; Benimaru's Moves +
;================
; Super air spin kick
[Statedef 3000]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = -1000
anim = 3000
juggle = 15

[State 3000, 1]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
pos = 8, -82

[State 3000, 1]
type = MakeExplod
trigger1 = AnimElem = 1
anim = 290
pos = 8,-82
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,22

[State 3000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,26
Volume = -40

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,25
Volume = -40

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,27
Volume = -40

[State 3000, 2]
type = velset
trigger1 = time >= 4
x = 4
y = 3

[State 3000, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
attr = A, NA
animtype = medium
damage = 10,1
givepower  = 15,25
guardflag = H
pausetime = 10,11
sparkxy = -22,-50
hitsound = s0,18
guardsound = s0,23
ground.slidetime = 6
ground.hittime = 6
guard.velocity = -5.6
ground.velocity = -5.6
air.velocity = -5,-2.5

[State 3000, 4]
type = ChangeState
trigger1 = Vel y = 0
trigger1 = pos y = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super air spin kick(far)
[Statedef 3001]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = -1000
anim = 3000
juggle = 15

[State 3001, 1]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
pos = 8, -82

[State 3001, 1]
type = MakeExplod
trigger1 = AnimElem = 1
anim = 290
pos = 8,-82
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 3001, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,22

[State 3001, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,26
Volume = -40

[State 3001, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,25
Volume = -40

[State 3001, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,27
Volume = -40

[State 3001, 2]
type = velset
trigger1 = time >= 4
x = 8
y = 3

[State 3001, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
attr = A, NA
animtype = medium
damage = 10,1
givepower  = 15,25
guardflag = H
pausetime = 10,11
sparkxy = -22,-50
hitsound = s0,18
guardsound = s0,23
ground.slidetime = 6
ground.hittime = 6
guard.velocity = -5.6
ground.velocity = -5.6
air.velocity = -5,-2.5

[State 3001, 4]
type = ChangeState
trigger1 = Vel y = 0
trigger1 = pos y = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hyper spinning kick
[Statedef 3010]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = -1000
anim = 3010
juggle = 15

[State 3010, 1]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
pos = 3, -90

[State 3010, 1]
type = MakeExplod
trigger1 = AnimElem = 1
anim = 290
pos = 3,-90
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 3010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,25
Volume = -40

[State 3010, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,26
Volume = -40

[State 3010, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,28
volume = -40

[State 3010, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 0,29
volume = -20

[State 3010, 2]
type = posadd
trigger1 = animelem = 4
x = -10

[State 3010, 2]
type = width
trigger1 = time >= 3
value = 50,50

[State 3010, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = hard
damage = 20,5
givepower  = 15,30
guardflag = M
pausetime = 8,0
sparkxy = -15,-45
hitsound = s0,24
guardsound = s0,23
ground.type = low
ground.slidetime = 15
ground.hittime = 18
guard.velocity = 0
ground.velocity = 0
air.velocity = 0,0

[State 3010, 3]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 16
trigger3 = AnimElem = 22
trigger4 = AnimElem = 28
trigger5 = AnimElem = 34
trigger6 = AnimElem = 40
trigger7 = AnimElem = 46
trigger8 = AnimElem = 52
trigger9 = AnimElem = 58
attr = S, SA
animtype = hard
damage = 20,5
givepower  = 15,30
guardflag = M
pausetime = 8,0
sparkxy = -15,-45
hitsound = s0,24
guardsound = s0,23
ground.type = low
ground.slidetime = 15
ground.hittime = 18
guard.velocity = 0
ground.velocity = 0
air.velocity = 0,0

[State 3010, 3]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 37
trigger7 = AnimElem = 43
trigger8 = AnimElem = 49
trigger9 = AnimElem = 55
trigger10 = AnimElem = 61
attr = S, SA
animtype = hard
damage = 20,5
givepower  = 15,30
guardflag = M
pausetime = 8,0
sparkxy = -15,-45
hitsound = s0,24
guardsound = s0,23
ground.type = low
ground.slidetime = 15
ground.hittime = 18
guard.velocity = 0
ground.velocity = 0
air.velocity = 0,0

[State 3010, 3]
type = HitDef
trigger1 = AnimElem = 67
trigger2 = AnimElem = 64
attr = S, SA
animtype = hard
damage = 35,10
givepower  = 15,30
guardflag = M
pausetime = 2,2
sparkxy = -15,-45
hitsound = s0,24
guardsound = s0,23
ground.type = low
ground.slidetime = 15
ground.hittime = 18
guard.velocity = -0.5
ground.velocity = -7.5,-5.5
air.velocity = -5,-4.5
fall = 1
fall.velocity = n/a,10.5

[State 3010, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Invisible rush
[Statedef 3050]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = -1000
anim = 3050
juggle = 12

[State 3050, 1]
type = SuperPause
trigger1 = AnimElem = 4
anim = -1
pos = -48, -102

[State 3050, 1]
type = MakeExplod
trigger1 = AnimElem = 4
anim = 290
pos = -48,-102
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

;[State 3050, 1]
;type = width
;trigger1 = time >= 0
;value = -40,40

[State 3050, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,25
Volume = -40

[State 3050, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3051
projremanim = 3055
projshadow = 68,68,68
offset = -70, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3050, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3051
projremanim = 3055
projshadow = 68,68,68
offset = -70, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 40
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 100,-70 
hitsound   = s0,18
guardsound = s0,23
ground.type = Low
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3050, 1]
type = changestate
trigger1 = animtime = 0 
value = 0
ctrl = 1

[State 3050, 1]
type = changestate
trigger1 = projhit = 1 
value = 3051
ctrl = 0

[Statedef 3051]
type = S
physics = S
movetype = A
ctrl = 0
anim = 3056
juggle = 12

