;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Maremoto de Neptuno Lv3
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 4000]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 111111
poweradd = 20                    
sprpriority = 2

;=======================
;=======================
;===== sparks super ====

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 70
;timeGap = 2
FrameGap = 7
length = 22
PalBright = -75,-75,-45
palcolor = 0
PalContrast = 80,215,515
PalAdd = 0,0,0
PalMul = .55,.65,.74
trans = none

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 25, -57
anim = 100345
sound = 20, 03245
poweradd = -3000
time = 638
movetime=25

[State 3000,EnvColor]
type = EnvColor
trigger1 = animelem = 1
value = 0,0,0
time = 27
under = 1

[State 1027, spark]
type = Explod
trigger1 = animelem = 1
anim = 1850
id=1850
pos = 0, -140
postype = p1
sprpriority = -1
;removetime=550
;scale= .5,.5
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 0, -140
postype = p1
sprpriority = 4
removetime=20
scale= .05,.05
accel=-.5,-.5
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 0, -140
postype = p1
sprpriority = 4
removetime=20
scale= .09,.09
accel=-1,0
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 0, -140
postype = p1
sprpriority = 4
removetime=20
scale= .02,.02
accel=-.2,-.2
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 0, -140
postype = p1
sprpriority = 4
removetime=20
scale= .04,.04
accel=.3,-.2
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 0, -140
postype = p1
sprpriority = 4
removetime=15
scale= .06,.06
accel=0,-.9
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 0, -140
postype = p1
sprpriority = 4
removetime=15
scale= .03,.03
accel=.7,0
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 0, -140
postype = p1
sprpriority = 4
removetime=20
scale= .05,.05
accel=.7,.3
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 0, -140
postype = p1
sprpriority = 4
removetime=15
scale= .02,.02
accel=.7,.6
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 0, -140
postype = p1
sprpriority = 4
removetime=15
scale= .05,.05
accel=.01,.6
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 0, -140
postype = p1
sprpriority = 2
removetime=20
scale= .03,.03
accel=-.4,.6
supermovetime=20

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 1
value = s1,25
volume = 100  

[State 1020, Blink Red]
type = PalFX
trigger1 = Time = 0
time = 20
add = 132,2,0
sinadd = 164,32,5,3
;======================
;======================

[State 1027, buble ups I]
type = Explod
triggerall = time = [26,340]
trigger1= random<50
anim = 4006
id=4006
pos = 0, 0
random= 500,80
postype = p1
sprpriority = 4
removetime=220
scale= .1,.1
vel=0,-1
pausemovetime=-1

[State 1027, buble ups Ia]
type = Explod
triggerall = time = [26,340]
trigger1= random<50
anim = 4006
id=4006
pos = 0, 0
random= 500,80
postype = p1
sprpriority = 3
removetime=220
scale= .1,.1
vel=0,-1
pausemovetime=-1

[State 1027, buble ups II]
type = Explod
triggerall = time = [26,340]
trigger1= random<180
anim = 4006
id=4006
pos = 0, 0
random= 500,80
postype = p1
sprpriority = 2
removetime=220
scale= .05,.05
vel=0,-1
accel=0,-.1
pausemovetime=-1


[State 1027, buble ups I]
type = Explod
triggerall = time = [26,340]
trigger1= random<80
anim = 4006
id=4006
pos = 0, 0
random= 500,80
postype = p1
sprpriority = 4
removetime=220
scale= .02,.02
;vel=0,-1
accel=0,-.05
pausemovetime=-1


[State 9523, Super B]
type = PlaySnd
trigger1 = time = 20
value = s0,4
volume = 100 

[State 1027, movie]
type = Explod
trigger1 = time = 20
anim = 4000
id=4000
pos = -15, 0
postype = back
sprpriority = 5
supermovetime=8000
removetime=630
;scale= 1,1.1
bindtime=999999
;ownpal=1

[State 1027, movie]
type = Explod
trigger1 = time = 26
anim = 4002
id=4006
pos = -15, 0
postype = back
sprpriority = 5
removetime=8000
scale= 1.5,1.5
bindtime=999999
;ownpal=1


[State 200, 1]
type = HitDef
trigger1= time =26
trigger2= time =28
trigger3= time =30
trigger4= time =32
trigger5= time =34
trigger6= time =36
trigger7= time =38
trigger8= time =40
trigger9= time =42
trigger10= time =44
trigger11= time =46
trigger12= time =48
trigger13= time =50
trigger14= time =52
trigger15= time =54
trigger16= time =56
trigger17= time =58
trigger18= time =60
trigger19= time =62
trigger20= time =64
trigger21= time =66
attr = A, NA                     
damage = 25, 05                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                                    
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7, 80                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -25,-95                            
hitsound = S1,21234
guardsound = s1, 17               
ground.type = high               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity =0,0             
airguard.velocity = 0,0    
air.type = high                  
air.velocity = 0,0           
air.hittime = 12  
air.fall=1
fall.recover=0
kill=0

[State 200, 1]
type = HitDef
trigger1= time =115
attr = A, NA                     
damage = 25, 05                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                                    
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7, 80                 
sparkno = s4004
guard.sparkno = s7003                       
sparkxy = -30,-90                            
hitsound = S1,28
guardsound = s1, 17               
ground.type = high               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity =0,0             
airguard.velocity = 0,0    
air.type = high                  
air.velocity = 0,0           
air.hittime = 12  
air.fall=1
fall.recover=0
kill=0

