;---------------------------------------------------------------------------
;Fire Wheel
[Statedef 3000]
type    = C
movetype= I
physics = C
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2
facep2 = 1

[State 3000, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = F8020, 0
darken = 0
poweradd = -1000
movetime = 25

[State 3000, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = -1,-27*floor(const(size.yscale))
postype = p1

[State 3000, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 32
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 3000, 4]
type = Helper
trigger1 = AnimElem = 7
name = "Fire Wheel"
ID = 3000
stateno = 3001
pos = 31,-33
postype = p1
facing = 1
ownpal = 1

[State 3000, 5]
type = VarSet
trigger1 = AnimElem = 7
var(37) = 1

[State 3000, 6]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 26 && TeamSide = 1
anim = 8037
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 65
scale = 1,1
sprpriority = -3
ownpal = 1
removeongethit = 1

[State 3000, 7]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 26 && TeamSide = 2
anim = 8037
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 65
scale = 1,1
sprpriority = -3
ownpal = 1
removeongethit = 1

[State 3000, 8]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = A

[State 3000, 9]
type = StateTypeSet
trigger1 = Time = 45
movetype = I

[State 3000, 10]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Fire
[Statedef 3001]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 3

[State 3001, 1]
type = ChangeAnim
trigger1 = !Time && Var(1) = 0
value = 3001

[State 3001, 2]
type = VarAdd
trigger1 = !Time
var(1) = 1

[State 3001, 3]
type = HitOverride
trigger1 = 1
attr = SCA,SP,HP
stateno = IfElse(var(1) < 5, 3001,1002)
time = -1
ignorehitpause = 1

[State 3001, 4]
type = HitBy
trigger1 = 1
value = SCA,SP,HP
time = 1

[State 3001, 5]
type = HitDef
trigger1 = (!var(2) && root,var(5) < 10) || var(2)
attr = S,HP
hitflag = MAF
guardflag = MA
getpower = 0,0
givepower = 67,22
animtype = Hard
priority = 4,Hit
damage = ceil(55*root,Fvar(20)),14
pausetime = 8,8
sparkno = -1
sparkxy = -1,-1*floor(const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 19
guard.slidetime = 6
guard.hittime = 8
ground.velocity = -3,-8.5
guard.velocity = -3
ground.cornerpush.veloff = 0
air.velocity = -2.1,-7.7
yaccel = .35
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 3000
chainID = -1
nochainID = -1

[State 3001, 6]
type = Explod
triggerall = NumTarget && MoveHit
trigger1 = !(target,Time)
anim = 6001
ID = 3001
pos = -1,-1
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3001, 7]
type = VelSet
trigger1 = 1 
x = 8.66
y = -12.26

[State 3001, 8]
type = Null
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3001, 9]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && root,Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3001, 10]
type = TargetState
trigger1 = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5400
ID = -1
ignorehitpause = 1

[State 3001, 11]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3
trigger1 = WinKO
var(28) = 300
ignorehitpause = 1

[State 3001, 12]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 3001, 13]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y

[State 3001, 14]
type = PlaySnd
triggerall = Var(1) = 1
trigger1 = !Time
value = S3000,0
channel = 2

[State 3001, 15]
type = ChangeState
trigger1 = MoveContact
value = IfElse(Var(1) < 3, 3001,1002)

[State 3001, 16]
type = ChangeState
trigger1 = FrontEdgeDist < -40
value = 1003
;---------------------------------------------------------------------------
;Fire
[Statedef 3005]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 3

[State 3005, 1]
type = ChangeAnim2
trigger1 = !Time
value = 5420

[State 3005, 2]
type = HitBy
trigger1 = 1
value = SCA,HP
time = 1

[State 3005, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 3006
;---------------------------------------------------------------------------
;Fire
[Statedef 3006]
type    = A
movetype= H
physics = N
velset = -3.1, -9.4
ctrl = 0
sprpriority = 3

[State 3006, 1]
type = VelAdd
trigger1 = 1
y = .7

[State 3006, 3]
type = NotHitBy
trigger1 = Time > 2
value = SCA,AA,AP,AT
time = 1