;[State 3051, 1]
;type = width
;trigger1 = time >= 0
;value = -40,40

[State 3051, 1]
type = PlaySnd
trigger1 = time = 0
value = 0,32
Volume = -40

[State 3051, 2]
type = Projectile
trigger1 = AnimElem = 2
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3051, 2]
type = Projectile
trigger1 = AnimElem = 2
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 20,5
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 70,-70 
hitsound   = s0,17
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3051, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 3053
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3051, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 3053
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 30,5
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 70,-70 
hitsound   = s0,18
guardsound = s0,23
ground.type = Low
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3051, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3051, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 20,5
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 70,-70 
hitsound   = s0,17
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3051, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3053
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3051, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3053
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 30,5
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 70,-70 
hitsound   = s0,18
guardsound = s0,23
ground.type = Low
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3051, 2]
type = Projectile
trigger1 = AnimElem = 6
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3051, 2]
type = Projectile
trigger1 = AnimElem = 6
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 20,5
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 70,-70 
hitsound   = s0,17
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3051, 1]
type = changestate
trigger1 = animtime = 0
value = 3052
ctrl = 0

[Statedef 3052]
type = S
physics = S
movetype = A
ctrl = 0
anim = 3054
juggle = 12

[State 3052, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 34
x = 10

[State 3052, 4]
type = HitDef
trigger1 = time >= 0
trigger1 = time <= 34
persistent = 0
attr = S, SA
animtype = hard
damage = 40,10
givepower  = 30,43
guardflag = M
pausetime = 0,0
sparkxy = -8,-67
hitsound = s0,24
guardsound = s0,23
ground.type = high
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 3.2,-10
air.velocity = 3.5,-8
guard.velocity = 2.6
airguard.velocity = 2.6,-2
fall = 1
fall.velocity = n/a,10

[State 3052, 1]
type = changestate
trigger1 = animtime = 0
value = 3053
ctrl = 0

[Statedef 3053]
type = S
physics = S
movetype = I
ctrl = 0
anim = 3057
juggle = 12
velset = 0,0

[State 3053, 1]
type = PlaySnd
trigger1 = time = 5
value = 0,31
Volume = -40

[State 3053, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Invisible maximum rush
[Statedef 3060]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = -2000
anim = 3050
juggle = 12

[State 3060, 1]
type = SuperPause
trigger1 = AnimElem = 4
anim = -1
pos = -48, -102

[State 3060, 1]
type = MakeExplod
trigger1 = AnimElem = 4
anim = 295
pos = -48,-102
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

;[State 3060, 1]
;type = width
;trigger1 = time >= 0
;value = -40,40

[State 3060, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,25
Volume = -40

[State 3060, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3051
projremanim = 3055
projshadow = 68,68,68
offset = -70, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3060, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3051
projremanim = 3055
projshadow = 68,68,68
offset = -70, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 50
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 100,-70 
hitsound   = s0,18
guardsound = s0,23
ground.type = Low
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3060, 1]
type = changestate
trigger1 = animtime = 0 
value = 0
ctrl = 1

[State 3060, 1]
type = changestate
trigger1 = projhit = 1 
value = 3061
ctrl = 0

[Statedef 3061]
type = S
physics = S
movetype = A
ctrl = 0
anim = 3061
juggle = 12

;[State 3061, 1]
;type = width
;trigger1 = time >= 0
;value = -40,40

[State 3061, 1]
type = PlaySnd
trigger1 = time = 0
value = 0,32
Volume = -40

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 2
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 2
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 30,5
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 70,-70 
hitsound   = s0,17
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 3053
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 3053
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 40,5
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 70,-70 
hitsound   = s0,18
guardsound = s0,23
ground.type = Low
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 30,5
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 70,-70 
hitsound   = s0,17
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3053
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3053
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 40,5
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 70,-70 
hitsound   = s0,18
guardsound = s0,23
ground.type = Low
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 6
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 6
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 30,5
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 70,-70 
hitsound   = s0,17
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 7
projanim = 3053
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 7
projanim = 3053
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 40,5
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 70,-70 
hitsound   = s0,18
guardsound = s0,23
ground.type = Low
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 8
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99

[State 3061, 2]
type = Projectile
trigger1 = AnimElem = 8
projanim = 3052
projremanim = 3055
projshadow = 68,68,68
offset = 0, 0
velocity = 10
projremovetime = 35
projpriority = 99
numhits = 1
attr = S, SP
damage   = 30,5
guardflag = M
hitflag = MAFD
pausetime = 0,20
sparkxy = 70,-70 
hitsound   = s0,17
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 20
guard.velocity = -8
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
air.juggle = 3

[State 3061, 1]
type = changestate
trigger1 = animtime = 0
value = 3062
ctrl = 0

[Statedef 3062]
type = S
physics = S
movetype = A
ctrl = 0
anim = 3054
juggle = 12

[State 3062, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 34
x = 10

[State 3062, 4]
type = HitDef
trigger1 = time >= 0
trigger1 = time <= 34
persistent = 5
attr = S, SA
animtype = hard
damage = 40,10
givepower  = 30,43
guardflag = M
pausetime = 0,0
sparkxy = -8,-67
hitsound = s0,24
guardsound = s0,23
ground.type = high
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 3.2,-10
air.velocity = 3.5,-8
guard.velocity = 2.6
airguard.velocity = 2.6,-2
fall = 1
fall.velocity = n/a,10

[State 3062, 1]
type = changestate
trigger1 = animtime = 0
value = 3063
ctrl = 0

[Statedef 3063]
type = S
physics = S
movetype = I
ctrl = 0
anim = 3057
juggle = 12
velset = 0,0

[State 3063, 1]
type = PlaySnd
trigger1 = time = 5
value = 0,31
Volume = -40

[State 3063, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Giga lightning ball
[Statedef 3600]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = -2000
anim = 3100
juggle = 12
velset = 0,0

[State 3600, 1]
type = SuperPause
trigger1 = AnimElem = 4
anim = -1
pos = -48, -102
movetime = 30