[State 200, 1]
type = HitDef
trigger1= time =172
attr = A, NA                     
damage = 25, 05                   
animtype = DiagUP                 
guardflag = MA                   
hitflag = MAF                                    
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7, 9                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -25,-95                            
hitsound = S1,21
guardsound = s1, 17               
ground.type = high
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = -7,-10
guard.velocity = -10
air.velocity = -7,-10
airguard.velocity = -4.5,-5
air.fall=1
envshake.time = 25           
envshake.ampl = 7
envshake.freq = 176              
fall = 1
fall.recover = 0                                   
yaccel = .4                  
             
;[State 2000, 9]
;type = Helper
;triggerall = NumHelper(99988) = 0
;trigger1 = time = 26
;stateno = 4001
;id=99988
;postype = Back
;pos = -15,-200
;name = "MaremotoX2"
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause=1

              
[State 9523, Super B]
type = PlaySnd
trigger1 = time = 28
value = s1,29
volume = 100 
             
[State 200, 7]
type = ChangeState
trigger1 = Time = 190
value = 0
ctrl = 1

[State 3110]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Maremoto de Neptuno 
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 4001]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 4001                     
poweradd = 20                    
sprpriority = 2


;[State 4000, Ppush]
;type = posset
;trigger1 = time >=0
;x=0


[State 184, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State 200, 1]
type = HitDef
trigger1= time =0
trigger2= time =2
trigger3= time =4
trigger4= time =6
trigger5= time =8
trigger6= time =10
trigger7= time =12
trigger8= time =14
trigger9= time =16
trigger10= time =18
trigger11= time =20
trigger12= time =22
trigger13= time =24
trigger14= time =26
trigger15= time =28
trigger16= time =30
trigger17= time =32
trigger18= time =34
trigger19= time =36
trigger20= time =38
trigger21= time =40
attr = A, NA                     
damage = 15, 05                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                                    
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7, 80                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -15,92                            
hitsound = S1,21234
guardsound = s1, 17               
ground.type = high               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity =0,0             
airguard.velocity = 0,0    
air.type = high                  
air.velocity = 0,0           
air.hittime = 12  
air.fall=1
fall.recover=0
kill=0

[State 3000, 2]
type = Projectile
trigger1 = time = 0
projanim = 4003
projid = 4003
projhits = 0
projhitanim = 1004654
projremanim = 1004
projremove = 1
projremovetime = 128
projpriority = 99999
animtype = DiagUp  
offset = 82, -65
velocity = 0
attr = S, NP
damage   = 40,10
guard.sparkno = S7003
sparkno = S7002
sparkxy = -5,0
guardflag = MA
hitflag = MAFL
pausetime = 0,15
hitsound   = s1,18
guardsound = s1,17
ground.type = Low
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = -7,-8
guard.velocity = -11
air.velocity =-7,-8
airguard.velocity = -4.5,-5
air.fall = 1
fall = 1
fall.recover = 0             
fall.damage = 70                       
yaccel = .8
             


[State 200, 7]
type = changestate
trigger1 = animtime = 0
value=4002
ctrl=0

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Maremoto de Neptuno ahogar
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 4002]
type    = A                      
movetype= A                      
physics = N                     
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 4001                     
poweradd = 20                    
sprpriority = 2

;[State 4000, Ppush]
;type = posset
;trigger1 = time >=0
;x=0

[State 1027, movie]
type = Explod
trigger1 = time = 0
anim = 4004
id=4004
pos = -15, -90
postype = P2
sprpriority = 5
bindtime=999999
ownpal=1

[State 184, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
                         
    
                        

[State 200, 7]
type = changestate
trigger1 = animtime = 0
value = 4003


;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Maremoto de Neptuno golpear
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 4003]
type    = S                   
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 4001                     
poweradd = 20                    
sprpriority = 2


[State 184, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State 200, 1]
type = HitDef
trigger1 = animelem=1
attr = S, NA                     
damage = 100, 05                   
animtype = DiagUP                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime =0, 0                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -15,92               
hitsound = S1,21
guardsound = s1, 17               
ground.type = high
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = -7,-10
guard.velocity = -10
air.velocity = -7,-10
airguard.velocity = -4.5,-5
air.fall=1
envshake.time = 25           
envshake.ampl = 7
envshake.freq = 176              
fall = 1
fall.recover = 0                                   
yaccel = .4                  
             


[State 200, 7]
type = destroyself
trigger1 = animtime = 0

;===========================================
;===========================================
;===========================================
;===========================================
;===========================================
;===========================================
;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Golpe de Coral lv3
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 4100]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 5,0                     
ctrl = 0                         
anim = 1804                     
poweradd = 20                    
sprpriority = 2

;=======================
;=======================
;===== sparks super ====
[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 240
;timeGap = 2
FrameGap = 7
length = 22
PalBright = -75,-75,-45
palcolor = 0
PalContrast = 80,215,515
PalAdd = 0,0,0
PalMul = .55,.65,.74
trans = none


[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 25, -57
anim = 100345
sound = 20, 03245
poweradd = -2000
time = 20

[State 3000,EnvColor]
type = EnvColor
trigger1 = animelem = 1
value = 0,0,0
time = 27
under = 1