[State 3006, 4]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 5100
;----------------------------------------------
;Dragon Breath
[Statedef 3050]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2

[State 3050, 1]
type = VarSet
trigger1 = !Time
fvar(11) = Vel Y

[State 3050, 2]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = F8020, 0
darken = 0
poweradd = -1000
movetime = 9

[State 3050, 3]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = -1,-27*floor(const(size.yscale))
postype = p1

[State 3050, 4]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 32
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 3050, 5]
type = Helper
trigger1 = AnimElem = 4
name = "Fire Ball"
ID = 3050
stateno = 3052
pos = 35,-25
postype = p1
facing = 1
ownpal = 1

[State 3050, 6]
type = Helper
trigger1 = AnimElem = 4
name = "Fire Ball"
ID = 3051
stateno = 3053
pos = 35,-25
postype = p1
facing = 1
ownpal = 1

[State 3050, 7]
type = Helper
trigger1 = AnimElem = 4
name = "Fire Ball"
ID = 3052
stateno = 3054
pos = 35,-25
postype = p1
facing = 1
ownpal = 1

[State 3050, 8]
type = VarSet
trigger1 = AnimElem = 4
var(37) = 3

[State 3050, 9]
type = VelSet
trigger1 = !Time
y = -.2*(-1*(fvar(11) > 0) + 1*(fvar(11) < 0))

[State 3050, 10]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1000,0
channel = 0

[State 3050, 11]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1005,0

[State 3050, 12]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 33 && TeamSide = 1
anim = 8038
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 65
scale = 1,1
sprpriority = -3
ownpal = 1
removeongethit = 1

[State 3050, 13]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 33 && TeamSide = 2
anim = 8038
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 65
scale = 1,1
sprpriority = -3
ownpal = 1
removeongethit = 1

[State 3050, 14]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 3050, 15]
type = StateTypeSet
trigger1 = Time = 35
movetype = I

[State 3050, 16]
type = Gravity
trigger1 = Time >= 35

[State 3050, 17]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 3051
;---------------------------------------------------------------------------
;Jump and Slash
[Statedef 3051]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3051
ctrl = 0
sprpriority = 2

[State 3051, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 3051, 2]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 3051, 3]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Super Dragon Ball 1
[Statedef 3052]
type    = A
movetype= A
physics = N
velset = 8.36,9.93
anim = 1006
ctrl = 0
sprpriority = 2

[State 3052, 1]
type = HitBy
trigger1 = 1
value = SCA,SA,HA,AP
time = -1

[State 3052, 2]
type = HitOverride
trigger1 = 1
attr = SCA,SA,HA,AP
stateno = 1002
time = -1
ignorehitpause = 1

[State 3052, 3]
type = HitDef
trigger1 = !Time
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
damage = ceil(70*root,Fvar(20)),18
pausetime = 1,1
sparkno = -1
guard.sparkno = -1
sparkxy = -9,-17*floor(const(size.yscale))
hitsound = F5,1
guardsound = F6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
guard.slidetime = 8
guard.hittime = 11
ground.velocity = -8.2*const(size.xscale), -3.1
ground.cornerpush.veloff = 0
air.type = High
air.hittime = 24
air.velocity = -2.3, -2.6
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 0,0
givepower = 67,22

[State 3052, 4]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && root,Var(20) = 0
var(20) = 3
ignorehitpause = 1
persistent = 0

[State 3052, 5]
type = ParentVarSet
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3052, 6]
type = TargetState
trigger1 = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5400
ID = -1
ignorehitpause = 1

[State 3052, 7]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3
trigger1 = WinKO
var(28) = 305
ignorehitpause = 1

[State 3052, 8]
type = ChangeState
trigger1 = MoveContact
value = 1002

[State 3052, 9]
type = ChangeState
trigger1 = FrontEdgeDist < -40
trigger2 = Pos Y > 50
value = 1003
;---------------------------------------------------------------------------
;Super Dragon Ball 2
[Statedef 3053]
type    = A
movetype= A
physics = N
velset = 4.36,13.93
anim = 1006
ctrl = 0
sprpriority = 2