[State 3600, 1]
type = MakeExplod
trigger1 = AnimElem = 4
anim = 295
pos = -40,-85
postype = p1
sprpriority = 3
supermove = 1
bindtime = 1

[State 3600, 1]
type = MakeExplod
trigger1 = AnimElem = 4
anim = 3602
pos = -40,-85
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 3600, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,25
Volume = -40

[State 3600, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 0,39
volume = -40

[State 3600, 1]
type = PlaySnd
trigger1 = time = 39
trigger2 = time = 43
trigger3 = time = 47
trigger4 = time = 51
trigger5 = time = 55
trigger6 = time = 59
trigger7 = time = 63
trigger8 = time = 67
trigger9 = time = 71
trigger10 = time = 75
value = 0,36
volume = -40

[State 3600, 2]
type = Projectile
trigger1 = time = 39
trigger2 = time = 59
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 55, -78
velocity = 0
projremovetime = 9
projpriority = 9

[State 3600, 2]
type = Projectile
trigger1 = time = 39
trigger2 = time = 59
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 55, -78
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,12
guardflag = M
hitflag = MAFD
pausetime = 30,20
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 3625
p2getp1state = 1

[State 3600, 2]
type = Projectile
trigger1 = time = 43
trigger2 = time = 63
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 40, -78
velocity = 0
projremovetime = 9
projpriority = 9

[State 3600, 2]
type = Projectile
trigger1 = time = 43
trigger2 = time = 63
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 40, -78
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,12
guardflag = M
hitflag = MAFD
pausetime = 30,20
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 3625
p2getp1state = 1

[State 3600, 2]
type = Projectile
trigger1 = time = 47
trigger2 = time = 67
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 70, -90
velocity = 0
projremovetime = 9
projpriority = 9

[State 3600, 2]
type = Projectile
trigger1 = time = 47
trigger2 = time = 67
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 70, -90
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,12
guardflag = M
hitflag = MAFD
pausetime = 30,20
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 3625
p2getp1state = 1

[State 3600, 2]
type = Projectile
trigger1 = time = 51
trigger2 = time = 71
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 60, -55
velocity = 0
projremovetime = 9
projpriority = 9

[State 3600, 2]
type = Projectile
trigger1 = time = 51
trigger2 = time = 71
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 60, -55
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,12
guardflag = M
hitflag = MAFD
pausetime = 30,20
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 3625
p2getp1state = 1

[State 3600, 2]
type = Projectile
trigger1 = time = 55
trigger2 = time = 75
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 30, -85
velocity = 0
projremovetime = 9
projpriority = 9

[State 3600, 2]
type = Projectile
trigger1 = time = 55
trigger2 = time = 75
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 30, -85
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,12
guardflag = M
hitflag = MAFD
pausetime = 30,20
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 3625
p2getp1state = 1

[State 3600, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Air giga lightning ball
[Statedef 3650]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = -2000
anim = 3150
juggle = 15
velset = 0,0

[State 3650, 1]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
pos = -48, -102
movetime = 30

[State 3650, 1]
type = MakeExplod
trigger1 = AnimElem = 1
anim = 295
pos = -5,-85
postype = p1
sprpriority = 3
supermove = 1
bindtime = 1

[State 3650, 1]
type = MakeExplod
trigger1 = AnimElem = 1
anim = 3602
pos = -5,-85
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 3650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,25
Volume = -40

[State 3650, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0,39
volume = -40

[State 3650, 1]
type = PlaySnd
trigger1 = time = 33
trigger2 = time = 37
trigger3 = time = 41
trigger4 = time = 45
trigger5 = time = 49
trigger6 = time = 53
trigger7 = time = 57
trigger8 = time = 61
trigger9 = time = 65
trigger10 = time = 69
value = 0,36
volume = -40

[State 3650, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 78
x = 0
y = 0

[State 3650, 2]
type = Projectile
trigger1 = time = 33
trigger2 = time = 53
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 42, -58
velocity = 0
projremovetime = 9
projpriority = 9

[State 3650, 2]
type = Projectile
trigger1 = time = 33
trigger2 = time = 53
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 42, -58
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,12
guardflag = M
hitflag = MAFD
pausetime = 30,20
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 3625
p2getp1state = 1

[State 3650, 2]
type = Projectile
trigger1 = time = 37
trigger2 = time = 57
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 30, -58
velocity = 0
projremovetime = 9
projpriority = 9

[State 3650, 2]
type = Projectile
trigger1 = time = 37
trigger2 = time = 57
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 30, -58
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,12
guardflag = M
hitflag = MAFD
pausetime = 30,20
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 3625
p2getp1state = 1

[State 3650, 2]
type = Projectile
trigger1 = time = 41
trigger2 = time = 61
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 60, -70
velocity = 0
projremovetime = 9
projpriority = 9

[State 3650, 2]
type = Projectile
trigger1 = time = 41
trigger2 = time = 61
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 60, -70
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,12
guardflag = M
hitflag = MAFD
pausetime = 30,20
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 3625
p2getp1state = 1

[State 3650, 2]
type = Projectile
trigger1 = time = 45
trigger2 = time = 65
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 50, -35
velocity = 0
projremovetime = 9
projpriority = 9

[State 3650, 2]
type = Projectile
trigger1 = time = 45
trigger2 = time = 65
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 50, -35
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,12
guardflag = M
hitflag = MAFD
pausetime = 30,20
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 3625
p2getp1state = 1

[State 3650, 2]
type = Projectile
trigger1 = time = 49
trigger2 = time = 69
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 20, -65
velocity = 0
projremovetime = 9
projpriority = 9

[State 3650, 2]
type = Projectile
trigger1 = time = 49
trigger2 = time = 69
projanim = 3601
;projremanim = 3303
projshadow = 68,68,68
offset = 20, -65
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,12
guardflag = M
hitflag = MAFD
pausetime = 30,20
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 3625
p2getp1state = 1