[State 1027, spark]
type = Explod
trigger1 = animelem = 1
anim = 1850
id=1850
pos = 2, -98
postype = p1
sprpriority = -1
;removetime=550
;scale= .5,.5
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 2, -98
postype = p1
sprpriority = 4
removetime=20
scale= .05,.05
accel=-.5,-.5
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 2, -98
postype = p1
sprpriority = 4
removetime=20
scale= .09,.09
accel=-1,0
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 2, -98
postype = p1
sprpriority = 4
removetime=20
scale= .02,.02
accel=-.2,-.2
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 2, -98
postype = p1
sprpriority = 4
removetime=20
scale= .04,.04
accel=.3,-.2
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 2, -98
postype = p1
sprpriority = 4
removetime=15
scale= .06,.06
accel=0,-.9
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 2, -98
postype = p1
sprpriority = 4
removetime=15
scale= .03,.03
accel=.7,0
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 2, -98
postype = p1
sprpriority = 4
removetime=20
scale= .05,.05
accel=.7,.3
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 2, -98
postype = p1
sprpriority = 4
removetime=15
scale= .02,.02
accel=.7,.6
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 2, -98
postype = p1
sprpriority = 4
removetime=15
scale= .05,.05
accel=.01,.6
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = 2, -98
postype = p1
sprpriority = 2
removetime=20
scale= .03,.03
accel=-.4,.6
supermovetime=20

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 1
value = s1,25
volume = 100  

[State 1020, Blink Red]
type = PalFX
trigger1 = Time = 0
time = 20
add = 132,2,0
sinadd = 164,32,5,3
;======================
;======================

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 4||animelem = 7
value = s7,5
volume = 100
                 

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     
damage = 43, 0                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 9, 8                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -68               
hitsound = S1,(1)
guardsound = s1, 17               
ground.type = HIGH               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5             
airguard.velocity = -1.9,-.8     
air.type = HIGH                  
air.velocity = -3.4,-3           
;Y-velocity at which opponent is pushed
air.hittime = 12
                
[State 3000, AfterImage]
type = AfterImage
trigger1 = Time = 35||moveguarded = 1
time = 1
;timeGap = 2
FrameGap = 7
length = 22
PalBright = -75,-75,-45
palcolor = 0
PalContrast = 80,215,515
PalAdd = 0,0,0
PalMul = .55,.65,.74
trans = none

[State 200, 7]
type = ChangeState
trigger1 = Time = 35||moveguarded = 1
value = 106

[State 200, 7]
type = ChangeState
trigger1 = movehit
value = 4101

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Golpe de Coral
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 4101]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 1,0                     
ctrl = 0                         
anim = 4100                     
poweradd = 20                    
sprpriority = 2

[State 3110]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3110]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3110]
type = Width
trigger1 = 1
edge = 50, 0

[State 3110]
type = targetbind
trigger1 = 1
pos = 40,0

[State 3110]
type = playerpush
trigger1 = 1
value = 1
  
;====== bajos ===========

[State 200, 1]
type = HitDef
trigger1 = animelem = 9
attr = S, NA                     
damage = 23, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 2                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -68               
hitsound = S1,(2)
guardsound = s1, 17               
ground.type = LOW               
ground.slidetime = 12
ground.hittime  = 15
ground.cornerpush.veloff = 0
ground.velocity = -1
air.velocity = -1.2,-1.2
fall.recover = 0
kill = 0 

[State 200, 1]
type = HitDef
trigger1 = animelem = 11
attr = S, NA                     
damage = 23, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 2                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -20               
hitsound = S1,(4)
guardsound = s1, 17               
ground.type = LOW               
ground.slidetime = 12
ground.hittime  = 15
ground.cornerpush.veloff = 0
ground.velocity = -1
air.velocity = -1.2,-1.2
fall.recover = 0
kill = 0  

[State 200, 1]
type = HitDef
trigger1 = animelem = 27
attr = S, NA                     
damage = 23, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 2                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -40               
hitsound = S1,(2)
guardsound = s1, 17               
ground.type = LOW               
ground.slidetime = 12
ground.hittime  = 15
ground.cornerpush.veloff = 0
ground.velocity = -1
air.velocity = -1.2,-1.2
fall.recover = 0
kill = 0  

[State 200, 1]
type = HitDef
trigger1 = animelem = 15
attr = S, NA                     
damage = 23, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 2                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -68               
hitsound = S1,(3)
guardsound = s1, 17               
ground.type = LOW               
ground.slidetime = 12
ground.hittime  = 15
ground.cornerpush.veloff = 0
ground.velocity = -1
air.velocity = -1.2,-1.2
fall.recover = 0
kill = 0 


[State 200, 1]
type = HitDef
trigger1 = animelem = 19||animelem = 52||animelem = 24
attr = S, NA                     
damage = 23, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 2                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -60               
hitsound = S1,(1)
guardsound = s1, 17               
ground.type = LOW               
ground.slidetime = 12
ground.hittime  = 15
ground.cornerpush.veloff = 0
ground.velocity = -1
air.velocity = -1.2,-1.2
fall.recover = 0
kill = 0