[State 3053, 1]
type = HitBy
trigger1 = 1
value = SCA,SA,HA,AP
time = -1

[State 3053, 2]
type = HitOverride
trigger1 = 1
attr = SCA,SA,HA,AP
stateno = 1002
time = -1
ignorehitpause = 1

[State 3053, 3]
type = HitDef
trigger1 = !Time
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
damage = ceil(70*root,Fvar(20)),18
pausetime = 1,1
sparkno = -1
guard.sparkno = -1
sparkxy = -9,-17*floor(const(size.yscale))
hitsound = F5,1
guardsound = F6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
guard.slidetime = 8
guard.hittime = 11
ground.velocity = -8.2*const(size.xscale), -3.1
ground.cornerpush.veloff = 0
air.type = High
air.hittime = 24
air.velocity = -2.3, -2.6
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 0,0
givepower = 67,22

[State 3053, 4]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && root,Var(20) = 0
var(20) = 3
ignorehitpause = 1
persistent = 0

[State 3053, 5]
type = ParentVarSet
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3053, 6]
type = TargetState
trigger1 = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5400
ID = -1
ignorehitpause = 1

[State 3052, 7]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3
trigger1 = WinKO
var(28) = 305
ignorehitpause = 1

[State 3053, 8]
type = ChangeState
trigger1 = MoveContact
value = 1002

[State 3053, 9]
type = ChangeState
trigger1 = FrontEdgeDist < -40
trigger2 = Pos Y > 50
value = 1003
;---------------------------------------------------------------------------
;Super Dragon Ball 3
[Statedef 3054]
type    = A
movetype= A
physics = N
velset = 12.36,5.93
anim = 1006
ctrl = 0
sprpriority = 2

[State 3054, 1]
type = HitBy
trigger1 = 1
value = SCA,SA,HA,AP
time = -1

[State 3054, 2]
type = HitOverride
trigger1 = 1
attr = SCA,SA,HA,AP
stateno = 1002
time = -1
ignorehitpause = 1

[State 3054, 3]
type = HitDef
trigger1 = !Time
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
damage = ceil(70*root,Fvar(02)),18
pausetime = 1,1
sparkno = -1
guard.sparkno = -1
sparkxy = -9,-17*floor(const(size.yscale))
hitsound = F5,1
guardsound = F6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
guard.slidetime = 8
guard.hittime = 11
ground.velocity = -8.2*const(size.xscale), -3.1
ground.cornerpush.veloff = 0
air.type = High
air.hittime = 24
air.velocity = -2.3, -2.6
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 0,0
givepower = 67,22

[State 3054, 4]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && root,Var(20) = 0
var(20) = 3
ignorehitpause = 1
persistent = 0

[State 3054, 5]
type = ParentVarSet
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3054, 6]
type = TargetState
trigger1 = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5400
ID = -1
ignorehitpause = 1

[State 3054, 7]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3
trigger1 = WinKO
var(28) = 305
ignorehitpause = 1

[State 3054, 8]
type = ChangeState
trigger1 = MoveContact
value = 1002

[State 3054, 9]
type = ChangeState
trigger1 = FrontEdgeDist < -40
trigger2 = Pos Y > 50
value = 1003
;---------------------------------------------------------------------------
;Furious Blade
[Statedef 3100]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2
facep2 = 1

[State 3100, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = F8020, 0
darken = 0
poweradd = -1000

[State 3100, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = -1,-27*floor(const(size.yscale))
postype = p1

[State 3100, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 32
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1


[State 3100, 4]
type = HitDef
trigger1 = var(5) < 10 && AnimElem = 2
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
getpower = 0,0
givepower = 50,34
damage = ceil(60*Fvar(20)),15
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,-49*floor(const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 3
ground.velocity = -4.4*const(size.xscale)
air.type = High
air.hittime = 35
air.velocity = -2.1, -1.8
id = 3000
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3100, 5]
type = VarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3100, 6]
type = Helper
trigger1 = AnimElem = 2
name = "Sword Helper"
ID = 3100
stateno = 3106
pos = 77, -49
postype = p1
ownpal = 1

