;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Maremoto de Neptuno 
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 3998]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 1,0                     
ctrl = 0                         
anim = 2500                     
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 = 3998
time = -1

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

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

[State 9523, Super B]
type = sprpriority
trigger1 = 1
value = 3


[State 9523, Super B]
type = veladd
trigger1 = time >0
x=.1


[State 9523, Super B]
type = veladd
triggerall= pos Y <= -90
trigger1 = time >0
y=.15

[State 9523, Super B]
type = velset
triggerall= pos Y >= -90
trigger1 = time >0
y=0

[State 1027, labial]
type = Explod
trigger1= random<190
anim = 195
id=1955
pos = 0, 0
random= 10,15
postype = p1
sprpriority = 2
removetime=50
scale= .02,.02
vel=-1,0
accel=-.1,0
persistent=1


[State 1027, labial]
type = Explod
trigger1= random<100
anim = 191
id=1955
pos = 0, 0
random= 10,15
postype = p1
sprpriority = 2
removetime=50
scale= .04,.04
vel=-2,0
accel=-.1,0
persistent=1

[State 1027, ola]
type = Explod
triggerall= pos Y >= -90
trigger1= (GameTime%10) = 0
anim = 196
id=1955
pos = 0, 87
postype = p1
sprpriority = 2
persistent=1
ignorehitpause=1

;[State 9523, Super B]
;type = PlaySnd
;trigger1 = time = 0
;value = s1,14
;volume = 100

[State 200, 1]
type = HitDef
trigger1= (GameTime%2) = 0
attr = S, NA                     
damage = 50, 05                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7, 11                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, 0               
hitsound = S1,21345
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           
air.hittime = 12  
air.fall=1
fall.recover=0



[State 200, 1]
type = HitDef
trigger1 = HitCount >4
attr = S, NA                     
damage = 100, 05                   
animtype = DiagUP                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7, 25                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = 0, -40               
hitsound = S1,21345
guardsound = s1, 17               
ground.type = Low
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = 0,-25
guard.velocity = -11
air.velocity = 0,-25
airguard.velocity = -4.5,-5
air.fall=1
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           
yaccel = .8                  

              
[State 3710,PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = 1, 21
channel = 1
ignorehitpause = 1

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


[State 200, 7]
type = ChangeState
trigger1 = HitCount >5
value = 39999

[State 200, 7]
type = ChangeState
trigger1 = time = 100
value = 3999

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Maremoto de Neptuno Destruccion 
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 3999]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 1004                    
poweradd = 20                    
sprpriority = 2

[State 1027, hitss]
type = Explod
trigger1 = time = 0
anim = 1003
id=1003
pos = 10,2
postype = p1
sprpriority = 2
scale=1.5,1.5

[State 184, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
              
;[State 1027, labial]
;type = RemoveExplod
;trigger1 = 1
;id=195


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


;________________
;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Maremoto de Neptuno Destruccion 
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 39999]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 1004                    
poweradd = 20                    
sprpriority = 2

[State 1027, hitss]
type = posset
trigger1 = time = 0
y=0

[State 1027, hitss]
type = Explod
trigger1 = time = 0
anim = 1003
id=1003
pos = 10,-88
postype = p1
sprpriority = 1
scale=1.5,1.5

[State 1027, hitss]
type = Explod
trigger1 = time = 0
anim = 2501
id=2501
pos = 10,-5
postype = p1
sprpriority = 2


[State 184, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
              
;[State 1027, labial]
;type = RemoveExplod
;trigger1 = 1
;id=195


[State 200, 7]
type = destroyself
trigger1 = AnimTime = 0
_____________________________-
;___________________________________________
;_______  Supers  __________________________
;__________________________________________
;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Maremoto de Neptuno Bajo
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 996]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 2,0                    
ctrl = 0                         
anim = 1002                     
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 = 999
time = -1

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

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

[State 9523, Super B]
type = sprpriority
trigger1 = 1
value = 3

[State 9523, Super B]
type = veladd
trigger1 = time >0
x=.1


[State 9523, Super B]
type = veladd
triggerall= pos Y <= -15
trigger1 = time >0
y=.18

[State 9523, Super B]
type = velset
triggerall= pos Y >= -15
trigger1 = time >0
y=0