;============== altos

[State 200, 1]
type = HitDef
trigger1 = animelem = 2||animelem = 39
attr = S, NA                     
damage = 23, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 2                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -88               
hitsound = S1,(1)
guardsound = s1, 17               
ground.type = HIGH               
ground.slidetime = 12
ground.hittime  = 15
ground.cornerpush.veloff = 0
ground.velocity = -1
air.velocity = -1.2,-1.2
fall.recover = 0
kill = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 5||animelem = 48||animelem = 32
attr = S, NA                     
damage = 23, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 2                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -80               
hitsound = S1,(3)
guardsound = s1, 17               
ground.type = HIGH               
ground.slidetime = 12
ground.hittime  = 15
ground.cornerpush.veloff = 0
ground.velocity = -1
air.velocity = -1.2,-1.2
fall.recover = 0
kill = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 66||animelem = 68||animelem = 70||animelem = 72||animelem = 74||animelem = 76
attr = S, NA                     
damage = 23, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 2                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -80               
hitsound = S1,(3)
guardsound = s1, 17               
ground.type = HIGH               
ground.slidetime = 12
ground.hittime  = 15
ground.cornerpush.veloff = 0
ground.velocity = -1
air.velocity = -1.2,-1.2
fall.recover = 0
kill = 0 

[State 200, 1]
type = HitDef
trigger1 = animelem = 60||animelem = 62||animelem = 64;||animelem = 63||animelem = 65||animelem = 67||animelem = 69||animelem = 71
attr = S, NA                     
damage = 23, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 2                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -93               
hitsound = S1,19
guardsound = s1, 17               
ground.type = HIGH               
ground.slidetime = 12
ground.hittime  = 15
ground.cornerpush.veloff = 0
ground.velocity = -1
air.velocity = -1.2,-1.2
fall.recover = 0
kill = 0 

[State 200, 1]
type = HitDef
trigger1 = animelem = 37||animelem = 30||animelem = 18||animelem = 56
attr = S, NA                     
damage = 23, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 2                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -80               
hitsound = S1,(2)
guardsound = s1, 17               
ground.type = HIGH               
ground.slidetime = 12
ground.hittime  = 15
ground.cornerpush.veloff = 0
ground.velocity = -1
air.velocity = -1.2,-1.2
fall.recover = 0
kill = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 42||animelem = 45
attr = S, NA                     
damage = 23, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 2                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -80               
hitsound = S1,19
guardsound = s1, 17               
ground.type = low               
ground.slidetime = 12
ground.hittime  = 15
ground.cornerpush.veloff = 0
ground.velocity = -1
air.velocity = -1.2,-1.2
fall.recover = 0
kill=0

[State 200, 1]
type = HitDef
trigger1 = animelem = 35
attr = S, NA                     
damage = 23, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 2                
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -80               
hitsound = S1,(1)
guardsound = s1, 17               
ground.type = HIGH               
ground.slidetime = 12
ground.hittime  = 15
ground.cornerpush.veloff = 0
ground.velocity = -1
air.velocity = -1.2,-1.2
fall.recover = 0
fall=1
air.fall=1
fall.recover=0
kill=0


[State 200, 7]
type = ChangeState
trigger1 = animTime = 0
value = 4102

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Golpe coral Lv1 aire
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 4102]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 4,-10                     
ctrl = 0                         
anim = 4101                     
poweradd = 20                    
sprpriority = 2

[State 3110]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1


[State 1027, labial]
type = Explod
trigger1= random<250
anim = 195
id=1955
pos = 0,-90
random= 10,60
postype = p1
sprpriority = 2
removetime=40
scale= .02,.02
vel=-1,0
accel=-.1,0
persistent=1

[State 200, 7]
type = playsnd
trigger1 = animelem = 1
value=s1,15
volume=99

[State 200, 7]
type = playsnd
trigger1 = animelem = 2||animelem = 8
value=s1,21
volume=99

[State 200, 7]
type = veladd
trigger1 = Time >0
y = .45
x = -.12
                  
[State 1027, coral]
type = Explod
trigger1 = animelem = 2||animelem = 8
anim = 1802
id=1802
pos = 15, -15
postype = p1
sprpriority = 2
;removetime=550
;scale= .5,.5

[State 200, 1]
type = HitDef
trigger1 = animelem = 1||animelem = 7||animelem = 3
attr = S, NA                     
damage = 43, 0                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 2                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -58               
hitsound = S1,18
guardsound = s1, 17               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -2,-6             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -2,-6           
;Y-velocity at which opponent is pushed
air.hittime = 12 
fall=1
air.fall=1
fall.recover=0
air.recover=0


[State 200, 1]
type = HitDef
trigger1 = animelem = 9
attr = S, NA                     
damage = 43, 0                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 20, 18                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -58               
hitsound = S1,30
guardsound = s1, 17               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5,0             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -2.4,-13           
;Y-velocity at which opponent is pushed
air.hittime = 12 
fall=1
air.fall=1
fall.recover=0 
yaccel=.5
envshake.time = 25           
envshake.ampl = 7
envshake.freq = 176 
              

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 4103

;---------------------------------------------------------------------------
; Win pose 1 
[Statedef 4103]
type = S
ctrl = 0
anim = 4103
velset = 0,0

[State 181, 1]
type = posset
trigger1 = 1
y=0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 191, Snd 2]
type = PlaySnd
trigger1 = animelem = 9
value = s0,3
channel=3
volume = 99

[State 105, 3]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=01


;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Gancho de Neptuno Lv3
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 4200]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 2,0                     
ctrl = 0                         
anim = 2000                     
poweradd = 20                    
sprpriority = 2


[State 3110]
type = NotHitBy
trigger1 = Time <= 15
value = SCA
time = 1


;=======================
;=======================
;===== sparks super ====
[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 92
;timeGap = 2
FrameGap = 7
length = 22
PalBright = -75,-75,-45
palcolor = 0
PalContrast = 80,215,515
PalAdd = 0,0,0
PalMul = .55,.65,.74
trans = none

