;-------------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------------
; Mano D'Oro ------------------------------------------------------------------------------------------------


[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
velset = 0
anim = 1000

[State 1000, lightfx]
type = Explod
trigger1 = animelem = 2
anim = 9550
pos = 0,0
postype = p1
sprpriority = 4
ontop = 1
bindtime = 30
id = 1200

[State -2, Voce manodoro]
type = PlaySnd
trigger1 = time = 0
value = 4000,6

[State 1000, Super A]
type = SuperPause
trigger1 = time = 0
anim = -1
sound = 20, 0
time = 44

[State 1000, Super D]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
under = 1
time = 44

[State 1000, effetto]
type = Explod
trigger1 = time = 0
anim = F160
postype = back
pos = 0,0
bindtime = 1
supermove = 1
sprpriority = -1
ontop = 0
ownpal = 1

[State 1000, faccia]
type = Explod
trigger1 = time = 0
anim = 10000
postype = back
facing = 1
pos = 0,0
scale = 0.8,0.8
supermove = 1
removetime = 44
sprpriority = 0
ownpal = 1

[State 1000, Super B]
type = AfterImage
trigger1 = AnimElem = 1
trans = add
time = 2

; to put the attack in combo
[State 1000, passaggio]
type =  pause
trigger1 = Animelem = 1 && p2MoveType = H;
time = 30
movetime = 30

[State 1000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 4000,7

[State 1000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 26

[state 1000, colpito]
type = hitdef
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
attr = S, NA
animtype  = medium
damage    = 80,10
guardflag = MA
pausetime = 1,5
sparkno = S1310
sparkxy = -30,-110
hitsound   =  s301, 4
guardsound = 6, 0
ground.type = trip
ground.slidetime = 22
ground.hittime  = 27
ground.velocity = -6,-3
air.velocity = -3,-3
fall = 1
palfx.time = 35
palfx.add = 256,21,-176
palfx.sinadd = 30,30,0,10
palfx.mul = 246,245,0
palfx.color = 256
palfx.invertall = 1

[State 1000, coloresfondo]
type = null
;type = bgpalfx
trigger1 = animelem = 11
time = 15
add = 92,92,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 1000, vibro]
type = EnvShake
trigger1 = animelem = 10
time = 20
freq = 180
ampl = 5
phase = 90

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1005
projremovetime = 20
projid = 1000
offset = 50, -50 ; 100, -10
projremove = 0
velocity = 7.0, 0
attr = S, HP
damage    = 1070,600
animtype  = diagup
guardflag = MA
pausetime = 0,25
hitsound   = S6,5
guardsound = 6, 0
ground.type = high
ground.slidetime = 60
ground.hittime  = 100
ground.velocity = -9,-12
air.type = trip
forcestand = 1
fall.recover = 0
air.recover = 0
air.juggle = 15
air.fall = 1
fall = 1
yaccel = 0.8
fall.damage = 20
fall.recover = 0
palfx.time = 35
palfx.add = 256,21,-176
palfx.sinadd = 30,30,0,10
palfx.mul = 246,245,0
palfx.color = 256
palfx.invertall = 1

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Trottola Circolare Di Falco ----------------------------------------------------------------------------------
[Statedef 1100]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 1100
velset = 0,0
sprpriority = 2

; to put the attack in combo
[State 1100, passaggio]
type =  pause
trigger1 = Animelem = 1 && p2MoveType = H;
time = 100
movetime = 100

[State 1100, suono]
type = PlaySnd
trigger1 = animelem = 6
value = 4000, 0

[State 1100, Super A]
type = SuperPause
trigger1 = time = 0
time = 44
anim = -1
sound = 20, 0

[State 1000, Super D]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
under = 1
time = 44

[State 1000, effetto]
type = Explod
trigger1 = time = 0
anim = F160
postype = back
pos = 0,0
bindtime = 1
supermove = 1
sprpriority = -1
ontop = 0
ownpal = 1