[State 3650, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hit by giga lightning ball
[Statedef 3625]
type = S
physics = S
velset = 0,0
movetype = H
ctrl = 0

[State 3625, 2]
type = changeanim2
trigger1 = time = 0
value = 3125

[State 3625, 2]
type = lifeadd
Trigger1 = animelem = 1
value = -45

[State 3625, 2]
type = velset
trigger1 = time >= 14
x = -5.5
y = -5.5

[State 3625, 2]
type = palfx
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
trigger4 = time = 9
trigger5 = time = 12
trigger6 = time = 15
trigger7 = time = 18
trigger8 = time = 21
trigger9 = time = 24
time = 2
add = 168,200,216

[State 3625, 5]
type = ChangeAnim
Trigger1 = time = 24
value = 5050
ctrl = 0

[State 3625, 4]
type = selfState
trigger1 = time = 24
value = 5050
ctrl = 0

;---------------------------------------------------------------------------
; Mega lightning ball
[Statedef 3100]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = -1000
anim = 3100
juggle = 12
velset = 0,0

[State 3100, 1]
type = SuperPause
trigger1 = AnimElem = 4
anim = -1
pos = -48, -102
movetime = 30

[State 3100, 1]
type = MakeExplod
trigger1 = AnimElem = 4
anim = 290
pos = -40,-85
postype = p1
sprpriority = 3
supermove = 1
bindtime = 1

[State 3100, 1]
type = MakeExplod
trigger1 = AnimElem = 4
anim = 3102
pos = -40,-85
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 3100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,25
Volume = -40

[State 3100, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 0,39
volume = -40

[State 3100, 1]
type = PlaySnd
trigger1 = time = 39
trigger2 = time = 48
trigger3 = time = 57
trigger4 = time = 66
trigger5 = time = 75
value = 0,36
volume = -40

[State 3100, 2]
type = Projectile
trigger1 = time = 39
trigger2 = time = 48
trigger3 = time = 57
trigger4 = time = 66
trigger5 = time = 75
projanim = 3101
;projremanim = 3303
projshadow = 68,68,68
offset = 55, -78
velocity = 0
projremovetime = 9
projpriority = 9

[State 3100, 2]
type = Projectile
trigger1 = time = 39
trigger2 = time = 48
trigger3 = time = 57
trigger4 = time = 66
trigger5 = time = 75
projanim = 3101
;projremanim = 3303
projshadow = 68,68,68
offset = 55, -78
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,12
guardflag = M
hitflag = MAFD
pausetime = 30,20
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 3125
p2getp1state = 1

[State 3100, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Mega lightning ball-h
[Statedef 3130]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = -1000
anim = 3130
juggle = 12
velset = 0,0

[State 3130, 1]
type = SuperPause
trigger1 = AnimElem = 4
anim = -1
pos = -48, -102
movetime = 30

[State 3130, 1]
type = MakeExplod
trigger1 = AnimElem = 4
anim = 290
pos = -40,-85
postype = p1
sprpriority = 3
supermove = 1
bindtime = 1

[State 3130, 1]
type = MakeExplod
trigger1 = AnimElem = 4
anim = 3102
pos = -40,-85
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 3130, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,25
Volume = -40

[State 3130, 1]
type = PlaySnd
trigger1 = animelem = 7
value = 0,39
volume = -40

[State 3130, 1]
type = PlaySnd
trigger1 = time = 39
trigger2 = time = 48
trigger3 = time = 57
trigger4 = time = 66
trigger5 = time = 75
value = 0,36
volume = -40

[State 3130, 2]
type = Projectile
trigger1 = time = 39
trigger2 = time = 48
trigger3 = time = 57
trigger4 = time = 66
trigger5 = time = 75
projanim = 3101
;projremanim = 3303
projshadow = 68,68,68
offset = 40, -112
velocity = 0
projremovetime = 9
projpriority = 9

[State 3130, 2]
type = Projectile
trigger1 = time = 39
trigger2 = time = 48
trigger3 = time = 57
trigger4 = time = 66
trigger5 = time = 75
projanim = 3101
;projremanim = 3303
projshadow = 68,68,68
offset = 40, -112
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,12
guardflag = M
hitflag = MAFD
pausetime = 30,20
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 3125
p2getp1state = 1

[State 3130, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Air mega lightning ball
[Statedef 3150]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = -1000
anim = 3150
juggle = 15
velset = 0,0

[State 3150, 1]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
pos = -48, -102
movetime = 30

[State 3150, 1]
type = MakeExplod
trigger1 = AnimElem = 1
anim = 290
pos = -5,-85
postype = p1
sprpriority = 3
supermove = 1
bindtime = 1

[State 3150, 1]
type = MakeExplod
trigger1 = AnimElem = 1
anim = 3102
pos = -5,-85
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 3150, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,25
Volume = -40

[State 3150, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0,39
volume = -40

[State 3150, 1]
type = PlaySnd
trigger1 = time = 33
trigger2 = time = 42
trigger3 = time = 51
trigger4 = time = 60
trigger5 = time = 69
value = 0,36
volume = -40

[State 3150, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 78
x = 0
y = 0

[State 3150, 2]
type = Projectile
trigger1 = time = 33
trigger2 = time = 42
trigger3 = time = 51
trigger4 = time = 60
trigger5 = time = 69
projanim = 3101
;projremanim = 3303
projshadow = 68,68,68
offset = 42, -58
velocity = 0
projremovetime = 9
projpriority = 9

[State 3150, 2]
type = Projectile
trigger1 = time = 33
trigger2 = time = 42
trigger3 = time = 51
trigger4 = time = 60
trigger5 = time = 69
projanim = 3101
;projremanim = 3303
projshadow = 68,68,68
offset = 42, -58
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,12
guardflag = M
hitflag = MAFD
pausetime = 30,20
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 3125
p2getp1state = 1

[State 3150, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hit by mega lightning ball
[Statedef 3125]
type = S
physics = S
velset = 0,0
movetype = H
ctrl = 0