[State 1027, labial]
type = Explod
trigger1= random<160
anim = 195
id=1955
pos = 0, 0
random= 10,15
postype = p1
sprpriority = 2
removetime=50
scale= .02,.02
vel=-1,0
accel=-.1,0
persistent=1


[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     
damage = 50, 05                   
animtype = hard                 
guardflag = L                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 1, 11                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, 0               
hitsound = S1,21
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  
air.fall=1
fall.recover=0
              

[State 200, 7]
type = ChangeState
trigger1 = movehit||moveguarded = 1
value = 999

[State 200, 7]
type = ChangeState
trigger1 = time = 100
value = 999

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Maremoto de Neptuno medio
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 997]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 1,0                    
ctrl = 0                         
anim = 1002                     
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 = 999
time = -1

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

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

[State 9523, Super B]
type = sprpriority
trigger1 = 1
value = 3

[State 9523, Super B]
type = veladd
trigger1 = time >0
x=.2


[State 9523, Super B]
type = veladd
triggerall= pos Y <= -90
trigger1 = time >0
y=.15

[State 9523, Super B]
type = velset
triggerall= pos Y >= -90
trigger1 = time >0
y=0

[State 1027, labial]
type = Explod
trigger1= random<160
anim = 195
id=1955
pos = 0, 0
random= 10,15
postype = p1
sprpriority = 2
removetime=50
scale= .02,.02
vel=-1,0
accel=-.1,0
persistent=1


[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     
damage = 50, 05                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 1, 11                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, 0               
hitsound = S1,21
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  
air.fall=1
fall.recover=0
              
[State 200, 7]
type = ChangeState
triggerall = Time = 0
trigger1 = parent, command = "holddown"
value = 996

[State 200, 7]
type = ChangeState
triggerall = Time = 0
trigger1 = parent, command = "holdup"
value = 998


[State 200, 7]
type = ChangeState
trigger1 = movehit||moveguarded = 1
value = 999

[State 200, 7]
type = ChangeState
trigger1 = time = 100
value = 999


;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Maremoto de Neptuno Alto
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 998]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 1,3.5                     
ctrl = 0                         
anim = 1002                     
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 = 999
time = -1

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

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

[State 9523, Super B]
type = sprpriority
trigger1 = 1
value = 3

[State 9523, Super B]
type = veladd
trigger1 = time >0
x=.2


[State 9523, Super B]
type = veladd
trigger1 = time >0
y=-.15


[State 1027, labial]
type = Explod
trigger1= random<160
anim = 195
id=1955
pos = 0, 0
random= 10,15
postype = p1
sprpriority = 2
removetime=50
scale= .02,.02
vel=-1,0
accel=-.1,0
persistent=1


[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     
damage = 50, 05                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 1, 11                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, 0               
hitsound = S1,21
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  
air.fall=1
fall.recover=0
              

[State 200, 7]
type = ChangeState
trigger1 = movehit||moveguarded = 1
value = 999

[State 200, 7]
type = ChangeState
trigger1 = time = 100
value = 999

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Maremoto de Neptuno Destruccion 
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 999]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 1004                    
poweradd = 20                    
sprpriority = 2

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

[State 1027, hitss]
type = Explod
trigger1 = time = 0
anim = 1003
id=1003
pos = 10,2
postype = p1
sprpriority = 2

              
;[State 1027, labial]
;type = RemoveExplod
;trigger1 = 1
;id=195


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


;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Maremoto de Neptuno Lv1
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 1000]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 1000                     
poweradd = 20                    
sprpriority = 2

[State 1027, bola]
type = Explod
trigger1 = animelem = 3
anim = 1005
id=1005
pos = -3,-140
postype = p1
removetime=20
sprpriority = 5
scale=.2,.2


[State 9523, Super B]
type = PlaySnd
trigger1 = time = 0
value = s0,2
volume = 100
channel=3

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 13
value = s1,22
volume = 100


[State 2000, 9]
type = Helper
triggerall = NumHelper(999) = 0
trigger1 = animelem = 13
stateno = 997
id=999
postype = P1
pos = 0,-140
name = "Maremoto"
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause=1
size.xscale = .2
size.yscale = .2
              
              

