;Carica Life BAR ******************************************************************************************

[Statedef 197]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 198
ctrl = 0

[State 197, rand]
type = VarRandom
trigger1 = time%20 = 0
v = 20
range = 0,1000

[State 197, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 7000,6
volume = 255

[State 197, Sound2]
type = PlaySnd
trigger1 = animelem = 3, = 12
value = 7000,3
volume = 255

[State 197, life]
type = LifeAdd
trigger1 = life < 250
value = 400

[State 197, power]
type = PowerAdd
trigger1 = power >= 2000
value = -2000

[State 197, trema]
type = EnvShake
trigger1 = time%5 = 0
time = 5
freq = 60
ampl = -2

[State 197, colore]
type = PalFX
trigger1 = time%10 = 0
time = 5
add = 250,90,90
mul = 120,120,120
sinadd = 370,300,0

[State 197, fine]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------SANGUE da stand (strong)-----

[Statedef 990]
type    = S
movetype= H
physics = N
velset = 0,0
;anim = 99123
hitcountpersist = 1

[State 990, Randomizer]
type = VarRandom
trigger1 = power > 0
v = 21
range = 0,10

[State 990, Randomizer2]
type = VarRandom
trigger1 = power > 0
v = 22
range = 0,5

[State 990, macchia1]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 0
trigger1 = HitCount > 0
anim = F990
;ID = 197
pos = 70,var(22)
removetime = -1

[State 990, macchia2]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 1
trigger1 = HitCount > 0
anim = F991
;ID = 197
pos = 60,var(22)
removetime = -1

[State 990, macchia3]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 2
trigger1 = HitCount > 0
anim = F992
;ID = 197
pos = 55,var(22)
removetime = -1

[State 990, macchia4]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 3
trigger1 = HitCount > 0
anim = F993
;ID = 197
pos = 70,var(22)
removetime = -1

[State 990, macchia5]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 4
trigger1 = HitCount > 0
anim = F994
;ID = 197
pos = 62,var(22)
removetime = -1

[State 990, macchia6]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 5
trigger1 = HitCount > 0
anim = F995
;ID = 197
pos = 59,var(22)
removetime = -1

[State 990, macchia7]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 6
trigger1 = HitCount > 0
anim = F996
;ID = 197
pos = 60,var(22)
removetime = -1

[State 990, macchia8]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 7
trigger1 = HitCount > 0
anim = F997
;ID = 197
pos = 65,var(22)
removetime = -1

[State 990, macchia9]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 8
trigger1 = HitCount > 0
anim = F998
;ID = 197
pos = 65,var(22)
removetime = -1

[State 990, macchia10]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 9
trigger1 = HitCount > 0
anim = F990
;ID = 197
pos = 65,var(22)
removetime = -1

[State 990, fine]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------SANGUE da Crouch (strong) -----

[Statedef 991]
type    = C
movetype= H
physics = N
velset = 0,0
;anim = 99123
hitcountpersist = 1

[State 991, Randomizer]
type = VarRandom
trigger1 = power > 0
v = 21
range = 0,10

[State 991, Randomizer2]
type = VarRandom
trigger1 = power > 0
v = 22
range = 0,5

[State 991, macchia1]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 0
trigger1 = HitCount > 0
anim = F990
;ID = 197
pos = 70,var(22)
removetime = -1

[State 991, macchia2]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 1
trigger1 = HitCount > 0
anim = F991
;ID = 197
pos = 60,var(22)
removetime = -1

[State 991, macchia3]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 2
trigger1 = HitCount > 0
anim = F992
;ID = 197
pos = 55,var(22)
removetime = -1

[State 991, macchia4]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 3
trigger1 = HitCount > 0
anim = F993
;ID = 197
pos = 70,var(22)
removetime = -1

[State 991, macchia5]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 6
trigger1 = HitCount > 0
anim = F994
;ID = 197
pos = 62,var(22)
removetime = -1

[State 991, macchia6]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 7
trigger1 = HitCount > 0
anim = F995
;ID = 197
pos = 59,var(22)
removetime = -1

[State 991, macchia7]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 8
trigger1 = HitCount > 0
anim = F996
;ID = 197
pos = 60,var(22)
removetime = -1

[State 991, macchia8]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 9
trigger1 = HitCount > 0
anim = F997
;ID = 197
pos = 65,var(22)
removetime = -1