[State 3125, 2]
type = changeanim2
trigger1 = time = 0
value = 3125

[State 3125, 2]
type = lifeadd
Trigger1 = animelem = 1
value = -40

[State 3125, 2]
type = velset
trigger1 = time >= 14
x = -5
y = -5

[State 3125, 2]
type = palfx
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
trigger4 = time = 9
trigger5 = time = 12
trigger6 = time = 15
trigger7 = time = 18
trigger8 = time = 21
trigger9 = time = 24
time = 2
add = 168,200,216

[State 3125, 5]
type = ChangeAnim
Trigger1 = time = 24
value = 5050
ctrl = 0

[State 3125, 4]
type = selfState
trigger1 = time = 24
value = 5050
ctrl = 0

;---------------------------------------------------------------------------
; Electriza
[Statedef 3200]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = -1000
anim = 3200
juggle = 15
velset = 0,0,0

[State 3200, 1]
type = SuperPause
trigger1 = AnimElem = 2
anim = -1
pos = -18, -102

[State 3200, 1]
type = MakeExplod
trigger1 = AnimElem = 2
anim = 290
pos = -10,-85
postype = p1
sprpriority = 3
supermove = 1
bindtime = 1

[State 3200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,25
Volume = -40

[State 3200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,43
Volume = -40

[State 3200, 2]
type = HitDef
Trigger1 = AnimElem = 3
trigger2 = StateType != A
attr = S, ST
givepower  = 60
hitflag = M
Guardflag =-A
priority = 1, Miss
;snap = 40, 0, 0, 1 
sparkno = 0,5
sparkxy = -16,-100
p2facing = 1
p1stateno = 3201
p2stateno = 3210
p2getp1state = 1

[State 3200, 3]
type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Stateno != 3201
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Electriza mega shock
[Statedef 3500]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = -2000
anim = 3200
juggle = 15
velset = 0,0,0

[State 3500, 1]
type = SuperPause
trigger1 = AnimElem = 2
anim = -1
pos = -18, -102

[State 3500, 1]
type = MakeExplod
trigger1 = AnimElem = 2
anim = 295
pos = -10,-85
postype = p1
sprpriority = 3
supermove = 1
bindtime = 1

[State 3500, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,25
Volume = -40

[State 3500, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,43
Volume = -40

[State 3500, 2]
type = HitDef
Trigger1 = AnimElem = 3
trigger2 = StateType != A
attr = S, ST
givepower  = 60
hitflag = M
Guardflag =-A
priority = 1, Miss
;snap = 40, 0, 0, 1 
sparkno = 0,5
sparkxy = -16,-100
p2facing = 1
p1stateno = 3501
p2stateno = 3510
p2getp1state = 1

[State 3500, 3]
type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Stateno != 3501
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Electriza succeed
[Statedef 3201]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 50
anim = 3201
juggle = 10
velset = 0,0

[State 3201, 1]
type = width
trigger1 = time >= 0
value = 70,-30

[State 3201, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0,38
volume = -40

[State 3201, 1]
type = PlaySnd
trigger1 = animelem = 7
value = 0,36
volume = -40

[State 1201, 1]
type = PlaySnd
trigger1 = time = 29
trigger2 = time = 39
trigger3 = time = 49
trigger4 = time = 59
trigger5 = time = 69
trigger6 = time = 79
trigger7 = time = 89
trigger8 = time = 99
trigger9 = time = 109
trigger10 = time = 119
value = 0,35
volume = -40

[State 3201, 2]
type = palfx
trigger1 = time = 28
trigger2 = time = 31
trigger3 = time = 34
trigger4 = time = 37
trigger5 = time = 40
trigger6 = time = 43
trigger7 = time = 46
trigger8 = time = 49
trigger9 = time = 52
trigger10 = time = 55
trigger11 = time = 58
trigger12 = time = 61
trigger13 = time = 64
trigger14 = time = 67
trigger15 = time = 70
trigger16 = time = 73
trigger17 = time = 76
trigger18 = time = 79
trigger19 = time = 82
trigger20 = time = 85
trigger21 = time = 88
trigger22 = time = 91
trigger23 = time = 94
trigger24 = time = 97
trigger25 = time = 100
trigger26 = time = 103
trigger27 = time = 106
trigger28 = time = 109
trigger29 = time = 112
trigger30 = time = 115
trigger31 = time = 118
trigger32 = time = 121
trigger33 = time = 124
trigger34 = time = 127
time = 2
add = 168,200,216

[State 3201, 2]
type = Projectile
trigger1 = animelem = 4
projanim = 3202
;projremanim = 3303
projshadow = 68,68,68
offset = 55, 0
velocity = 0
projremovetime = 100
projpriority = 9

[State 3201, 3]
type = envshake
Trigger1 = animelem = 4
time = 100

[State 3201, 2]
type = targetbind
Trigger1 = animelem = 1
pos = 53,-108
time = 4

[State 3201, 2]
type = targetbind
Trigger1 = animelem = 2
pos = 70,-95
time = 4

[State 3201, 2]
type = targetbind
Trigger1 = animelem = 3
pos = 75,-100
time = 20

[State 3201, 2]
type = targetbind
Trigger1 = animelem = 4
pos = 75,-70
time = 100

[State 3201, 2]
type = targetbind
Trigger1 = animelem = 5
pos = 63,-130
time = 20

[State 3201, 2]
type = targetbind
Trigger1 = animelem = 6
pos = 55,-120
time = 8

[State 3201, 3]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Electriza mega shock succeed
[Statedef 3501]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 50
anim = 3201
juggle = 10
velset = 0,0

[State 3501, 1]
type = width
trigger1 = time >= 0
value = 70,-30

[State 3501, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0,38
volume = -40