[State 200, 7]
type = ChangeState
trigger1 = Time = 72
value = 0
ctrl = 1

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Gancho de Neptuno Lv1
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 1500]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 1500                     
poweradd = 20                    
sprpriority = 2

[State 1027, bola]
type = Explod
trigger1 = animelem = 3
anim = 1504
id=1504
pos = -25,0
postype = p1
sprpriority = 5
ownpal=1
ontop=1
bindtime=1

[State 9523, Super B]
type = PlaySnd
trigger1 = time = 0
value = s1,21
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 = s7000
guard.sparkno = s7003                       
sparkxy = -5, -68               
hitsound = S1,(1)
guardsound = s1, 16               
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, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1501

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Gancho de Neptuno Lv1 aire
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 1501]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 3,-6                     
ctrl = 0                         
anim = 1501                     
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
                  

[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 = s7000
guard.sparkno = s7003                       
sparkxy = -5, -98               
hitsound = S1,var(2)
guardsound = s1, 16               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5,-6             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -4.4,-4           
;Y-velocity at which opponent is pushed
air.hittime = 12 
fall=1
air.fall=1
fal.recover=0                

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


;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Gancho de Neptuno Lv2
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 1550]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 1502                     
poweradd = 20                    
sprpriority = 2

[State 1027, bola]
type = Explod
trigger1 = animelem = 3
anim = 1504
id=1504
pos = -25,0
postype = p1
sprpriority = 5
ownpal=1
ontop=1
bindtime=1


[State 9523, Super B]
type = PlaySnd
trigger1 = time = 0
value = s1,21
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 = s7000
guard.sparkno = s7003                       
sparkxy = -5, -68               
hitsound = S1,(1)
guardsound = s1, 16               
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, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1551

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Gancho de Neptuno Lv1 aire
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 1551]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 5,-8                     
ctrl = 0                         
anim = 1503                     
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
                  

[State 200, 1]
type = HitDef
trigger1 = animelem = 1
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 = s7000
guard.sparkno = s7003                       
sparkxy = -5, -98               
hitsound = S1,var(2)
guardsound = s1, 16               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5,-8             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -4.4,-7           
;Y-velocity at which opponent is pushed
air.hittime = 12 
fall=1
air.fall=1
fal.recover=0     


[State 200, 1]
type = HitDef
trigger1 = animelem = 2
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 = s7000
guard.sparkno = s7003                       
sparkxy = -5, -98               
hitsound = S1,var(3)
guardsound = s1, 16               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5,-8             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -4.4,-7           
;Y-velocity at which opponent is pushed
air.hittime = 12 
fall=1
air.fall=1
fal.recover=0             

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

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Cachetadas
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 1700]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 4,0                     
ctrl = 0                         
anim = 1700                     
poweradd = 20                    
sprpriority = 2

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 3||animelem = 6
value = s7,5
volume = 100
channel=3
                
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face KFM
p1stateno = 1710       ;On success, KFM changes to state 810
p2stateno = 1720       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down

[State 800, 2]
type = ChangeState
Trigger1 = Time = 50
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1710]
type    = S
movetype= A
physics = N
anim = 1710
poweradd = 60
velset=0,0

[State 1027, agarre]
type = Explod
trigger1 = time = 0
anim = 7003
id=003
pos = 20, -90
postype = p1
sprpriority = 2
;removetime=550
;scale= .5,.5

[State 1027, hits]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 14
anim = 7000
id=7000
pos = 35, -100
postype = p1
sprpriority = 2
;removetime=550
;scale= .5,.5

[State 1027, hitss]
type = Explod
trigger1 = AnimElem = 17
anim = 7001
id=7001
pos = 35, -100
postype = p1
sprpriority = 2
;removetime=550
;scale= .5,.5

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = s1, 20
volume=99

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
value = s1, 19
volume=99

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
value = s1, 19
volume=99

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 12
value = s1, 19
volume=99

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 14
value = s1, 19
volume=99


[State 600, 1]
type = PlaySnd
trigger1 = animelem = 17
value = s1, 23
volume=99

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
pos = 25, 0

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 14
value = -20
kill=0

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 17
value = -98


[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 17
value = 821


[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1720]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1720

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Tornado de Neptuno Lv1 
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 1600]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;velset = 0,0                     
ctrl = 0                         
anim = 1600                     
poweradd = 20                    
sprpriority = 2