[State 1000, faccia]
type = Explod
trigger1 = time = 0
anim = 10000
postype = back
facing = 1
pos = 0,0
scale = 0.8,0.8
supermove = 1
removetime = 44
sprpriority = 0
ownpal = 1

[State 1100, 0]
type = AfterImage
trigger1 = time = 0
time = 170
palbright = 10, 10, 10
palcontrast = 120, 120, 220
palpostbright = 0,0,0
paladd = 215,215,0
palmul = .85,.85,.95
trans = add;none

[State 1100, Blink]
type=null
;type = PalFX
trigger1 = Time = 0
time = 100
add = 32,16,0
sinadd = 64,32,5,3

[State 1100, lightfx]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 12
anim = 9100
pos = 0,0
sprpriority = 4
ontop = 1
id = 1200

[state 1100, colpito]
type = hitdef
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 7
trigger5 = animelem = 8
trigger6 = animelem = 9
trigger7 = animelem = 10
trigger8 = animelem = 11
trigger9 = animelem = 12
trigger10 = animelem = 13
trigger11 = animelem = 14
trigger12 = animelem = 15
attr = S, NA
animtype  = medium
damage    = 20,5
guardflag = MA
pausetime = 2,2
sparkno = S1310
sparkxy = -10,-84
hitsound   =  s301, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 22
ground.hittime  = 27
ground.velocity = -0.5
air.velocity = -0.5

[State 1100, carica]
type = varset
trigger1 = 1
v = 10
value = Var(10)+1

[State 1100,Voce trottola]
type = PlaySnd
trigger1 = time = 1
value = 4000,5

[State 1100, 8]
type = ChangeState
trigger1 = Time > 170
trigger1 = command = "hold_y"
value = 1110

[State 1100, 8]
type = ChangeState
trigger1 = command != "hold_y"
trigger1 = animtime = 0
value = 1110

[Statedef 1110]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1110
velset = 0,0
sprpriority = 2

[state 1110, colpito]
type = hitdef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 7
trigger5 = animelem = 8
trigger6 = animelem = 9
attr = S, NA
animtype  = medium
damage    = 10,2
guardflag = MA
pausetime = 2,2
sparkno = S1310
sparkxy = -10,-84
hitsound   =  s301, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 22
ground.hittime  = 27
ground.velocity = -6,-1
air.velocity = -2,-4

[State 1110, coloresfondo]
type = null
;type = bgpalfx
trigger1 = animelem = 8
time = 15
add = 92,92,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 1110,saetta]
type = PlaySnd
trigger1 = animelem = 8
value = 4000,8

[State 1110, 5]
type = Projectile
trigger1 = animelem = 8
ProjAnim = 1101 
Projhitanim = 1310
ProjStageBound = 80
ProjEdgeBound = 80
ProjID = 1100
ProjShadow = 0,50,100
offset = 105, -70
velocity = 5, 0
velmul = 1.001, 0
attr = S, SP
damage    = var(10)*4,var(10)*2
animtype  = Hard
guardflag = MA
pausetime = 8,8
hitsound   = S6,5
guardsound = 6, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 38
ground.velocity = -3,-12
air.type = Low
air.velocity = -2,-6
forcestand = 1
fall.recover = 0
air.recover = 0
fall.damage = 100
air.juggle = 15
air.fall = 1
fall = 1
yaccel = .4
fall.recover = 0
;palfx.time = 35
;palfx.add = 256,21,-176
;palfx.sinadd = 30,30,0,10
;palfx.mul = 246,245,0
;palfx.color = 256
;palfx.invertall = 1

[State 1110, carica]
type = varset
trigger1 = animtime = 0
v = 10
value = 0

[State 1110, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------
;Calotta Di Ghiaccio ----------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------