[State 3501, 1]
type = PlaySnd
trigger1 = animelem = 7
value = 0,36
volume = -40

[State 1501, 1]
type = PlaySnd
trigger1 = time = 29
trigger2 = time = 39
trigger3 = time = 49
trigger4 = time = 59
trigger5 = time = 69
trigger6 = time = 79
trigger7 = time = 89
trigger8 = time = 99
trigger9 = time = 109
trigger10 = time = 119
value = 0,35
volume = -40

[State 3501, 2]
type = palfx
trigger1 = time = 28
trigger2 = time = 31
trigger3 = time = 34
trigger4 = time = 37
trigger5 = time = 40
trigger6 = time = 43
trigger7 = time = 46
trigger8 = time = 49
trigger9 = time = 52
trigger10 = time = 55
trigger11 = time = 58
trigger12 = time = 61
trigger13 = time = 64
trigger14 = time = 67
trigger15 = time = 70
trigger16 = time = 73
trigger17 = time = 76
trigger18 = time = 79
trigger19 = time = 82
trigger20 = time = 85
trigger21 = time = 88
trigger22 = time = 91
trigger23 = time = 94
trigger24 = time = 97
trigger25 = time = 100
trigger26 = time = 103
trigger27 = time = 106
trigger28 = time = 109
trigger29 = time = 112
trigger30 = time = 115
trigger31 = time = 118
trigger32 = time = 121
trigger33 = time = 124
trigger34 = time = 127
time = 2
add = 168,200,216

[State 3501, 2]
type = Projectile
trigger1 = animelem = 4
trigger2 = animelem = 5
projanim = 3500
;projremanim = 3303
projshadow = 68,68,68
offset = 55, 0
velocity = 0
projremovetime = 9
projpriority = 9

[State 3501, 2]
type = Projectile
trigger1 = time = 34
projanim = 3501
;projremanim = 3303
projshadow = 68,68,68
offset = 55, 0
velocity = 0
projremovetime = 91
projpriority = 9

[State 3501, 3]
type = envshake
Trigger1 = animelem = 4
time = 100
ampl = 15

[State 3501, 2]
type = targetbind
Trigger1 = animelem = 1
pos = 53,-108
time = 4

[State 3501, 2]
type = targetbind
Trigger1 = animelem = 2
pos = 70,-95
time = 4

[State 3501, 2]
type = targetbind
Trigger1 = animelem = 3
pos = 75,-100
time = 20

[State 3501, 2]
type = targetbind
Trigger1 = animelem = 4
pos = 75,-70
time = 100

[State 3501, 2]
type = targetbind
Trigger1 = animelem = 5
pos = 63,-130
time = 20

[State 3501, 2]
type = targetbind
Trigger1 = animelem = 6
pos = 55,-120
time = 8

[State 3501, 3]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shock by electriza
[Statedef 3210]
type    = S
movetype= H
physics = S
ctrl = 0
Velset = 0,0

[State 3210, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3210

[State 3210, 1]
type = posadd
Trigger1 = animelem = 40
y = 90

[State 3210, 1]
type = veladd
Trigger1 = time >= 156
x = -1.2
y = -1

[State 3210, 2]
type = lifeadd
Trigger1 = time >= 28
Trigger1 = time <= 128
value = -3

[State 3210, 2]
type = palfx
trigger1 = time = 28
trigger2 = time = 31
trigger3 = time = 34
trigger4 = time = 37
trigger5 = time = 40
trigger6 = time = 43
trigger7 = time = 46
trigger8 = time = 49
trigger9 = time = 52
trigger10 = time = 55
trigger11 = time = 58
trigger12 = time = 61
trigger13 = time = 64
trigger14 = time = 67
trigger15 = time = 70
trigger16 = time = 73
trigger17 = time = 76
trigger18 = time = 79
trigger19 = time = 82
trigger20 = time = 85
trigger21 = time = 88
trigger22 = time = 91
trigger23 = time = 94
trigger24 = time = 97
trigger25 = time = 100
trigger26 = time = 103
trigger27 = time = 106
trigger28 = time = 109
trigger29 = time = 112
trigger30 = time = 115
trigger31 = time = 118
trigger32 = time = 121
trigger33 = time = 124
trigger34 = time = 127
trigger35 = time = 130
trigger36 = time = 133
trigger37 = time = 136
trigger38 = time = 139
trigger39 = time = 142
trigger40 = time = 145
trigger41 = time = 148
time = 2
add = 168,200,216

[State 3210, 3]
type = changeanim
Trigger1 = Time = 161
value = 5050
ctrl = 0

[State 3210, 3]
type = selfState
Trigger1 = Time = 161
value = 5050
ctrl = 0

;---------------------------------------------------------------------------
; Shock by electriza mega shock
[Statedef 3510]
type    = S
movetype= H
physics = S
ctrl = 0
Velset = 0,0

[State 3510, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3210

[State 3510, 1]
type = posadd
Trigger1 = animelem = 40
y = 90

[State 3510, 1]
type = veladd
Trigger1 = time >= 156
x = -1.2
y = -1

[State 3510, 2]
type = lifeadd
Trigger1 = time >= 28
Trigger1 = time <= 128
value = -5

[State 3510, 2]
type = palfx
trigger1 = time = 28
trigger2 = time = 31
trigger3 = time = 34
trigger4 = time = 37
trigger5 = time = 40
trigger6 = time = 43
trigger7 = time = 46
trigger8 = time = 49
trigger9 = time = 52
trigger10 = time = 55
trigger11 = time = 58
trigger12 = time = 61
trigger13 = time = 64
trigger14 = time = 67
trigger15 = time = 70
trigger16 = time = 73
trigger17 = time = 76
trigger18 = time = 79
trigger19 = time = 82
trigger20 = time = 85
trigger21 = time = 88
trigger22 = time = 91
trigger23 = time = 94
trigger24 = time = 97
trigger25 = time = 100
trigger26 = time = 103
trigger27 = time = 106
trigger28 = time = 109
trigger29 = time = 112
trigger30 = time = 115
trigger31 = time = 118
trigger32 = time = 121
trigger33 = time = 124
trigger34 = time = 127
trigger35 = time = 130
trigger36 = time = 133
trigger37 = time = 136
trigger38 = time = 139
trigger39 = time = 142
trigger40 = time = 145
trigger41 = time = 148
time = 2
add = 168,200,216