[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1601


;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Tornado de Neptuno Lv1 aire
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 1601]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 3,-1                     
ctrl = 0                         
anim = 1601                     
poweradd = 20                    
sprpriority = 2

[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 = 2||animelem = 5
value=s1,15
volume=99

[State 200, 7]
type = veladd
trigger1 = Time >20
y = .25

                  
[State 200, 1]
type = HitDef
trigger1 = animelem = 2
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 = s7000
guard.sparkno = s7003                       
sparkxy = -5, -58               
hitsound = S1,var(3)
guardsound = s1, 16               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5,0             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -4.4,-4           
;Y-velocity at which opponent is pushed
air.hittime = 12 
air.fall=1
air.recover=0


[State 200, 1]
type = HitDef
trigger1 = animelem = 5
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 = s7000
guard.sparkno = s7003                       
sparkxy = -5, -58               
hitsound = S1,var(4)
guardsound = s1, 16               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5,0             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -4.4,-4           
;Y-velocity at which opponent is pushed
air.hittime = 12 
air.fall=1
air.recover=0 
                             

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

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Tornado de Neptuno Lv1 aire
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 1602]
type    = A                      
movetype= A                      
physics = A                      
juggle  = 1                      
;velset = 0,-1                     
ctrl = 0                         
anim = 1601                     
poweradd = 20                    
sprpriority = 2

[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 = 2||animelem = 5
value=s1,15
volume=99

[State 200, 7]
type = velset
trigger1 = Time = 0
y = -1

[State 200, 7]
type = veladd
trigger1 = Time >20
y = .25
                  
[State 200, 1]
type = HitDef
trigger1 = animelem = 2
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 = s7000
guard.sparkno = s7003                       
sparkxy = -5, -58               
hitsound = S1,var(3)
guardsound = s1, 16               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5,0             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -4.4,-4           
;Y-velocity at which opponent is pushed
air.hittime = 12 
air.fall=1
air.recover=0


[State 200, 1]
type = HitDef
trigger1 = animelem = 5
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 = s7000
guard.sparkno = s7003                       
sparkxy = -5, -58               
hitsound = S1,var(4)
guardsound = s1, 16               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -5,0             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -4.4,-4           
;Y-velocity at which opponent is pushed
air.hittime = 12 
air.fall=1
air.recover=0 
                             

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

;________________________________________
;________________________________________
;________________________________________
;__________   SUPERS  ___________________
;________________________________________
;________________________________________
;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Golpe de Coral
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 1799]
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 = 130
;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 = -1000
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 = 4||animelem = 7
value = s7,5
volume = 100
                
[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 1
value = s1,24
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 = 1900

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Golpe de Coral
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 1900]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 1,0                     
ctrl = 0                         
anim = 1800                     
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


[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 9||animelem = 12||animelem = 15||animelem = 18||animelem = 26||animelem = 29||animelem = 31||animelem = 34
value = s1,14
volume = 100
          

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 2||animelem = 6||animelem = 21
value = s1,15
volume = 100        

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
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,(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 

[State 200, 1]
type = HitDef
trigger1 = animelem = 7
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,(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 = 16
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,(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
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 = 22
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,(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 = 10
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
kill = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 13
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 = 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, -80               
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 = 30
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 = 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 = S1,19
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
air.fall=1
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
air.fall=1
fall.recover=0
kill=0


[State 200, 7]
type = ChangeState
trigger1 = animTime = 0
value = 1901

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Golpe coral Lv1 aire
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 1901]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 4,-8                     
ctrl = 0                         
anim = 1801                     
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
value=s1,21
volume=99

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

[State 200, 1]
type = HitDef
trigger1 = animelem = 1
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 = -1,-6             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -4.4,-4           
;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 = 3
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 = S1,18
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 = 20           
envshake.ampl = 7
envshake.freq = 176 
              

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

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Gancho de Neptuno Lv2
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 2000]
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 = -1000
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 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 9523, Super B]
type = PlaySnd
trigger1 = animelem = 1
value = s1,24
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 = 2001

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Gancho de Neptuno Lv1 aire
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 2001]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 4,-8                     
ctrl = 0                         
anim = 1503                     
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
                  