[State 3100, 7]
type = RemoveExplod
trigger1 = !Time
id = 8030

[State 3100, 8]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 1 && TeamSide = 1
anim = 8039
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -3
ownpal = 1
removeongethit = 1

[State 3100, 9]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 1 && TeamSide = 2
anim = 8039
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -3
ownpal = 1
removeongethit = 1

[State 3100, 10]
type = PlaySnd
trigger1 = AnimElem = 2
value = S190,0

[State 3100, 11]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1000,0
channel = 0

[State 3100, 12]
type = VarSet
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3100, 13]
type = ChangeState
trigger1 = !AnimTime
value = 3101
;---------------------------------------------------------------------------
;Furious Blade
[Statedef 3101]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3101
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3101, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 9.8

[State 3101, 2]
type = HitDef
triggerall = (!HitCount && Var(5) < 10) || HitCount
trigger1 = AnimElem = 2
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
getpower = 0,0
givepower = 50,34
damage = ceil(60*Fvar(20)),15
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,-49*floor(const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 3
ground.velocity = -3.4*const(size.xscale)
air.type = High
air.hittime = 35
air.velocity = -2.1, -1.8
id = 3000
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3101, 3]
type = VarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3101, 4]
type = Helper
trigger1 = AnimElem = 2
name = "Sword Helper"
ID = 3100
stateno = 3106
pos = 77, -49
postype = p1
ownpal = 1

[State 3101, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = S190,0

[State 3101, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1000,0
channel = 0

[State 3101, 7]
type = ChangeState
trigger1 = !AnimTime
value = 3102
;---------------------------------------------------------------------------
;Furious Blade
[Statedef 3102]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3102
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3102, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 11.8

[State 3102, 2]
type = HitDef
triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = !Time
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 4,Hit
getpower = 0,0
givepower = 50,34
damage = ceil(60*Fvar(20)),18
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,-49*floor(const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 3
ground.velocity = -1.1*const(size.xscale), -10.7
air.type = High
air.hittime = 35
air.velocity = -.9, -9.9
fall = 1
fall.recover = 0
id = 3000
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
p1stateno = 3103

[State 3102, 3]
type = VarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3102, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = S190,0

[State 3102, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1050,0
channel = 0

[State 3102, 6]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Furious Blade
[Statedef 3103]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2

[State 3103, 1]
type = ChangeAnim
trigger1 = Anim = 3102 && AnimElemTime(5) = 6
value = 3103

[State 3103, 2]
type = VelSet
triggerall = Anim = 3103
trigger1 = AnimElem = 2
x = 8.6

[State 3103, 3]
type = Helper
triggerall = Anim = 3103
trigger1 = AnimElem = 6
name = "Vaccuum Wave"
ID = 3100
stateno = 3104
pos = 10,-48
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 3103, 4]
type = Helper
triggerall = Anim = 3103
trigger1 = AnimElem = 6
name = "Vaccuum Wave 2"
ID = 3100
stateno = 3105
pos = 10,-16
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 3103, 5]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 3103, 6]
type = PlaySnd
triggerall = Anim = 3103
trigger1 = AnimElem = 2
value = S190,1

[State 3103, 7]
type = PlaySnd
triggerall = Anim = 3103
trigger1 = AnimElem = 6
value = S3100,0

[State 3101, 8]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Furious Blade
[Statedef 3104]
type    = A
movetype= A
physics = N
velset = 0,-14
anim = 3104
ctrl = 0
sprpriority = 3

[State 3104, 1]
type = VelAdd
trigger1 = 1
y = .7

[State 3104, 2]
type = HitDef
trigger1 = !Time
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0,0
givepower = 50,34
damage = ceil(90*root,Fvar(20)),23
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,-49*floor(const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 3
ground.velocity = -5.1*const(size.xscale), -3.7
ground.cornerpush.veloff = 0
air.type = High
air.hittime = 35
air.velocity = -5.1*const(size.xscale), -1.7
yaccel = .65
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 3000
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3104, 3]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3
trigger1 = WinKO
var(28) = 310
ignorehitpause = 1