[State 991, macchia9]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 10
trigger1 = HitCount > 0
anim = F998
;ID = 197
pos = 65,var(22)
removetime = -1

[State 991, macchia10]
type = Explod
trigger1 = p2life < 1500
trigger1 = var(21) = 11
trigger1 = HitCount > 0
anim = F990
;ID = 197
pos = 65,var(22)
removetime = -1

[State 991, fine]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------SANGUE da stand (light)-----

[Statedef 992]
type    = S
movetype= H
physics = N
velset = 0,0
;anim = 99123
hitcountpersist = 1

[State 992, Randomizer]
type = VarRandom
trigger1 = power > 0
v = 21
range = 0,11

[State 992, Randomizer2]
type = VarRandom
trigger1 = power > 0
v = 22
range = 0,5

[State 992, macchia1]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 0
trigger1 = HitCount > 0
anim = F990
;ID = 197
pos = 70,var(22)
removetime = -1

[State 992, macchia2]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 1
trigger1 = HitCount > 0
anim =  F991
;ID = 197
pos = 60,var(22)
removetime = -1

[State 992, macchia3]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 2
trigger1 = HitCount > 0
anim = F992
;ID = 197
pos = 55,var(22)
removetime = -1

[State 992, macchia4]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 3
trigger1 = HitCount > 0
anim =  F993
;ID = 197
pos = 70,var(22)
removetime = -1

[State 992, macchia5]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 6
trigger1 = HitCount > 0
anim =  F994
;ID = 197
pos = 62,var(22)
removetime = -1

[State 992, macchia6]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 7
trigger1 = HitCount > 0
anim = F995
;ID = 197
pos = 59,var(22)
removetime = -1

[State 992, macchia7]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 8
trigger1 = HitCount > 0
anim =  F996
;ID = 197
pos = 60,var(22)
removetime = -1

[State 992, macchia8]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 9
trigger1 = HitCount > 0
anim = F997
;ID = 197
pos = 65,var(22)
removetime = -1

[State 992, macchia9]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 10
trigger1 = HitCount > 0
anim =  F998
;ID = 197
pos = 65,var(22)
removetime = -1

[State 992, macchia10]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 11
trigger1 = HitCount > 0
anim =  F990
;ID = 197
pos = 65,var(22)
removetime = -1

[State 992, fine]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------SANGUE da Crouch (light) -----

[Statedef 993]
type    = C
movetype= H
physics = N
velset = 0,0
;anim = 99123
hitcountpersist = 1

[State 993, Randomizer]
type = VarRandom
trigger1 = power > 0
v = 21
range = 0,11

[State 993, Randomizer2]
type = VarRandom
trigger1 = power > 0
v = 22
range = 0,5

[State 993, macchia1]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 0
trigger1 = HitCount > 0
anim =  F990
;ID = 197
pos = 70,var(22)
removetime = -1

[State 993, macchia2]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 1
trigger1 = HitCount > 0
anim =  F991
;ID = 197
pos = 60,var(22)
removetime = -1

[State 993, macchia3]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 2
trigger1 = HitCount > 0
anim =  F992
;ID = 197
pos = 55,var(22)
removetime = -1

[State 993, macchia4]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 3
trigger1 = HitCount > 0
anim =  F993
ID = 197
pos = 70,var(22)
removetime = -1

[State 993, macchia5]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 6
trigger1 = HitCount > 0
anim =  F994
;ID = 197
pos = 62,var(22)
removetime = -1

[State 993, macchia6]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 7
trigger1 = HitCount > 0
anim =  F995
;ID = 197
pos = 59,var(22)
removetime = -1

[State 993, macchia7]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 8
trigger1 = HitCount > 0
anim =  F996
;ID = 197
pos = 60,var(22)
removetime = -1

[State 993, macchia8]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 9
trigger1 = HitCount > 0
anim =  F997
pos = 65,var(22)
removetime = -1

[State 993, macchia9]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 10
trigger1 = HitCount > 0
anim = F998
pos = 65,var(22)
removetime = -1

[State 993, macchia10]
type = Explod
trigger1 = p2life < 500
trigger1 = var(21) = 11
trigger1 = HitCount > 0
anim = F990
;ID = 197
pos = 65,var(22)
removetime = -1

[State 993, fine]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