;********** SUB-ZERO'S GROUND FREEZE **********
[Statedef 1200]
Type = S
Movetype = A
Physics = S
poweradd= -2000
ctrl = 0
Anim = 1200

[State -2, Voce calotta]
type = PlaySnd
trigger1 = time = 0
value = 4000,2

[State 1200, Super A]
type = SuperPause
trigger1 = time = 0
anim = -1
sound = 20, 0

[State 1200, Super D]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
under = 1
time = 40

[State 1200, Super B]
type = Explod
trigger1 = time = 0
anim = F150
postype = p1
pos = -300,-360
bindtime = 1
supermove = 1
sprpriority = -1
ontop = 0
ownpal = 1

[State 1200, Super C]
type = Explod
trigger1 = time = 0
anim = F155
postype = p1
pos = 20,-100
bindtime = 1
supermove = 1
sprpriority = 2
ontop = 1
ownpal = 1

[State 1200, Super B]
type = AfterImage
trans = add
trigger1 = AnimElem = 1
time = 2

[State 1200, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 1200, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 26

; to put the attack in combo
[State 1200, passaggio]
type =  pause
trigger1 = Animelem = 1 && p2MoveType = H;
time = 50
movetime = 50

[State 1200, aura mani]
type = Explod
trigger1 = animelem = 2
anim = 9209
pos = 0, 0
postype = p1
ontop = 1
id = 1200

[State 1200, raggio]
type = Explod
trigger1 = animelem = 6
trigger2 = animelem = 10
anim = 1210
pos = 45,-66
postype = p1
ontop = 1

[State 1200, raggio]
type = Explod
trigger1 = animelem = 8
trigger2 = animelem = 12
anim = 1210
pos = 10,-60
postype = p1
ontop = 1

[State 1200, 1]
type = helper
trigger1 = animelem = 4
stateno = 1201
name = "Puddle"
id = 1201
pos = 62, -50
postype = p1
facing = 1
bindtime = 1
size.shadowoffset = 120
under = 1

[State 1200, CS]
type = changestate
trigger1 = animtime = 0
ctrl = 1
value = 0

;-----------------------------------------------------
[Statedef 1201]
Type = S
MoveType = A
Physics = S

[State 1201, CA]
type = ChangeAnim
trigger1 = time = 0
value = 2301

[State 1201, 0.5]
type = playsnd
trigger1 = time = 0
value = 4000,1

[State 1201, CAAA]
type = SprPriority
trigger1 = time != 0
value = -5

[State 1201, 3]
type = HitDef
trigger1 = time = 0
attr = S, HA
sparkno = -1
damage    = 40,10
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MA
guardflag = LA
pausetime = 9,9
p2stateno = 1705
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6, 0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2
air.velocity = -1.3,-3

[State 1201, CC]
type = Changestate
trigger1 = animtime = 0
value = 1202

;-------------------------------------------------------------------
;Change the slipping fool back to normal
[Statedef 1202]
Type = S
MoveType = A
Physics = N
anim = 2302

[State 1202, CAAA]
type = SprPriority
trigger1 = time != 0
value = -5

[State 1202, CS]
type = destroyself
trigger1 = animtime = 0

[State 1202, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Iced
[Statedef 1705]
type = S
movetype= H
physics = N
velset = 0,0

[State 1705, togli vita]
type = LifeAdd
trigger1 = time != 0
value = -1

[State 1705, FREEZE ATTEMPT]
type = Varset
trigger1 = time = 0
V = 23
Value = Anim

[State 1705, FREEZE ANY ANIMATION, SORT OF]
type = Changeanim
trigger1 = time != 0
value = Var(23)

[State 1705, FROZEN COLOR]
type = palFX
trigger1 = time != 0
add = 0,240,240
mul = 0,120,120
time = 2

[State 1705, VELSET]
type = velset
trigger1 = time = 0
X = 0
Y = 0

[State 1705, CS]
type = SelfState
trigger1 = time = 200
trigger1 = Pos Y > -1
value = 0
ctrl = 1

