Trans]
type = Trans
trigger1 = 1
trans = add


[State 7180, flames]
type = explod
trigger1 =1
anim = 8200
ID = 11019
sprpriority = 3
postype = p2
random=30,60
scale=.3,.3
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y));+90
bindtime = 4

[State 8050, 5]
type = destroyself
trigger1 =p2movetype!=H||p2statetype=L||time>120 || p2stateno=1054