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 25, -57
anim = 100345
sound = 20, 03245
poweradd = -2000
time = 20

[State 3000,EnvColor]
type = EnvColor
trigger1 = animelem = 1
value = 0,0,0
time = 27
under = 1

[State 1027, spark]
type = Explod
trigger1 = animelem = 1
anim = 1850
id=1850
pos = -7, -47
postype = p1
sprpriority = -1
;removetime=550
;scale= .5,.5
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = -7, -47
postype = p1
sprpriority = 4
removetime=20
scale= .05,.05
accel=-.5,-.5
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = -7, -47
postype = p1
sprpriority = 4
removetime=20
scale= .09,.09
accel=-1,0
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = -7, -47
postype = p1
sprpriority = 4
removetime=20
scale= .02,.02
accel=-.2,-.2
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = -7, -47
postype = p1
sprpriority = 4
removetime=20
scale= .04,.04
accel=.3,-.2
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = -7, -47
postype = p1
sprpriority = 4
removetime=15
scale= .06,.06
accel=0,-.9
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = -7, -47
postype = p1
sprpriority = 4
removetime=15
scale= .03,.03
accel=.7,0
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = -7, -47
postype = p1
sprpriority = 4
removetime=20
scale= .05,.05
accel=.7,.3
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = -7, -47
postype = p1
sprpriority = 4
removetime=15
scale= .02,.02
accel=.7,.6
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = -7, -47
postype = p1
sprpriority = 4
removetime=15
scale= .05,.05
accel=.01,.6
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = time = 0
anim = 191
id=197
pos = -7, -47
postype = p1
sprpriority = 2
removetime=20
scale= .03,.03
accel=-.4,.6
supermovetime=20

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 1
value = s1,25
volume = 100  

[State 1020, Blink Red]
type = PalFX
trigger1 = Time = 0
time = 20
add = 132,2,0
sinadd = 164,32,5,3
;======================
;======================

[State 1027, labial]
type = Explod
trigger1= random<250
anim = 195
id=1955
pos = 0,-90
random= 10,60
postype = p1
sprpriority = 2
removetime=40
scale= .02,.02
vel=-1,0
accel=-.1,0
persistent=1

[State 1027, bola]
type = Explod
trigger1 = animelem = 3||animelem = 10;||animelem = 17
anim = 1802
id=1802
pos = -25,0
postype = p1
sprpriority = 5
ownpal=1
ontop=1
bindtime=1

[State 1027, bola]
type = Explod
trigger1 = animelem=17
anim = 18021111
id=1802111
pos = -25,-39
postype = p1
sprpriority = 5
ownpal=1
ontop=1
bindtime=1

[State 1027, bola]
type = Explod
trigger1 = animelem = 17;||animelem = 10||animelem = 17
anim = 1504
id=1504
pos = -25,0
postype = p1
sprpriority = 5
ownpal=1
ontop=1
bindtime=1
scale=1.2,1.2

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 3||animelem = 10||animelem = 17
value = s1,21
volume = 100
                

[State 200, 1]
type = HitDef
trigger1 = animelem = 3 ||animelem = 10 
attr = S, NA                     
damage = 43, 05                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 10                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -50               
hitsound = S1,(1)
guardsound = s1, 17               
ground.type = Low               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5             
airguard.velocity = -1.9,-.8     
air.type = Low                  
air.velocity = -3.4,-3           
;Y-velocity at which opponent is pushed
air.hittime = 12


 
[State 200, 1]
type = HitDef
trigger1 = animelem = 5 ||animelem = 12
attr = S, NA                     
damage = 43, 05                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 10                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -100               
hitsound = S1,var(2)
guardsound = s1, 17               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -3.4,-3           
;Y-velocity at which opponent is pushed
air.hittime = 12 

[State 200, 1]
type = HitDef
trigger1 = animelem = 4 ||animelem = 11
attr = S, NA                     
damage = 43, 05                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 10                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -80               
hitsound = S1,(3)
guardsound = s1, 17               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -3.4,-3           
;Y-velocity at which opponent is pushed
air.hittime = 12  

[State 200, 1]
type = HitDef
trigger1 = animelem = 17
attr = S, NA                     
damage = 43, 05                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 13                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -50               
hitsound = S1,18
guardsound = s1, 17               
ground.type = Low               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5,-8             
airguard.velocity = -1.9,-.8     
air.type = Low                  
air.velocity = -3.4,-9           
;Y-velocity at which opponent is pushed
air.hittime = 12
fall=1
air.fall=1
fall.recover=0 
yaccel=.5
envshake.time = 5
envshake.ampl = 3


[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 4201

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Gancho de Neptuno Lv3 aire
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 4201]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 4,-8                     
ctrl = 0                         
anim = 4200                     
poweradd = 20                    
sprpriority = 2

[State 200, 7]
type = veladd
trigger1 = Time >0
y = .45

[State 1027, labial]
type = Explod
trigger1= random<250
anim = 195
id=1955
pos = 0,-90
random= 10,60
postype = p1
sprpriority = 2
removetime=40
scale= .02,.02
vel=-1,0
accel=-.1,0
persistent=1
ignorehitpause=-1
                  
[State 1020, Blink Red]
type = PalFX
trigger1 = Time = 0
time = 220
add = 0,40,132
sinadd = 164,32,5,3