[State 3510, 3]
type = changeanim
Trigger1 = Time = 161
value = 5050
ctrl = 0

[State 3510, 3]
type = selfState
Trigger1 = Time = 161
value = 5050
ctrl = 0

;---------------------------------------------------------------------------
; 3 storming kick
[Statedef 3300]
type = A
physics = S
movetype = A
ctrl = 0
poweradd = -1000
anim = 1400
juggle = 15
velset = 0,0

[State 3300, 1]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
pos = -18, -102

[State 3300, 1]
type = MakeExplod
trigger1 = AnimElem = 1
anim = 290
pos = 10,-85
postype = p1
sprpriority = 3
supermove = 1
bindtime = 1

[State 3300, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,26
Volume = -40

[State 3300, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,25
Volume = -40

[State 3300, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 11
value = 0,22

[State 3300, 2]
type = velset
trigger1 = time >= 1
trigger1 = time <= 6
x = 6
y = -1

[State 3300, 2]
type = velset
trigger1 = time >= 7
trigger1 = time <= 12
x = 6
y = 1

[State 3300, 2]
type = velset
trigger1 = time = 13
trigger2 = time = 39
x = 0
y = 0

[State 3300, 2]
type = posadd
trigger1 = animelem = 9
x = 35

[State 3300, 2]
type = velset
trigger1 = time >= 31
trigger1 = time <= 38
x = 5

[State 3300, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype = hard
damage = 50,10
givepower  = 15,25
guardflag = M
pausetime = 30,32
guard.pausetime = 30,32
sparkxy = -15,-75
hitsound = s0,24
guardsound = s0,23
ground.type = high
ground.slidetime = 12
ground.hittime = 16
guard.velocity = -3.5
ground.velocity = -3.5
air.velocity = -2,-1.5

[State 3300, 3]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
animtype = hard
damage = 60,10
givepower  = 18,35
guardflag = M
pausetime = 30,32
guard.pausetime = 30,32
sparkxy = -15,-55
hitsound = s0,24
guardsound = s0,23
ground.type = low
ground.slidetime = 15
ground.hittime = 18
guard.velocity = -1.5
ground.velocity = -1.5
air.velocity = -1,-1.2

[State 3300, 3]
type = changeState
Trigger1 = animtime = 0
value = 3301
ctrl = 1

[Statedef 3301]
type = A
physics = S
movetype = A
ctrl = 0
poweradd = 55
anim = 1350
juggle = 12
velset = 0,0

[State 3301, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0,36
volume = -40

[State 3301, 1]
type = velset
trigger1 = time >= 6
trigger1 = time <= 23
y = -6

[State 3301, 1]
type = velset
trigger1 = time >= 24
trigger1 = time <= 32
y = 2.8

[State 3301, 1]
type = velset
trigger1 = time >= 33
trigger1 = time <= 43
y = 6.8

[State 3301, 1]
type = velset
trigger1 = time = 44
x = 0
y = 0

[State 3301, 1]
type = posset
trigger1 = time = 44
y = 0

[State 3301, 1]
type = MakeExplod
trigger1 = AnimElem = 4
anim = 1310
pos = 50,62
postype = p1
sprpriority = 2
bindtime = 1

[State 3301, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = animelem = 5
attr = S, SA
animtype = hard
damage = 0,5
givepower  = 15,30
guardflag = M
pausetime = 2,10
sparkxy = -15,-45
hitsound = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 15
ground.hittime = 18
guard.velocity = -5.5
ground.velocity = -5.5
air.velocity = -4,-3.5
p2stateno = 3311
p2getp1state = 1

[State 3301, 3]
type = changeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hit by 3 storming kick
[Statedef 3311]
type = S
physics = S
velset = 0,0
movetype = H
ctrl = 0

[State 3311, 2]
type = changeanim2
trigger1 = time = 0
value = 3125

[State 3311, 2]
type = lifeadd
Trigger1 = animelem = 1
value = -35

[State 3311, 2]
type = velset
trigger1 = time >= 3
x = -5
y = -5

[State 3311, 2]
type = palfx
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
trigger4 = time = 9
trigger5 = time = 12
trigger6 = time = 15
trigger7 = time = 18
trigger8 = time = 21
trigger9 = time = 24
time = 2
add = 168,200,216

[State 3311, 5]
type = ChangeAnim
Trigger1 = time = 24
value = 5050
ctrl = 0

[State 3311, 4]
type = selfState
trigger1 = time = 24
value = 5050
ctrl = 0

;---------------------------------------------------------------------------
; Giga bolts
[Statedef 3400]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = -3000
anim = 3400
juggle = 15
velset = 0,0,0

[State 3400, 1]
type = SuperPause
trigger1 = AnimElem = 3
anim = -1
pos = 23, -98
time = 60
movetime = 60

[State 3400, 4]
type = MakeExplod
trigger1 = AnimElem = 3
anim = 290
pos = -5,-115
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 3400, 4]
type = MakeExplod
trigger1 = time = 34 
anim = 295
pos = -5,-115
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 3400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,25
Volume = -40

[State 3400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,26
Volume = -40

[State 3400, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,12
volume = -40