[State 200, 1]
type = HitDef
trigger1 = animelem = 1
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 = S1,18
guardsound = s1, 16               
ground.type = High               
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, 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 = S1,18
guardsound = s1, 16               
ground.type = High               
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 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106


;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Maremoto de Neptuno Lv3
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 2500]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 1000                     
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 = -1000
time = 20
movetime=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 = 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 = s1,24
volume = 100  
;======================
;======================



[State 1027, bola]
type = Explod
trigger1 = animelem = 3
anim = 1005
id=1005
pos = -3,-140
postype = p1
removetime=20
sprpriority = 5
scale=.4,.4
supermovetime=20


[State 9523, Super B]
type = PlaySnd
trigger1 = time = 0
value = s0,2
volume = 100
channel=3

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 13
value = s1,22
volume = 100


[State 2000, 9]
type = Helper
triggerall = NumHelper(9999) = 0
trigger1 = animelem = 13
stateno = 3998
id=9999
postype = P1
pos = 0,-140
name = "MaremotoX"
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause=1
size.xscale = .4
size.yscale = .4
size.shadowoffset = 1000
              
              


[State 200, 7]
type = ChangeState
trigger1 = Time = 72
value = 0
ctrl = 1

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Refleccion submarina 
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80000]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 80000
poweradd = 20                    
sprpriority = 2



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


[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 9
value = s0,5
volume = 100
channel=3

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 18
value = s1,31
volume = 100


[State 1027, bola]
type = Explod
trigger1 = animelem = 18
anim = 195
id=1912
pos = 44,-99
postype = p1
removetime=18
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 = 80001
id=999
postype = P1
pos = 44,-99
name = "Refleccion"
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 200, 7]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Refleccion fisic
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80001]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 80001
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= animelem =5
trigger2= animelem =10
trigger3= animelem =15
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 = S1,21345
guardsound = s1, 17               
ground.type = high               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity =-2,0             
airguard.velocity = -2,-1    
air.type = high                  
air.velocity = -3,-3           
air.hittime = 12  
air.fall=1
fall.recover=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 
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80100]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 80005
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 = -500
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 9523, Super B]
type = PlaySnd
trigger1 = animelem = 14
value = s1,24
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 = s1,31
volume = 100


[State 1027, bola]
type = Explod
trigger1 = animelem = 18
anim = 195
id=1912
pos = 44,-99
postype = p1
removetime=40
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 = 80101
id=999
postype = P1
pos = 44,-99
name = "Refleccion"
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 200, 7]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Refleccion fisic
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80101]
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= animelem =5
trigger2= animelem =10
trigger3= animelem =15
trigger4= animelem =20
trigger5= animelem =25
trigger6= animelem =30
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 = S1,21346
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

             
[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 de Mremoto 
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 80205
poweradd = 20                    
sprpriority = 2

[State 9523, Super B]
type = poweradd
trigger1 = animelem = 14
value = -500


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

[State 9523, ola]
type = PlaySnd
trigger1 = animelem = 14
value = s1,21
volume = 100

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 18
value = s0,6
volume = 100
channel=3


[State 1027, bola]
type = Explod
trigger1 = animelem = 18
anim = 195
id=1912
pos = 44,-99
postype = p1
removetime=22
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 = 14
stateno = 80206
id=999
postype = P1
pos = 0,0
name = "Ola"
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause=1
;size.xscale=2
;size.yscale=2

[State 200, 7]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; ola fisic Ncimiento
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80206]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 80206
poweradd = 20                    
sprpriority = 2

[State 9523, Super B]
type = PlaySnd
trigger1 = time=0
value = s1,35
volume = 100


[State 184, 1]
type = sprpriority
trigger1 = 1
value = 3

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


[State 200, 7]
type = changestate
trigger1 = animTime = 0
value = 80207

[State 200, 7]
type = changestate
triggerall = parent, movetype = H
trigger1 = animTime = 0
value=80208

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; ola fisic movimiento
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80207]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 1                      
;velset = 3,0                     
ctrl = 0                         
anim = 80207
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 = 80208
time = -1

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


[State 184, 1]
type = velset
trigger1 = time >=10
x = 5


[State 184, 1]
type = sprpriority
trigger1 = 1
value = 3

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

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

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

[State 200, 1]
type = HitDef
trigger1= time = 0
attr = S, NA                     
damage = 50, 05                   
animtype = High                 
guardflag = L                   
hitflag = MAF                                    
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 6                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -10,-40                            
hitsound = S1,21
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
fall=1
         