[State 200, 1]
type = HitDef
triggerall=time=[0,12]
trigger1= (GameTime%2) = 0
attr = S, NA                     
damage = 43, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 6                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -98               
hitsound = S1,18
guardsound = s1, 16               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5,-6             
airguard.velocity = -1.9,-.8     
air.type = Low                  
air.velocity = -2.4,-6           
;Y-velocity at which opponent is pushed
air.hittime = 12
fall=1
air.fall=1
fall.recover=0 
yaccel=.5
;envshake.time = 5
;envshake.ampl = 3     


[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA                     
damage = 43, 5                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 9                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -98               
hitsound = S1,30
guardsound = s1, 16               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -1.3,-25
guard.velocity = -11
air.velocity = -1.3,-25
airguard.velocity = -4.5,-5
envshake.time = 25           
envshake.ampl = 7
envshake.freq = 176                
fall = 1
fall.recover = 0             
fall.damage = 70             
fall.envshake.ampl = 6       
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100            
maxdist = 100,-10            
yaccel = .8                  
          
[State 1020, Blink Red]
type = PalFX
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 1
add = 0,40,132
sinadd = 164,32,5,3


[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106


;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Refleccion submarina 
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80150]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 80007
poweradd = 20                    
sprpriority = 2

;=======================
;=======================
;===== sparks super ====
[State 3000, AfterImage]
type = AfterImage
trigger1 = animelem = 14
time = 70
;timeGap = 2
FrameGap = 7
length = 22
PalBright = -75,-75,-45
palcolor = 0
PalContrast = 80,215,515
PalAdd = 0,0,0
PalMul = .55,.65,.74
trans = none


[State 3000, Super A]
type = SuperPause
trigger1 = animelem = 14
pos = 25, -57
anim = 100345
sound = 20, 03245
poweradd = -2000
time = 20

[State 3000,EnvColor]
type = EnvColor
trigger1 = animelem = 14
value = 0,0,0
time = 27
under = 1

[State 1027, spark]
type = Explod
trigger1 = animelem = 14
anim = 1850
id=1850
pos = 10, -100
postype = p1
sprpriority = -1
;removetime=550
;scale= .5,.5
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .05,.05
accel=-.5,-.5
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .09,.09
accel=-1,0
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .02,.02
accel=-.2,-.2
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .04,.04
accel=.3,-.2
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=15
scale= .06,.06
accel=0,-.9
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=15
scale= .03,.03
accel=.7,0
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .05,.05
accel=.7,.3
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=15
scale= .02,.02
accel=.7,.6
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=15
scale= .05,.05
accel=.01,.6
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 2
removetime=20
scale= .03,.03
accel=-.4,.6
supermovetime=20


[State 1020, Blink Red]
type = PalFX
trigger1 = animelem = 14
time = 15
add = 132,2,0
sinadd = 164,32,5,3
;======================
;======================

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 14
value = s1,25
volume = 100

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 4
value = s1,32
volume = 100


[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 14
value = s0,5
volume = 100
channel=3

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 18
value = s1,34
volume = 100


[State 1027, bola]
type = Explod
trigger1 = animelem = 18
anim = 195
id=1912
pos = 44,-99
postype = p1
removetime=80
sprpriority = 5
scale=.1,.1

[State 1027, bola]
type = poweradd
trigger1 = animelem = 18
value=-500

[State 2000, 9]
type = Helper
triggerall = NumHelper(999) = 0
trigger1 = animelem = 18
stateno = 80151
id=999
postype = P1
pos = 44,-99
name = "Refleccion"
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause=1
size.xscale = 1.5
size.yscale = 1.5

[State 200, 7]
type = ChangeState
triggerall = NumHelper(999) = 0
trigger1 = animtime = 0
value = 80152


;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Refleccion fisic
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80151]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 80002
poweradd = 20                    
sprpriority = 2

[State 1027, spark]
type = BindToRoot
trigger1 = time = 0
pos = 44,-99
time = 99999

[State 184, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 200, 1]
type = HitDef
trigger1= (GameTime %4) =0
attr = A, NA                     
damage = 25, 05                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                                    
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 6                 
sparkno = s1003
guard.sparkno = s7003                       
sparkxy = -10,0                            
hitsound = S1,21436
guardsound = s1, 17               
ground.type = high               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity =-1,0             
airguard.velocity = 0,0    
air.type = high                  
air.velocity = -3,-4           
air.hittime = 12  
air.fall=1
fall.recover=0
kill=0
             
[State 3710,PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = 1, 33
channel = 1
ignorehitpause = 1

[State 3710,MoveHitReset]
type = MoveHitReset
trigger1 = MoveHit
ignorehitpause = 1

[State 200, 7]
type = destroyself
trigger1 = animTime = 0

[State 200, 7]
type = destroyself
trigger1 = parent, movetype = H

[State 3110]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Refleccion submarina fin
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80152]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 80008
poweradd = 20                    
sprpriority = 2

[State 1027, bola]
type = RemoveExplod
trigger1 = 1
id=1912


[State 200, 7]
type = changestate
trigger1 = animtime=0
value=0
ctrl=1


;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Refleccion de Poseidon
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80400]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 80402
poweradd = 20                    
sprpriority = 2

;=======================
;=======================
;===== sparks super ====

[State 3000, Super A]
type = SuperPause
trigger1 = animelem = 14
pos = 25, -57
anim = 100345
sound = 20, 03245
poweradd = -3000
time = 20

[State 3000,EnvColor]
type = EnvColor
trigger1 = animelem = 14
value = 0,0,0
time = 27
under = 1