[State 3104, 4]
type = DestroySelf
trigger1 = Pos Y > 50
;---------------------------------------------------------------------------
;Furious Blade
[Statedef 3105]
type    = A
movetype= A
physics = N
velset = 0,14
anim = 3105
ctrl = 0
sprpriority = 3

[State 3105, 1]
type = VelAdd
trigger1 = 1
y = .7

[State 3105, 2]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3
trigger1 = WinKO
var(28) = 310
ignorehitpause = 1

[State 3105, 3]
type = DestroySelf
trigger1 = Pos Y > 50
;-------------------------------------------------------------------------
;Sword Helper
[Statedef 3106]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 3106
sprpriority = 3

[State 3106, 1]
type = BindToParent
trigger1 = parent,StateNo = 3100
time = 1
pos = 77, -49
ignorehitpause = 1

[State 3106, 2]
type = BindToParent
trigger1 = parent,StateNo = 3101
time = 1
pos = 85, -49
ignorehitpause = 1

[State 3106, 3]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1

[State 3106, 4]
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 0
stateno = 3106
time = 1 

[State 3106, 5]
type = ScreenBound
trigger1 = 1
value = 0

[State 3106, 6]
type = PlayerPush
trigger1 = 1
value = 0

[State 3106, 7]
type = DestroySelf
trigger1 = (root,StateNo = 3100 && root,Time > 6) || (parent,StateNo = 3101 && root,Time = 15)
trigger2 = root,StateNo != [3100,3101]
;---------------------------------------------------------------------------
;Soul Splitter
[Statedef 4000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2
facep2 = 1

[State 4000, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 40
sound = F8020, 1
darken = 0
poweradd = -3000
movetime = 40

[State 4000, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = -1,-27*floor(const(size.yscale))
postype = p1

[State 4000, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 40
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 4000, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = 45

[State 4000, 5]
type = VelSet
trigger1 = AnimElem = 6
x = 18.8

[State 4000, 6]
type = PlayerPush
trigger1 = Time >= 41
value = 0

[State 4000, 7]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 41 && TeamSide = 1
anim = 8040
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -3
ownpal = 1
removeongethit = 1

[State 4000, 8]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 41 && TeamSide = 2
anim = 8040
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -3
ownpal = 1
removeongethit = 1

[State 4000, 9]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1

[State 4000, 10]
type = HitDef
triggerall = enemynear(0), Life > 25
trigger1 = !Time
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0,0
givepower = 300,150
damage = ceil(100*Fvar(20)), 25
pausetime = 0,0
guard.pausetime = 8,8
sparkno = -1
guard.sparkno = -1
sparkxy = -9,-49*floor(const(size.yscale))
hitsound = S4000,0
guardsound = F6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 3
ground.velocity = -5.1*const(size.xscale), -3.7
air.type = High
id = 4000
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
numhits = 1
p1stateno = 4002
p2stateno = 4010

[State 4000, 11]
type = HitDef
triggerall = enemynear(0), Life <= 25
trigger1 = !Time
attr = S,HA
hitflag = MAF
animtype = Hard
priority = 4,Hit
getpower = 0,0
damage = (enemynear(0),Life)-1,(enemynear(0),Life)-1
pausetime = 0,0
guard.pausetime = 8,8
sparkno = -1
guard.sparkno = -1
sparkxy = -9,-49*floor(const(size.yscale))
hitsound = S4000,0
guardsound = F6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 3
ground.velocity = -5.1*const(size.xscale), -3.7
air.type = High
id = 4000
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
numhits = 1
p1stateno = 4002
p2stateno = 4010

[State 4000, 12]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1050,0
channel = 0

[State 4000, 13]
type = PlaySnd
trigger1 = AnimElem = 5
value = S190,0

[State 4000, 14]
type = ChangeState
trigger1 = !AnimTime
value = 4001
;---------------------------------------------------------------------------
;Soul Splitter
[Statedef 4001]
type    = S
movetype= I
physics = S
anim = 4001
ctrl = 0
sprpriority = 2