[State 200, 7]
type = changestate
trigger1 = FrontEdgeDist<=30
value = 80208

[State 200, 7]
type = changestate
trigger1 = moveguarded 
value = 80208

[State 200, 7]
type = changestate
trigger1 = time = 200
value = 80208

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; ola fisic destruccion
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80208]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 80208
poweradd = 20                    
sprpriority = 2

[State 184, 1]
type = sprpriority
trigger1 = 1
value = 3

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

;
;[State 789, trans]
;type = Trans
;trigger1 =  time >=30
;trans = addalpha
;alpha=ceil(256-17.06*(animelemtime(1))),ceil(0+17.06*animelemtime(1))

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

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Refleccion de sirena 
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80300]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 80300
poweradd = 20                    
sprpriority = 2

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

[State 3000, Super A]
type = SuperPause
trigger1 = animelem = 14
pos = 25, -57
anim = 100345
sound = 20, 03245
poweradd = -1000
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 9523, Super B]
type = PlaySnd
trigger1 = animelem = 14
value = s1,24
volume = 100

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


[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 16
value = s1,36
volume = 100


[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 17
value = s1,35
volume = 100

[State 200, 7]
type = ChangeState
trigger1 = animTime = 0
value = 80310
ctrl = 0

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Refleccion de sirena movimiento
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80310]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 5,0                     
ctrl = 0                         
anim = 80310
poweradd = 20                    
sprpriority = 2

[State 1027, ola]
type = Explod
trigger1 = time = 0
anim = 80207
id=8020733
pos = 0,0
postype = p1
removetime=400000000
sprpriority = 2
bindtime=99999999

[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 200, 7]
type = ChangeState
trigger1 = movehit 
value = 80311

[State 200, 7]
type = ChangeState
trigger1 = moveguarded
value = 80312

[State 200, 7]
type = ChangeState
trigger1 = Time = 100
value = 80312

[State 200, 7]
type = ChangeState
trigger1 = FrontEdgeDist <= 30
value = 80312

;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Refleccion de sirena hiting
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80311]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
velset = 3,0                     
ctrl = 0                         
anim = 80311
poweradd = 20                    
sprpriority = 2

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

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

[State 200, 1]
type = HitDef
trigger1 = animelem = 02
trigger2 = animelem = 08
trigger3 = animelem = 14
trigger4 = animelem = 20
attr = S, NA                     
damage = 43, 0                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 2, 3                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -68               
hitsound = S1,(4)
guardsound = s1, 17               
ground.type = LOW               
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 = 06
trigger2 = animelem = 12
trigger3 = animelem = 18
attr = S, NA                     
damage = 43, 0                   
animtype = hard                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 2, 3                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -5, -68               
hitsound = S1,(5)
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 = 25
attr = A, NA                     
damage = 100, 05                   
animtype = DiagUP                 
guardflag = MA                   
hitflag = MAF                                    
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 20, 20                 
sparkno = s7001
guard.sparkno = s7003                       
sparkxy = -25,-95                            
hitsound = S1,10
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 9523, Super B]
type = PlaySnd
trigger1 = animelem = 25
value = s0,3
volume = 100

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 80312

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;%%%%%%%%%%%%%%%%%%%%%%%%%%
; Refleccion de sirena Return
;%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 80312]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
;velset = -4,-4                     
ctrl = 0                         
anim = 80312
poweradd = 20                    
sprpriority = 2

[State 9523, Super B]
type = velset
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
x = -4
y = -2

[State 9523, Super B]
type = veladd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
y = .75

[State 9523, Super B]
type = velset
trigger1 = animelem = 9
x = 0
y = 0



[State 9523, Super B]
type = veladd
trigger1 = time > 35
y = .45

[State 9523, Super B]
type = PlaySnd
trigger1 = animelem = 9
value = s1,36
volume = 100


[State 1027, ola]
type = RemoveExplod
trigger1 = time = 0
anim = 80207
id=8020733


[State 1027, ola]
type = Explod
trigger1 = time = 0
anim = 80208
id=80208
pos = 0,0
postype = p1
sprpriority = 2


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