[State 1027, spark]
type = Explod
trigger1 = animelem = 14
anim = 1850
id=1850
pos = 10, -100
postype = p1
sprpriority = -1
;removetime=550
;scale= .5,.5
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .05,.05
accel=-.5,-.5
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .09,.09
accel=-1,0
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .02,.02
accel=-.2,-.2
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .04,.04
accel=.3,-.2
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=15
scale= .06,.06
accel=0,-.9
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=15
scale= .03,.03
accel=.7,0
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .05,.05
accel=.7,.3
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=15
scale= .02,.02
accel=.7,.6
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=15
scale= .05,.05
accel=.01,.6
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 2
removetime=20
scale= .03,.03
accel=-.4,.6
supermovetime=20

[State 1020, Blink Red]
type = PalFX
trigger1 = animelem = 14
time = 5
add = 132,2,0
sinadd = 164,32,5,3
;======================
;======================

[State 1027, bola]
type = Explod
trigger1 = time = 34
anim = 195
id=1912
pos = 9,-99
postype = p1
removetime=210
sprpriority = 5
scale=.1,.1

[State 2000, 9]
type = Helper
triggerall = NumHelper(80401) = 0
trigger1 = time = 34
stateno = 80401
id=80401
postype = back
pos = 0,0
name = "Poseidon"
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause=1
;size.xscale = 1.5
;size.yscale = 1.5

[State 2, 17]
type = EnvShake
trigger1 = time = 33
time = 300
ampl = -2

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 14
value = s1,25
volume = 100

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 4
value = s1,32
volume = 100

[State 3110]
type = NotHitBy
trigger1 = Time <= 190
value = SCA
time = 1

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 14
value = s1,37
volume = 100


[State 200, 7]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 01

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Poseidon fisic RUN
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80401]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 3,0                     
ctrl = 0                         
anim = 80403
poweradd = 20                    
sprpriority = 2

[State 1027, ola]
type = Explod
trigger1 = time = 0
anim = 80400
id=8040011
pos = 0,0
postype = p1
sprpriority = 8
removetime=256546
;scale= 5,5
;accel=-.4,.6
;supermovetime=25
bindtime=99999999
ignorehitpause=1



[State 4000, Ppush]
type = playerpush
trigger1 = 1
value = 0

[State 184, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State 200, 1]
type = HitDef
trigger1= (GameTime %7) = 0
attr = A, NA                     
damage = 50, 05                   
animtype = DiagUP                 
guardflag = MA                   
hitflag = MAF                                    
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 6                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -10,0                            
hitsound = S1,(5)
guardsound = s1, 17               
ground.type = high               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity =-1,0             
airguard.velocity = -2,-2    
air.type = high                  
air.velocity = -3,-3           
air.hittime = 12  
air.fall=1
fall.recover=0
fall=1

[State 2000, 9]
type = Helper
trigger1 = time = 0
stateno = 80419
id=80401
postype = back
pos = 0,0
name = "Poseidon escudo"
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause=1
;size.xscale = 1.5
;size.yscale = 1.5
           
[State 3110]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3110]
type = changestate
trigger1 = Time = 25
value= 804011



;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Poseidon fisic RUN
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 804011]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 3,0                     
ctrl = 0                         
anim = 80403
poweradd = 20                    
sprpriority = 2

[State 1027, ola]
type = RemoveExplod
trigger1 = time = 0
anim = 80400
id=8040011


[State 1027, ola]
type = Explod
trigger1 = time = 0
anim = 80400
id=80400
pos = 0,0
postype = p1
sprpriority = 8
removetime=2000000000000
scale= 5,5
;accel=-.4,.6
;supermovetime=20
bindtime=99999999
ignorehitpause=1

[State 2095, 5]
type = ModifyExplod
trigger1 = 1
scale = 1,(1-(0.005*Time))
id=80400

[State 4000, Ppush]
type = playerpush
trigger1 = 1
value = 0

[State 184, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State 200, 1]
type = HitDef
trigger1= (GameTime %7) = 0
attr = A, NA                     
damage = 50, 05                   
animtype = DiagUP                 
guardflag = MA                   
hitflag = MAF                                    
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 6                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -10,0                            
hitsound = S1,(5)
guardsound = s1, 17               
ground.type = high               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity =-1,0             
airguard.velocity = -2,-2    
air.type = high                  
air.velocity = -3,-3           
air.hittime = 12  
air.fall=1
fall.recover=0
fall=1

[State 2000, 9]
type = Helper
trigger1 = time = 0
stateno = 80419
id=80401
postype = back
pos = 0,0
name = "Poseidon escudo"
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause=1
;size.xscale = 1.5
;size.yscale = 1.5
           
[State 3110]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3110]
type = changestate
trigger1 = Time = 200
value= 80409

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Poseidon fisic RUN
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80409]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 3,0                     
ctrl = 0                         
anim = 80403
poweradd = 20                    
sprpriority = 2

[State 1027, hola]
type = RemoveExplod
trigger1 = time = 0
anim = 80400
id=80400

[State 3110]
type = destroyself
trigger1 = animTime = 0

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Poseidon fisic RUN escudo
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80419]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 3,0                     
ctrl = 0                         
anim = 80419
poweradd = 20                    
sprpriority = 2


[State 7000,HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP

[State 4000, Override]
type = HitOverride
trigger1 = Time = 0
attr = SCA, AA, AP, AT
slot = 0
stateno = 80419
time = -1