[State 1705, CZ]
type = ChangeState
trigger1 = time = 200
trigger1 = Pos Y < 0
value = 1706
;-------------------------------------------------------------
[Statedef 1706]
type    = S
movetype= H
physics = N
velset = 0,4
ctrl = 0
anim = 5070

[State 1706, VELADD]
type = Veladd
trigger1 = Pos Y < 0
Y = .75

[State 1706, Hit ground A]
type = Velset
trigger1 = Pos Y > 0
Y = 0

[State 1706, Hit ground A]
type = Posset
trigger1 = Pos Y > 0
trigger1 = Vel Y = 0
Y = 0

[State 1706, Hit Ground C]
type = SelfState
trigger1 = vel Y = 0
trigger1 = Pos Y = 0
value = 5100 ;Hit ground


;-----------------------------------
;p2 ice custom status
;by Sander71113 (thanks)
[Statedef 1230]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1230, 1]
type = NotHitBy
Trigger1 = 1
value = , AP 

[State 1230, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1240

[State 1230, 3]
type = ChangeState
Trigger1 = HitShakeOver
value = 1231
ctrl = 0

;------------------------------------
;(p2 ICED FALL)
[Statedef 1231]
type    = A
movetype= H
physics = N
velset = -2,-10.5
ctrl = 0

[State 1231, 1]
type = PosAdd
Trigger1 = Time = 0
y = -40

[State 1231, 2]
type = VelAdd
Trigger1 = Time >= 0
y = .6

[State 1231, 3]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1241

[State 1231, 4]
type = NotHitBy
Trigger1 = 1
value = , AP 

[State 1231, 5]
type = ChangeState
Trigger1 = Pos y >= 0 && Vel y > 0
value = 1232
ctrl = 0

;-----------------------------------
[Statedef 1232]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1232, Envshake]
type = envshake
Trigger1 = time = 0
time = 9
ampl = -3
freq = 110

[State 1232, posadd]
type = posadd
trigger1 = Time = 0
x = -20

[State 1232,1]
type = nothitby
trigger1 = Time >= 0
value = SCA
time = 1

[State 1232, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 1232, Var]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 1232, CA1]
type = ChangeAnim
triggerall = time = 0
trigger1 = SelfAnimExist(5102)
value = 5102

[State 1232, CA2]
type = ChangeAnim
triggerall = time = 0
trigger1 = SelfAnimExist(5101)
trigger1 = !SelfAnimExist(5102)
value = 5101

[State 1232, CA3]
type = ChangeAnim
triggerall = time = 0
trigger1 = !SelfAnimExist(5101)
trigger1 = !SelfAnimExist(5102)
value = 5100

[State 1232, PS]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1232, VM] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 1232, GMA]
type = GameMakeAnim
trigger1 = Time = 1
value = 61
pos = 0, 0
under = sysvar(1) <= 10

[State 1232, HFD]
type = HitFallDamage
trigger1 = Time = 3

[State 1232, PS]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 1232, SS]
type = selfState
trigger1 = Time = 10
value = 5101
ctrl = 0

[State 1232, FF]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;Ice Helper
[Statedef 1235]
anim = 9999

[State 1235, 1]
type = BindToTarget
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 1235, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1235, 3]
type = PlaySnd
trigger1 = Time = 0
value = S3,3

[State 1235, 4]
type = ChangeState
trigger1 = Time > 1
trigger1 = P2StateNo != [1230,1231]
value = 1236

[Statedef 1236]
anim = 9999

[State 1236, 1]
type = RemoveExplod
trigger1 = Time = 0
id = 6092

[State 1236, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1236, 4]
type = DestroySelf
trigger1 = Time = 30
;=======================================================
;p2 ice custom status
;by Sander71113 (thanks)
[Statedef 1240]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1240, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1240