[State 4001, 1]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 4001, 2]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Soul Splitter
[Statedef 4002]
type    = S
movetype= A
physics = S
anim = 1
velset = 0,0
ctrl = 0
sprpriority = 2

[State 4002, 1]
type = VarAdd
trigger1 = !Time && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 4002, 2]
type = AssertSpecial
trigger1 = 1 
flag = invisible
flag2 = nobardisplay
flag3 = nomusic

[State 4002, 3]
type = Pause
trigger1 = Time = 1
time = 42
movetime = 42

[State 4002, 4]
type = Pause
trigger1 = Time = 44
time = 40
movetime = 40

[State 4002, 5]
type = Pause
trigger1 = Time = 85
time = 47
movetime = 47

[State 4002, 6]
type = EnvColor
trigger1 = !Time
value = 255,255,255
time = 1

[State 4002, 7]
type = Explod
trigger1 = Time = 1
anim = F3001
ID = 4000
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = -1
scale = 2,2
sprpriority = 9
ontop = 0
ownpal = 1
removeongethit = 0

[State 4002, 8]
type = VarSet
trigger1 = 1
var(30) = 1
ignorehitpause = 1

[State 4002, 9]
type = RemoveExplod
trigger1 = !Time
id = 8030

[State 4002, 10]
type = ScreenBound
trigger1 = 1
value = 0

[State 4002, 11]
type = Explod
trigger1 = Time = 20
anim = 4005
ID = 4005
pos = -60,150
postype = right
facing = -1
vfacing = 1
bindtime = 1
removetime = 20
pausemovetime = -1
scale = 1,1
sprpriority = 11
ontop = 0
ownpal = 1

[State 4002, 12]
type = Explod
trigger1 = Time = 40
anim = 4006
ID = 4005
pos = -80,150
postype = right
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = -1
scale = 1,1
sprpriority = 11
ontop = 1
ownpal = 1

[State 4002, 13]
type = Explod
trigger1 = Time = 44
anim = 4007
ID = 4005
pos = -180,150
postype = right
facing = -1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 11
ontop = 1
ownpal = 1

[State 4002, 14]
type = Explod
trigger1 = Time = 61
anim = 4005
ID = 4005
pos = 60,150
postype = left
facing = 1
vfacing = 1
bindtime = 1
removetime = 20
pausemovetime = -1
scale = 1,1
sprpriority = 11
ontop = 1
ownpal = 1

[State 4002, 15]
type = Explod
trigger1 = Time = 81
anim = 4006
ID = 4005
pos = 80,150
postype = left
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = -1
scale = 1,1
sprpriority = 11
ontop = 1
ownpal = 1

[State 4002, 16]
type = Explod
trigger1 = Time = 85
anim = 4007
ID = 4005
pos = 180,150
postype = left
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 11
ontop = 1
ownpal = 1

[State 4002, 17]
type = Explod
trigger1 = Time = 100
anim = 4008
ID = 4005
pos = 160,150
postype = left
facing = Facing
vfacing = 1
bindtime = 1
removetime = 18
pausemovetime = -1
scale = 1,1
sprpriority = 10
ontop = 0
ownpal = 1

[State 4002, 18]
type = Explod
trigger1 = Time = 118
anim = 4009
ID = 4005
pos = 160,100
postype = left
facing = Facing
vfacing = 1
bindtime = 1
accel = 0,0
removetime = -1
pausemovetime = -1
scale = 1,1
sprpriority = 10
ontop = 0
ownpal = 1

[State 4002, 19]
type = Explod
trigger1 = Time = 43
anim = 6001
ID = 4005
pos = 160,120
postype = left
facing = 1
vfacing = 1
bindtime = 1
accel = 0,0
removetime = -2
pausemovetime = -1
scale = 1,1
sprpriority = 12
ontop = 1
ownpal = 1