[State 4000, Ppush]
type = playerpush
trigger1 = 1
value = 0

[State 184, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State 3110]
type = destroyself
trigger1 = Time = 200

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Refleccion de Burbuja de Proteccion
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80500]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 80500
poweradd = 20                    
sprpriority = 2

;=======================
;=======================
;===== sparks super ====

[State 3000, Super A]
type = SuperPause
trigger1 = animelem = 14
pos = 25, -57
anim = 100345
sound = 20, 03245
poweradd = -2000
time = 20

[State 3000,EnvColor]
type = EnvColor
trigger1 = animelem = 14
value = 0,0,0
time = 27
under = 1

[State 1027, spark]
type = Explod
trigger1 = animelem = 14
anim = 1850
id=1850
pos = 10, -100
postype = p1
sprpriority = -1
;removetime=550
;scale= .5,.5
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .05,.05
accel=-.5,-.5
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .09,.09
accel=-1,0
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .02,.02
accel=-.2,-.2
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .04,.04
accel=.3,-.2
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=15
scale= .06,.06
accel=0,-.9
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=15
scale= .03,.03
accel=.7,0
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=20
scale= .05,.05
accel=.7,.3
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=15
scale= .02,.02
accel=.7,.6
supermovetime=20


[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 4
removetime=15
scale= .05,.05
accel=.01,.6
supermovetime=20

[State 1027, bolamaxI]
type = Explod
trigger1 = animelem = 14
anim = 191
id=197
pos = 10, -100
postype = p1
sprpriority = 2
removetime=20
scale= .03,.03
accel=-.4,.6
supermovetime=20

[State 1020, Blink Red]
type = PalFX
trigger1 = animelem = 14
time = 1
add = 132,2,0
sinadd = 164,32,5,3
supermovetime=4
;======================
;======================

[State 1027, bola]
type = Explod
trigger1 = animelem = 15
anim = 195
id=1912
pos = 9,-99
postype = p1
removetime=40
sprpriority = 5
scale=.1,.1

[State 1027, burbujanac]
type = Explod
trigger1 = animelem = 15
anim = 80501
id=80501
pos = 0,0
postype = p1
sprpriority = 5


[State 2000, 9]
type = Helper
triggerall = NumHelper(80501) = 0
trigger1 = animelemtime(15) = 28
stateno = 80501
id=80501
postype = P1
pos = 0,0
name = "Burbuja"
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause=1
;size.xscale = 1.5
;size.yscale = 1.5

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 15
value = s1,39
volume = 100

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 14
value = s1,25
volume = 100

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 4
value = s1,32
volume = 100

;[State 9523, Burbuja B]
;type = PlaySnd
;trigger1 = animelem = 14
;value = s1,37
;volume = 100



[State 200, 7]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 01

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; BUrbuja fisic guardia escudo
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80501]
type    = S                      
movetype= I                      
physics = N                      
juggle  = 1                      
velset = 3,0                     
ctrl = 0                         
anim = 80503
poweradd = 20                    
sprpriority = 2


[State 1027, spark]
type = BindToRoot
trigger1 = time = 0
pos = -10,12
time = 99999

[State 1027, burbuja explod]
type = Explod
triggerall = !NumExplod(88888) 
trigger1 = time = 0
anim = 0
id=88888
pos = 0,-100000
postype = p1
removetime=700
sprpriority = 5

[State 1027, burbuja explod]
type = Explod
triggerall = !NumExplod(80502) 
trigger1 = time = 0
anim = 80502
id=80502
pos = 0,0
postype = p1
removetime=99999999999999999
sprpriority = 5
bindtime=99999999999

[State 7000,HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP, NA, SA, HA

[State 4000, Override]
type = HitOverride
trigger1 = Time = 0
attr = SCA, AA, AP, SA
slot = 0
stateno = 80502
time = -1

[State 4000, Ppush]
type = playerpush
trigger1 = 1
value = 0

[State 184, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State 3110]
type = changestate
trigger1 = !NumExplod(88888) 
value= 80503

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; BUrbuja Hit electro
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80502]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 3,0                     
ctrl = 0                         
anim = 80504
poweradd = 20                    
sprpriority = 2


[State 4000, Ppush]
type = playerpush
trigger1 = 1
value = 0

[State 184, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State 200, 1]
type = HitDef
trigger1= time = 0
attr = A, NA                     
damage = 50, 05                   
animtype = DiagUP                 
guardflag = MA                   
hitflag = MAF                                    
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 6                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -10,-70                            
hitsound = S1,38
guardsound = s1, 17               
ground.type = high               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity =-1,0             
airguard.velocity = -2,-2    
air.type = high                  
air.velocity = -5,-3           
air.hittime = 12  
air.fall=1
fall.recover=0
fall=1
palfx.time = 20
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4

[State 3110]
type = changestate
trigger1 = AnimTime = 0
value= 80501


;%%%%%%%%%%%%%%%%%%%%%%%%%%
; BUrbuja fisic desvanece
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80503]
type    = S                      
movetype= I                      
physics = N                      
juggle  = 1                      
velset = 3,0                     
ctrl = 0                         
anim = 80506
poweradd = 20                    
sprpriority = 2

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 1
value = s1,39
volume = 100

[State 1027, burbuja explod]
type = RemoveExplod
trigger1 = 1
anim = 80502
id=80502


[State 4000, Ppush]
type = playerpush
trigger1 = 1
value = 0

[State 184, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State 3110]
type = destroyself
trigger1 = animtime=0 