[State 1240, 3]
type = ChangeState
Trigger1 = HitShakeOver
value = 1241
ctrl = 0
;-----------------------------------

;------------------------------------
;(p2) ON AIR
[Statedef 1241]
type    = A
movetype= H
physics = N
velset = -3,-6
ctrl = 0

[State 1241, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1240

[State 1241, 3]
type = VelAdd
Trigger1 = Time >= 0
y = .6

[State 1241, 4]
type = ChangeState
Trigger1 = Vel y > 0 && Pos y >= 0
value = 1242
ctrl = 0
;-----------------------------------

;------------------------------------
;(p2 ICED BREATH) HIT GROUND
[Statedef 1242]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1242, 2]
type = Explod
trigger1 = Time = 0
id = 61
anim = F61
pos = 0,0
sprpriority = -3
ownpal = 1

[State 1242, 3]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1240

[State 1242, 4]
type = ChangeState
Trigger1 = Time = 5
value = 1243
ctrl = 0

;------------------------------------
;(p2 ICED BREATH) BOUNCE
[Statedef 1243]
type    = A
movetype= H
physics = N
velset = -2,-4
ctrl = 0

[State 1243, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1240

[State 1243, 3]
type = VelAdd
Trigger1 = Time >= 0
y = .5

[State 1243, 4]
type = ChangeState
Trigger1 = Vel y > 0 && Pos y >= 0
value = 1244
ctrl = 0
;-----------------------------------

;------------------------------------
;(p2 ICED BREATH) LAND
[Statedef 1244]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1244, 1]
type = Explod
trigger1 = Time = 0
id = 61
anim = F61
pos = 0,0
sprpriority = -3
ownpal = 1

[State 1244, 2]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1244, 4]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1240

[State 1244, 5]
type = SelfState
trigger1 = Life > 0
Trigger1 = Time = 30
value = 0
ctrl = 1

[State 1244, 6]
type = SelfState
trigger1 = Life <= 0
Trigger1 = Time = 30
value = 5100
ctrl = 1

;-----------------------------------------
;Ice Helper
[Statedef 1245]
anim = 9999

[State 1245, 1]
type = BindToTarget
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 1245, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1245, 3]
type = PlaySnd
trigger1 = P2StateNo = 1242
trigger2 = P2StateNo = 1244
persistent = 0
value = S3,10
volume = -100

[State 1245, 5]
type = PlaySnd
trigger1 = Time = 0
persistent = 0
value = S3,3

[State 1245, 6]
type = ChangeState
trigger1 = Time > 0
trigger1 = P2StateNo != [1240,1244] 
value = 1246

;Ice Helper
[Statedef 1246]
anim = 9999

[State 1246, 1]
type = PlaySnd
trigger1 = Time = 0
value = S3,9

[State 1246, 3]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1246, 4]
type = DestroySelf
trigger1 = Time = 30


[Statedef 1207]
type    = A
movetype= I
physics = N
anim = 1232
sprpriority = 3

[State 1207, 1]
type = VelAdd
trigger1 = 1
y = -0.25

[State 1207, 2]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 1235
name = "Iceman"
ID      = 1235
postype = p2
pos = 40,0
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1207, 3]
type = DestroySelf
trigger1 = AnimTime = 0


;-----------------------------------------------------------------------
;Mano infuocata
[Statedef 1500]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
velset = 15
anim = 1500
sprpriority = 5

[State 1200, Super A]
type = SuperPause
trigger1 = time = 0
anim = -1
sound = 20, 0

[State 1200, Super D]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
under = 1
time = 30

[State 1200, Super B]
type = Explod
trigger1 = time = 0
anim = F140
postype = p1
pos = -310,-350
bindtime = 1
supermove = 1
sprpriority = -1
ontop = 0
ownpal = 1

[State 1200, Super C]
type = Explod
trigger1 = time = 0
anim = F145
postype = p1
pos = 10,-90
bindtime = 1
supermove = 1
sprpriority = 2
ontop = 1
ownpal = 1