[State 3400, 1]
type = PlaySnd
trigger1 = time = 150
value = 0,43
Volume = 60

[State 3400, 1]
type = PlaySnd
trigger1 = time = 370
value = 0,42
Volume = -40

[State 3400, 1]
type = envshake
trigger1 = AnimElem = 3
time = 60

[State 3400, 1]
type = envshake
trigger1 = AnimElem = 4
time = 100
ampl = 20

[State 3400, 1]
type = envshake
trigger1 = AnimElem = 5
time = 154
ampl = 20

[State 3400, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 21
trigger9 = AnimElem = 22
trigger10 = AnimElem = 23
trigger11 = AnimElem = 24
trigger12 = AnimElem = 25
trigger13 = AnimElem = 26
trigger14 = AnimElem = 27
trigger15 = AnimElem = 37
trigger16 = AnimElem = 38
trigger17 = AnimElem = 39
trigger18 = AnimElem = 40
trigger19 = AnimElem = 41
trigger20 = AnimElem = 42
trigger21 = AnimElem = 43
value = 0,36
volume = -40

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 21
trigger3 = AnimElem = 37
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = 0, 0
velocity = 0
projremovetime = 64
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 21
trigger3 = AnimElem = 37
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = 0, 0
velocity = 0
projhits = 10
projremovetime = 64
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,2
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 6
trigger2 = AnimElem = 22
trigger3 = AnimElem = 38
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = 80, 0
velocity = 0
projremovetime = 64
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 6
trigger2 = AnimElem = 22
trigger3 = AnimElem = 38
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = 80, 0
velocity = 0
projhits = 10
projremovetime = 64
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,2
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 7
trigger2 = AnimElem = 23
trigger3 = AnimElem = 39
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = -80, 0
velocity = 0
projremovetime = 64
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 7
trigger2 = AnimElem = 23
trigger3 = AnimElem = 39
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = -80, 0
velocity = 0
projhits = 10
projremovetime = 64
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,2
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = AnimElem = 24
trigger3 = AnimElem = 40
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = 160, 0
velocity = 0
projremovetime = 64
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = AnimElem = 24
trigger3 = AnimElem = 40
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = 160, 0
velocity = 0
projhits = 10
projremovetime = 64
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,2
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 9
trigger2 = AnimElem = 25
trigger3 = AnimElem = 41
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = -160, 0
velocity = 0
projremovetime = 64
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 9
trigger2 = AnimElem = 25
trigger3 = AnimElem = 41
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = -160, 0
velocity = 0
projhits = 10
projremovetime = 64
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,2
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 10
trigger2 = AnimElem = 26
trigger3 = AnimElem = 42
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = 240, 0
velocity = 0
projremovetime = 64
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 10
trigger2 = AnimElem = 26
trigger3 = AnimElem = 42
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = 240, 0
velocity = 0
projhits = 10
projremovetime = 64
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,2
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 11
trigger2 = AnimElem = 27
trigger3 = AnimElem = 43
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = -240, 0
velocity = 0
projremovetime = 64
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 11
trigger2 = AnimElem = 27
trigger3 = AnimElem = 43
projanim = 3401
;projremanim = 3303
projshadow = 68,68,68
offset = -240, 0
velocity = 0
projhits = 10
projremovetime = 64
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,2
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 0, 0
velocity = 1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 0, 0
velocity = 1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 0, 0
velocity = -1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 0, 0
velocity = -1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = -80, 0
velocity = 1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = -80, 0
velocity = 1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 80, 0
velocity = -1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 80, 0
velocity = -1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = -80, 0
velocity = -1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = -80, 0
velocity = -1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 80, 0
velocity = 1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 80, 0
velocity = 1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = -160, 0
velocity = 1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = -160, 0
velocity = 1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 160, 0
velocity = -1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 160, 0
velocity = -1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = -160, 0
velocity = -1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = -160, 0
velocity = -1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 160, 0
velocity = 1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 160, 0
velocity = 1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = -240, 0
velocity = 1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = -240, 0
velocity = 1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 240, 0
velocity = -1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 240, 0
velocity = -1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = -240, 0
velocity = -1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = -240, 0
velocity = -1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 240, 0
velocity = 1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3402
;projremanim = 3303
projshadow = 68,68,68
offset = 240, 0
velocity = 1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3403
;projremanim = 3303
projshadow = 68,68,68
offset = -120, 0
velocity = 1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3403
;projremanim = 3303
projshadow = 68,68,68
offset = -120, 0
velocity = 1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3403
;projremanim = 3303
projshadow = 68,68,68
offset = 120, 0
velocity = -1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3403
;projremanim = 3303
projshadow = 68,68,68
offset = 120, 0
velocity = -1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3403
;projremanim = 3303
projshadow = 68,68,68
offset = -120, 0
velocity = -1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3403
;projremanim = 3303
projshadow = 68,68,68
offset = -120, 0
velocity = -1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3403
;projremanim = 3303
projshadow = 68,68,68
offset = 120, 0
velocity = 1,0
projremovetime = 154
projpriority = 9999

[State 3400, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3403
;projremanim = 3303
projshadow = 68,68,68
offset = 120, 0
velocity = 1,0
projhits = 10
projremovetime = 154
projpriority = 9999
numhits = 1
attr = S, SP
damage   = 0,1
guardflag = M
pausetime = 0,9
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.animtype = back
air.velocity = 0,-5
p2stateno = 3410
p2getp1state = 1

[State 3400, 3]
type = changeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hit by Giga bolts
[Statedef 3410]
type = S
physics = S
velset = 0,0
movetype = H
ctrl = 0

[State 3410, 2]
type = changeanim2
trigger1 = time = 0
value = 3125

[State 3410, 2]
type = lifeadd
Trigger1 = animelem = 1
value = -9

[State 3410, 2]
type = velset
trigger1 = time >= 14
x = -3
y = -5

[State 3410, 2]
type = palfx
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
trigger4 = time = 9
trigger5 = time = 12
trigger6 = time = 15
trigger7 = time = 18
trigger8 = time = 21
trigger9 = time = 24
time = 2
add = 168,200,216

[State 3410, 5]
type = ChangeAnim
Trigger1 = time = 24
value = 5050
ctrl = 0

[State 3410, 4]
type = selfState
trigger1 = time = 24
value = 5050
ctrl = 0