[State 4002, 20]
type = Explod
trigger1 = Time = 84
anim = 6001
ID = 4005
pos = 160,100
postype = left
facing = 1
vfacing = 1
bindtime = 1
accel = 0,0
removetime = -2
pausemovetime = -1
scale = 1,1
sprpriority = 12
ontop = 1
ownpal = 1

[State 4002, 21]
type = TargetLifeAdd
triggerall = NumTarget
trigger1 = Time = 43
trigger2 = Time = 84
value = ceil(-80*Fvar(20))
ID = -1
kill = 0

[State 4002, 22]
type = HitAdd
trigger1 = Time = 43
trigger2 = Time = 84
trigger3 = Time = 132
value = 1

[State 4002, 23]
type = PlaySnd
trigger1 = Time = 20
trigger2 = Time = 61
value = S190,2

[State 4002, 24]
type = PlaySnd
trigger1 = Time = 40
trigger2 = Time = 81
value = S190,0

[State 4002, 25]
type = PlaySnd
trigger1 = Time = 43
trigger2 = Time = 84
value = S4000,0

[State 4002, 26]
type = PlaySnd
trigger1 = Time = 1000
value = S190,1

[State 4002, 27]
type = PlaySnd
trigger1 = Time = 106
value = S1000,0

[State 4002, 28]
type = VarSet
trigger1 = !Time
var(5) = 10

[State 4002, 29]
type = ChangeState
trigger1 = Time = 132
value = 4003
;---------------------------------------------------------------------------
;Soul Splitter
[Statedef 4003]
type    = S
movetype= A
physics = S
anim = 4003
velset = 0,0
ctrl = 0
sprpriority = -3

[State 4003, 1]
type = AssertSpecial
trigger1 = Time < 35 
flag = nomusic

[State 4003, 2]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 4003, 3]
type = EnvColor
trigger1 = !Time
value = 255,255,255
time = 1

[State 4003, 4]
type = TargetState
triggerall = NumTarget
trigger1 = !Time
value = 4011

[State 4003, 5]
type = TargetBind
triggerall = NumTarget
trigger1 = !Time
time = 1
id = -1
pos = 0,0

[State 4003, 6]
type = TargetLifeAdd
triggerall = NumTarget
trigger1 = !Time
value = ceil(-140*Fvar(20))
ID = -1
kill = 1

[State 4003, 7]
type = VarSet
trigger1 = WinKO && RoundState = 3
var(28) = 400

[State 4003, 8]
type = PlaySnd
trigger1 = !Time
value = S4000,0

[State 4003, 9]
type = VelSet
trigger1 = AnimElem = 5
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 4003, 10]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 1
statetype = A
physics = A

[State 4003, 11]
type = VarSet
trigger1 = WinKO
var(4) = 1

;---------------------------------------------------------------------------
;P2 State
[Statedef 4010]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 11

[State 4010, 1]
type = ChangeAnim2
trigger1 = !Time
value = 4010

[State 4010, 2]
type = PosSet
trigger1 = !Time
y = 0

[State 4010, 3]
type = NotHitBy
trigger1 = 1
value = SCA,AT
time = -1

[State 4010, 4]
type = PosSet
trigger1 = Time = 1
x = 0

[State 4010, 5]
type = PosAdd
trigger1 = Time = 1
y = ((ScreenPos Y - 120) * -1) - const(size.mid.pos.y)

[State 4000, 6]
type = ScreenBound
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
;P2 State 2
[Statedef 4011]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 4010, 1]
type = ChangeAnim2
trigger1 = !Time
value = 4011

[State 4010, 2]
type = NotHitBy
trigger1 = 1
value = SCA,AT
time = -1

[State 4010, 3]
type = ChangeState
trigger1 = Time = 15
value = 4012

;---------------------------------------------------------------------------
;P2 State 2
[Statedef 4012]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 4010, 1]
type = ChangeAnim2
trigger1 = !Time
value = 5110

[State 4010, 2]
type = PlaySnd
trigger1 = !Time
value = F7,1

[State 4010, 3]
type = SelfState
trigger1 = Time = 60
value = 5120