[State 1500, Super B]
type = AfterImage
trigger1 = time = 1
trigger1 = var(16) = 0
time = 15
length = 15
PalBright   = 50,  60,  0
timegap = 1
framegap = 2
Trans = Add1

; to put the attack in combo
[State 1500, passaggio]
type =  pause
trigger1 = Animelem = 1 && p2MoveType = H;
time = 30
movetime = 30

[State 1500, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
trigger1 = var(16) = 0
time = 10

[State 1500, lightfx]
type = Explod
trigger1 = animelem = 3
anim = 1511
pos = 0,0
postype = p1
bindtime = 30
sprpriority = 4
ontop = 1
id = 1200

[State 1500, presa]
type = HitDef
Trigger1 = Time = 0
attr = S, SA      
hitflag = MAF
GuardFlag = MA
priority = 1, Miss   
sparkno = -1         
sprpriority = 1      
p1stateno = 1510      
p2stateno = 1520     
guard.dist = 0       
fall = 1     
fall.recover = 0

[State 1500, suono1]
type = PlaySnd
trigger1 = animelem = 5
value = 105,1

[State 1500, suono2]
type = PlaySnd
trigger1 = animelem = 2
value = 4000,7

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1510]
type    = S
movetype= A
physics = N
anim = 1510
sprpriority = 5

[State 1510, coloresfondo]
type = bgpalfx
trigger1 = animelem = 2
time = 75
add = 133,154,-103
sinadd = 30,30,0,10
mul = 255,164,89
color = 256
invertall = 0

[State 1510, energia]
type = Explod
trigger1 = animelem = 2
anim = 1410
pos = 25,0
removetime = 70
ontop = 1

[State 1510, lampi]
type = EnvColor
trigger1 = animelem = 23
value = 133,154,-103
time = 5
under = 0

[State 1510, tremore]
type = EnvShake
trigger1 = animelem = 2
time = 90

[State 1510, tremore2]
type = EnvShake
trigger1 = animelem = 23
time = 10
freq = 90
ampl = -6

[State 1510, suono2]
type = PlaySnd
trigger1 = time = 0
value = 210,2

[State 1510, suono2]
type = PlaySnd
trigger1 = animelem = 2
value = 4000,0

[State 1510, Presa]
type = TargetBind
trigger1 = AnimElem = 1
pos = 90, -10

[State 1510, lanciato]
type = PlaySnd
trigger1 = animelem = 23
value = 4000,9

[State 1510, Throw 11]
type = TargetState
trigger1 = AnimElem = 23
value = 1530

[State 1510, suono2]
type = PlaySnd
trigger1 = animelem = 23
value = 240,2

[State 1510, Vita]
type = TargetLifeAdd
trigger1 = AnimElem = 23
value = -500

[State 1510, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1520]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5
ctrl = 0

[State 1520, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1520

[State 1520, pal]
type = palfx
trigger1 = time = 30
time = 75
add = 133,154,-103
sinadd = 30,30,0,10
mul = 255,164,89
color = 256
invertall = 1

[State 1520, 1]
type = SelfState
Trigger1 = animtime = 0
ctrl = 1
value = 0

[Statedef 1530]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5
ctrl = 0

[State 1530, pal]
type = palfx
trigger1 = time = 0
time = 45
add = 133,154,-103
sinadd = 30,30,0,10
mul = 255,164,89
color = 256
invertall = 1

[State 1530, volo]
type = Velset
trigger1 = time = 3
x = -4
y = -4

[State 1530, cambio]
type = Selfstate
trigger1 = time = 11
value = 5035

;-------------------------------------------

[State -2, lightfx end]
type = RemoveExplod
trigger1 = stateno != 1000
trigger1 = stateno != 1100
trigger1 = stateno != 1200
trigger1 = stateno != 1500
ID = 1200